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Splinter Cell Pandora Tomorrow

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Reply 61 of 188, by lowenz

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Uhm, my tests with Splinter Cell ONE (not Pandora, but same problems with Shadow Buffer as we all know)!

*Win 8.1 64 bit -> GeForce 750 Ti + last drivers + Win 8 compatibility mode -> Projector Shadows are simple but perfect / Buffer Shadows are good but erratic (as seen in Pandora)
*Win 8.1 64 bit -> WARP + Win 8 compatibility mode -> Projector Shadows have corruption problems / Buffer Shadows crash the game

EDIT: compatibility mode needed for intro and cutscene BINK videos

Reply 62 of 188, by Komat

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I created a small wrapper which seems to fix the shadow problem on Nvidia (GTX 780, Win 8.1, drivers 344.11). On my PC there are still some issues with water reflection (e.g. it is missing) which I intend to check when I will have time. For more info see http://www.jiri-dvorak.cz/scellpt

Reply 63 of 188, by daniel_u

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You are the man, this is the best news in years. 😎 Thanks.

Does this work on win 7 X64 ?
Also, can you do somehing with AA in this game?. AA never worked with infrared vision.🙁 Some sort of limitation of the API.
How about ATI cards?

The missing lighting ,shadows, and AA ruins the cool game.
I will test this wrapper asap. and report back with my testing.

Please sir dont stop this awesome work. Splinter cell fans, like me, have been waiting/wanting a long time for news like this.

Last edited by daniel_u on 2015-03-30, 11:49. Edited 3 times in total.

Reply 64 of 188, by PhilsComputerLab

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Komat wrote:

I created a small wrapper which seems to fix the shadow problem on Nvidia (GTX 780, Win 8.1, drivers 344.11). On my PC there are still some issues with water reflection (e.g. it is missing) which I intend to check when I will have time. For more info see http://www.jiri-dvorak.cz/scellpt

Cool!

Have you thought about contacting Ubisoft? Maybe something will come out of this?

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Reply 66 of 188, by PhilsComputerLab

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Well, you never know. But maybe you're right.

I wonder if this could have been patched without too much trouble. I think it would make sense for Ubisoft to chase this up. Lots of people would buy this game on Steam or GOG.

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Reply 67 of 188, by daniel_u

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Nvidia is not to blame here. Ubisoft coding is. No fallback, they sell this broken game even today.(i just bought the ultimate edition 🙁 few months ago).
They are showing it even today with new releases. Just wait and see when users switch to DX12 and WIn10. 😀

I dont know the effort behind this wrapper but having the source code on the net it surely gives hope to SC fans world wide.

Reply 68 of 188, by daniel_u

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Komat wrote:

I created a small wrapper which seems to fix the shadow problem on Nvidia (GTX 780, Win 8.1, drivers 344.11). On my PC there are still some issues with water reflection (e.g. it is missing) which I intend to check when I will have time. For more info see http://www.jiri-dvorak.cz/scellpt

I''ve been testing a few levels. Here is my findings:

-FirstLevel: Reflections on water seems to have problems.
Shadows near the ladder dissapear. I can see sam's shadow, while 'walking' the pipe, in the water. I mean all of it. Reflections seems to be exagerated near the emabasy in the water, like a mirror. Kinda cool. 😀

-(all)Jungle(s) level:
No rays are visible in the begging of the level. I remember beeing some.
Near the first tent should be the outline of the top. A shadowy border of the top. The ground is all black. You clearly see(enemies also sees you 😀) the sensor on you moving to the visible area.

-Paris Level(first one: Underground when the train flies by near you, some beems of light sholud be seen. Again the sensor is moving but no rays.

-LAX(airoport area beginig of the level) Seems to be the same as jungle level. The enviroment is not lit , Light is not working.

What can i say. Most impresive. hat off. The first level almost seems like my 7950gx2 was running. 😀
Now. only if others would test other levels.

Reply 70 of 188, by Komat

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daniel_u wrote:

Shadows near the ladder dissapear.

Do you mean the flickery area which fades in as you approach the ladder and then disappears when you get close? That area itself seems to be artefact as it is not visible in the videos utilizing older HW.

daniel_u wrote:

I can see sam's shadow, while 'walking' the pipe, in the water. I mean all of it.

Might be his reflection.

I improved the heuristic used to detect the shadowmap projection matrix so it catches various lights which were missing previously. Such as the lamp shining from window when climbing the pipe or the the lamp casting the shadow of the net when leaving the house or the train. It is in the 0.03 version of the wrapper.

lowenz wrote:

Any chance to see the fix for the first Splinter Cell too? Projector Shadows are really awful

Yes it is likely that I will look at it eventually. You might try to use the current wrapper with it. If it uses DX8, 24bit shadow buffers and similar way of uploading the matrices to the shader, it might work.

Reply 72 of 188, by Komat

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lowenz wrote:

Actual version not working with SC1: the game runs perfectly but lights and shadows still don't render correctly.

The rendering method is probably too different so I will need to tweak the wrapper.

Last edited by Komat on 2015-03-31, 02:06. Edited 2 times in total.

Reply 73 of 188, by Komat

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daniel_u wrote:

-FirstLevel: Reflections on water seems to have problems. .... I can see sam's shadow, while 'walking' the pipe, in the water. I mean all of it. Reflections seems to be exagerated near the emabasy in the water, like a mirror.

It seems that I did use incorrect order of operations in one blend when rewriting the setup to shader. With 0.04 the water looks better. It also fixes sam's reflection when hanging on the pipe as the reflection blends out in this area.

Reply 74 of 188, by daniel_u

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Komat wrote:
daniel_u wrote:

Shadows near the ladder dissapear.
Do you mean the flickery area which fades in as you approach the ladder and then disappears when you get close? That area itself seems to be artefact as it is not visible in the videos utilizing older HW.

I didnt notice that before. I will investigate this further

Many thanks, I will report back my findings very soon. This time with some print screens. 😀

Reply 77 of 188, by daniel_u

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I've been testing your latest version 0.4.

Reflections appear to be alright.
The flickery area which fades in as you approach the ladder and then disappears when you get close appear on PC, xbox and PS 2,3.
It's a not a game breaker but it would be very nice to have this elminated and have a perfect emulation.

Enviroments now are lit. Airoprt, jungle,underground france.Shadows appear almost everywhere.

Still, in the level with jungle the beams of llight are not there. Can check pic from my PC here:
http://imgur.com/xhnLYd2

You can see for compariosn the video below, It'a right at the start. Here's the link: https://www.youtube.com/watch?v=M1WVhiOcFmM&l … 1237B90&index=6
Also you can see this on top of the church in Jerusalem near the blue windows. Level here:https://www.youtube.com/watch?v=0_o9JtJKE5w&i … 27B88F481237B90
Look at 10:40.

In jerusalem level in the street with shops on each side and 2 police man, the shadows and rays/beem from the grill of the stores cant be seen.

For comparison please check last link at 15.00. Here he is how it looks on my pc: http://imgur.com/pav3Gy0

Also some problems with the light in Jerusalem level. In the pics you can see the light is colored. Please check them here:

http://imgur.com/4DRrbSo
http://imgur.com/KP5FwFJ

You can see that from source to envoriment the light is white then yellow then red. 😀 Dont know if this is my PC or just a general issue. I've been ALT+Tab -ing very often. Maybe this is the cause. Dont know.

Next i will want to check the level with the TV station and sewer. There things get interesting. On stage part in TV station there are some bugs if i remember corectly. Nvidia struggled there.😀
Also underground part of level in Jerusalem.

I will try to play 2-3 levels every night and try to compare with what i remember and check with other videos. This way chances are preaty silm to miss things..