Asura's Wrath reshade depth buffer not working
Started by spin1490




2 posts in this topic
spin1490
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6 posts 5 threads Joined: Jan 2020
07-09-2020, 03:08 AM -
#1
Using reshade in Asura's Wrath does not allow proper depth buffer detection, meaning you cannot use the most impactful depth based reshade effects like MXAO and Ray-Tracing. 
Running a i7-7700hk, GTX 1070, and 32gb of ram on an SSD.

Tested on all default settings, recommend settings from the wiki, OpenGL, Vulkan, and custom 4k settings with the 60 FPS patch applied.
The depth will occasionally show up for specific objects in the wrong place of the screen, but most of the time it doesn't show up at all. 

See example below, it looks like right now the depth buffer for 512 (when it does barely work) is seemingly pulling the depth data for random objects, including those off screen, as can be seen below by the depth data for the pole which another character off screen is holding. The normal fullscreen size depth buffer shows nothing, and the "copy depth buffer clearing" option is not present for both Vulkan and OpenGL.

Normal scene:
[Image: R2wkDbf.png]

How it shows up in depth buffer for reshade:
[Image: h1N7pd8.png]

It should just look like the normal scene image, except with a black and white gradient showing the depth of the scene, like this example from another game:
[Image: LogDepthNew.png]



UPDATE: The depth buffer data tab is clearly showing that it is receiving data, but the depth buffer on the screen itself does not work.
Very rarely, if I keep the "displaydepth" shader up, for like a nanosecond the depth buffer will show up and then disappear again.

[Image: aZJ7wKf.png]
This post was last modified: 08-08-2020, 02:33 AM by spin1490.
spin1490
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6 posts 5 threads Joined: Jan 2020
07-25-2020, 07:38 AM -
#2
bump for update
Ani
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4,264 posts 105 threads Joined: Aug 2017
07-29-2020, 08:24 AM -
#3
The short answer is that emulators work differently from native games, this likely has to be fixed on ReShade's side
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