Comments (3)
The current algorithm only relies on the Depth buffer and not normal buffers, thus it could be 'works as intended'. I also have noticed similar artefacts in another implementation and Bend's studio implementation aswell. So it depends how obvious these triangulation appears.
If the issue is due to low frequency of the depth buffer, we could tackle with this so called 'high frequency depth bias' that they utilize in Day's gone.
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It might indeed be a natural outcome of the geometry being shaded, haven't looked the Day's Gone slides all that much.
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Related Issues (20)
- Screen space shadows could be improved to what Days Gone is using HOT 1
- Replace FMOD with Wwise HOT 2
- Create and run smoke tests after a build is complete
- Linux support HOT 18
- Bug: resizing editor breaks framebuffer HOT 1
- Bug: closing shader editor crashes the engine HOT 2
- Vulkan build freezes during editor startup HOT 14
- Wrong configuration when building HOT 4
- Flickering when the renderer goes too fast HOT 1
- Transform handle HOT 1
- Line rendering needs motion vectors HOT 1
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- How to build from source on MSYS2? HOT 1
- RenderDoc capture not working for the D3D11 Backend HOT 4
- Array out of range assert hit on editor startup HOT 1
- Delete key unusable when deleting a transform value. HOT 2
- Cascaded shadow mapping has some discontinuities HOT 1
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