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  1. #41
    Redeemer
    Join Date
    Jul 2011
    Location
    London, UK
    Posts
    1,789

    Default

    No worries, it was a pleasure besides it increases my post count

  2. #42

    Default

    Just a small update since July UDK is out. I tried it but it sadly didn't fix the problem

  3. #43
    Redeemer
    Join Date
    Jul 2011
    Location
    London, UK
    Posts
    1,789

    Default

    Well i guess we can't do anything, does this get reproduced with another Post Process not the hiteffect but another one ? using your settings i had never noticed this issue before because i never used the same settings than you,

  4. #44

    Default

    Yeah I get the same effect with 3 of my own post process materials, a heat haze effect, a underwater wobble effect and chromatic aberration effect

  5. #45
    Redeemer
    Join Date
    Jul 2011
    Location
    London, UK
    Posts
    1,789

    Default

    Alright so it's got to do with the DX9 render thing, i still do not understand why it would work with DX11 but not with DX9, and the weird thing is that you need to set that World setting in DX11, but as you said it does not give the result you want so it doesn't work in both IMO, alright what was causing the issue again, the UberPostProcess or something else ?

  6. #46
    Iron Guard
    Join Date
    Nov 2009
    Location
    Belgium, Namur
    Posts
    813

    Default

    DX11 and DX9 don't handle shaders the same way. This could explain the difference.
    Sorry for my bad English, it's not my native language.
    ---
    Twitter- LinkedIn - !Portfolio! - !Personnal project : EXIL!


 
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