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  1. #1

    Default Shadows on First-person weapons in DX11 mode

    In only this specific scenario, I get an odd bug- the situation is described as follows:
    -DX11 mode
    -Any kind of first-person mode
    -Using a weapon in first-person

    The problem is that the shadows on the screen, not geometric shadows, but shadows that are already in screen space, end up on the weapon and geometric shadows are not accurately calculated on the weapon. For instance, say there is a tree in the distance that casts a shadow on the ground. If my gun (in screen space, a 2d set of pixels) intersects the shadow (also in screen space) then there is a black line across the gun. It is extremely annoying, and I'm wondering how I would fix it.
    I know of a trick used in old FPS games, where depth-sorting is turned off for the weapons so that it won't look like it's going through walls if your standing next to a wall, and I'm thinking perhaps they do this in the UDK?

    This does not happen in DX9 mode, this does not happen in any other view than first-person, and it does not happen on other things other than the weapons. How can I fix this?

    If the problem needs further description, or a screenshot perhaps, I would be happy to provide.

    Thank you in advance for whomever can help.

  2. #2
    MSgt. Shooter Person
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    Feb 2011
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    I think you will get help quicker/more accurate answer if you provide a screenshot of the problem

  3. #3

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    Quote Originally Posted by Cronnix View Post
    I think you will get help quicker/more accurate answer if you provide a screenshot of the problem

    Can do.



    Sorry this screenshot isn't exactly clear, but if you look, shadows and even some geometry from the grass and fern in front of the gun are somehow appearing on the gun, and this happens with all objects visible, i.e. all visible object's shadows somehow get onto the gun. And this only happens with weaponry and in first-person view.

  4. #4

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    bump
    ...if that does anything on these forums

  5. #5

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    AHA! I was correct! UDK disables depth-buffering on the first-person weapons.


    As you can see I am standing in front of the cube, but the gun is rendered behind it. I believe this is what is making the shadow mapping mess up.
    Now, how do I disable this?

  6. #6
    MSgt. Shooter Person
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    Texas
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    I know this is an old thread, but an hour of Google searching and trial and error did not find me the answer. I'm having the same problem with DX11, using the most recent (July 2012) build. It seems not only to be affecting the shadows, but many other effects like SSS. As far as I can tell, only the foreground is having issues. Everything works fine with DX9. Does anyone have any ideas on how to solve this? Thanks in advance!

  7. #7
    MSgt. Shooter Person
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    Holland, but i'm British.
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    I have a similar problem... Maybe it's my ATI card though, on things like rocks i get shadows that are in straight lines until i get close to it.. Then it renders properly

  8. #8
    MSgt. Shooter Person
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    I hope it's not my card, I just spent a bunch on a brand new GTX 670 with DX11 development in mind. The 600 series is still relatively new though, maybe it does have to do with the card, Epic just hasn't had time to test it. Hoping that's not the case :/

  9. #9
    MSgt. Shooter Person
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    Gamertag: NekoDemon117

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    Just great. After seeing this thread, I loaded up UDK and switched to wireframe mode. All in-level meshes were being rendered on top of the Link Gun in DX11 mode. Meaning the Link Gun's mesh is getting put behind all in-level wireframes instead of in front. In DX9 mode, the Link Gun's wireframe is rendered in front of everything else like it should be.

    I am running a nearly two-year-old Sapphire Radeon HD 5770 1GB GDDR5 Vapor-X, so this probably has nothing to do with Nvidia GTX 600 series.

    At least there is a good chance this isn't GPU-specific behavior. Maybe Epic will find a fix for it. Though it is a rather unsettling sign that they haven't fixed this yet.
    Last edited by NekoDemon117; 09-05-2012 at 07:04 PM.

  10. #10
    MSgt. Shooter Person
    Join Date
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    It does seem a rather important bug, I'm surprised nothing has been done about it yet. Maybe Epic's focus is on UE4 now, who knows if it'll ever get fixed if that's the case.


 

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