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View Code? Open in Web Editor NEW.hack//G.P.U. (Render fixes for .hack//G.U.)
License: MIT License
.hack//G.P.U. (Render fixes for .hack//G.U.)
License: MIT License
I've tried using .hack//G.P.U. version 0.2.0 and I ended up with most textures not rendering/missing once the camera moves a distance away. They occasionally pop back in when closing in so I assume it's an issue with the mipmaps not working? All the settings are default (except AA which is set to match the game's - High).
Downloaded SKIM64 from https://steamcommunity.com/groups/SpecialK_Mods/discussions/16/1480982971178019745/ installed dGPU and when I ctrl + shift + backspace it brought up a window that asked if I accept or not and when I clicked accept it immediately crashes the game.
Here's the logs
https://pastebin.com/FMyx8R6x crash.log
https://pastebin.com/wYSQccnK d3d11.log
https://pastebin.com/dnf2ZGvd dinput8.log
https://pastebin.com/znNKY4P1 modules.log
https://pastebin.com/QrrvSEBC steam_api.log
This issue arises with the HUD. When using this shader stereoscopic modes top and bottom and side by side. Due to the decoupled nature of the HUD, the rest of the stereoscopic modes are not affected.
I would like to know if the buffer the HUD sits on, is available with your special version of ReShade. So I can make a special version of my shader to account for this problem when selecting TnB and SbS. This or do you have to adjust something on your end?
What the problem is with the HUD when in TnB and SbS.
https://cdn.pbrd.co/images/GTnH9Bo.jpg - SbS image.
What it should look like when the image is merged.
https://cdn.pbrd.co/images/GTnHQ3MA.jpg
There is also the other issue with your special version of ReShade. effects seem to be doubling up. When I have only have my own shader in the folder.
Here is an image of the problem.
https://cdn.pbrd.co/images/GTnJ0F8.jpg
I also added you to friends on steam so it can be easier to tell me what to do about the problems if I can fix them on my own end.
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