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Visual bug when enabling Post-Processing and high shader quality

c1b0r7c1b0r7 Member Posts: 14 Arc User
The images speak for themselves, whenever "Shader" is set to any quality higher than "low" and "post-processing" is enabled, some scenery elements simple do not get drawn, causing wierd collisions.
Turning off "Post-Processing" fixes this bug with any "Shader" quality.
Game is running in a RX 580 (8GB) with latest AMD drivers (18.9.1).






Comments

  • c1b0r7c1b0r7 Member Posts: 14 Arc User
    Since not a single dev/moderator replied, I'll add more and more pictures of this amazing coding!
    Not only scenery can be distorted but also player models!
    As seen in the picture, Unparalleled Eclipse glow doesn't show at all with post-processing off and with post-processing on you can see through player model IF effects on Eclipse is enabled! Nice work!

    Post-Processing ON/Effects ENABLED


    Post-Processing OFF/Effects DISABLED

  • nitocris83nitocris83 Member, Cryptic Developer, Administrator Posts: 4,498 Cryptic Developer
    Hi @c1b0r7! You mentioned this is causing weird collisions, could you clarify or provide more details?
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited September 2018
    I run across shader weirdness all the time. Lately, Ive seen these:

    1. In the River District when you use Kavatos' orbs to sample Gyrion's energy, if you stand such that you are between the orb and the camera, the orb appears through you as if it is closer.

    2. When riding a Legendary Rage Drake across the icy lake in Icewind Pass, the orange glow from your mount's footprints illuminate the entire lake, not just where your mount stepped.

    3. If you do some heroic encounters (it doesn't matter where), eventually visual FX will start to disappear -- smoke from a TR's smoke bomb, glowy effects from loot drops, exit portals, etc. etc. Actually, for the loot drops, if you walk right up to the loot the glow will reappear, but if you're even a couple of feet away they won't appear. It's as if the client is prioritizing which FX to show from a VERY small pool of available FX instances.

    Shaders at Max, post-processing turned on. NVIDIA Quadro K5100M.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • c1b0r7c1b0r7 Member Posts: 14 Arc User

    Hi @c1b0r7! You mentioned this is causing weird collisions, could you clarify or provide more details?

    So, as the exemple provided in Chult, with Post-processing on and shader above low, I can't "see" some trees and scenery objects. Sometimes I'm walking around and I collide with "invisible" objects, which is very weird... I'll try to get a screenshot of a picture of me floating in Chult due this.
  • c1b0r7c1b0r7 Member Posts: 14 Arc User
    c1b0r7 said:

    Hi @c1b0r7! You mentioned this is causing weird collisions, could you clarify or provide more details?

    So, as the exemple provided in Chult, with Post-processing on and shader above low, I can't "see" some trees and scenery objects. Sometimes I'm walking around and I collide with "invisible" objects, which is very weird... I'll try to get a screenshot of a picture of me floating in Chult due this.
    @nitocris83

    This is me floating near the third Ubtao Shrine (you can see some stuff hanging off the "tree")


    THis one you can see that even with the Post-processing enabled, the "see-through" effect still works, but the object itself is not diplayed:

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