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[BUG] TES IV Oblivion - Solid Color Displayed In-game #95

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Hyperbog opened this issue Oct 22, 2021 · 2 comments
Open

[BUG] TES IV Oblivion - Solid Color Displayed In-game #95

Hyperbog opened this issue Oct 22, 2021 · 2 comments

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@Hyperbog
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Hyperbog commented Oct 22, 2021

Hey Dege,

This is probably not high on the totem pole of importance, but just want to report that when TES IV: Oblivion is wrapped with dgVoodoo2 the in-game visuals render a solid color on the whole screen. Can't see anything. It's like back in the day when an NES game wouldn't load it would sometimes output a solid color only in this game the game is playing you just can't see it. Only hear it.

There are a few exceptions. The Title screen, intro movies, inventory screen w/ character preview, and HUD elements all render without issue, and are displayed just fine, Even the mods for the UI I use show up on the screen, however, the actual visuals in-game aren't being displayed, and instead output what I'm assuming is the sky color or ambient color. Sometimes it's dark blue if it's night, or pink if it's dusk, or grey during the day, but no visuals. So it works with some things, but for the main visuals it's just a solid color on the whole screen

I installed ReSahde to take some screenshots, and noticed that if I enabled one of the shaders that access the Depth Buffer you can make out the 3D renderings on-screen. So it's there, just not as it should be.

Shot 1 is how it looks.
Shot 2 shows that the inventory screen displays fine.
Shot 3 shows Pascal's RTGI shader displaying what ReShade is accessing through the Depth Buffer. My apologies if I'm not using proper terminology or proper terminology in the correct context.

Oblivion 2021-10-22 05-18-53
Oblivion 2021-10-22 05-19-01
Oblivion 2021-10-22 05-19-17

.

@Hyperbog
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Just wanted to mention this is the case pre and post modded. Also, not sure if this is relevant, but it wraps just fine with DXVK to VULKAN, but I can't use RTGI with VULKAN since it can't access the depth buffer.

@dege-diosg
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It works fine for me, both through D3D11 and 12. So, I'm afraid I cannot help.

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