02-17-2016, 12:55 AM -
For some reasons there's missing light in the background, I don't know of why.
Geometry is also misplaced. I think most of the geometry is there but all the cubes are "gathered" instead of being spread in the whole level.
On Ps4 the devs said that they used compute shader for cube simulation and I suspect they have emulated it on ps3. For instance rsx can write to a single row surface which can then be feeded back as vertex attributes. It's convoluted but doable.
Unfortunately dx12 backend doesn't really support such scenario. Surfaces can be sampled as textures but not as buffer.
Of course I need to check if my initial assumption is right before working on a fix.
Geometry is also misplaced. I think most of the geometry is there but all the cubes are "gathered" instead of being spread in the whole level.
On Ps4 the devs said that they used compute shader for cube simulation and I suspect they have emulated it on ps3. For instance rsx can write to a single row surface which can then be feeded back as vertex attributes. It's convoluted but doable.
Unfortunately dx12 backend doesn't really support such scenario. Surfaces can be sampled as textures but not as buffer.
Of course I need to check if my initial assumption is right before working on a fix.