LUPS Distortion shader visual tearing

LUPS Distortion shader visual tearing

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

LUPS Distortion shader visual tearing

Post by Beherith »

I find that LUPS distortion shaders recently use the previous framebuffer as a distortion source, making the effect noticably lag (looks like vsync off tearing) behind visually when frame rates are low. This is especially true when moving the camera.

Has anyone found a driver version that doesnt do this? Or is this a spring bug?

Im on windows with an 8800GT, and use driver version 297 from 04.03.2012.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: LUPS Distortion shader visual tearing

Post by Forboding Angel »

I haven't ever seen anything like this, and I use lups pretty liberally.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: LUPS Distortion shader visual tearing

Post by Beherith »

Can you estimate your driver version and tell me your gpu?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: LUPS Distortion shader visual tearing

Post by Forboding Angel »

Dunno the driver version, I'm not at that computer atm, but the card is an evga GTS450 SC (clocked down to 782 which is the factory stock clock for the original 450's because evga sucks giant horse dong and created a card that shits the bed when run using factory overclock settings).


I should never have gone away from PNY.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: LUPS Distortion shader visual tearing

Post by Beherith »

I recall this happened to me after a driver update a few months ago. But the driver I was running before was very very old.
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danil_kalina
Posts: 505
Joined: 08 Feb 2010, 22:21

Re: LUPS Distortion shader visual tearing

Post by danil_kalina »

I have the same thing after updating Graphics driver. GeForce GT 330M, 296.10
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: LUPS Distortion shader visual tearing

Post by Beherith »

I tried with version 266, from jan 2011, but the bug is still there. Ill try some even older stuff.
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