So.. what's wrong with the graphic?
#201
Geschrieben 26 April 2012 - 04:03
#202
Geschrieben 26 April 2012 - 04:27
#203
Geschrieben 26 April 2012 - 08:01
#204
Geschrieben 13 Mai 2012 - 12:42
#205
Geschrieben 13 Mai 2012 - 09:29
Windows XP Service pack 3
ATi Radeon 4850 HD (12.4 drivers)
Memory size: 1024 MB
Mem Type: HyperMemory
Core clock: 680 mhz
Memory clock: 1050 mhz
60 hertz refresh rate
Running 1680x1050 native (problem happens no matter what resolution/window mode)
3D Settings:
Catalyst AI disabled
Adaptive AA enabled (Quality)
OpenGL Settings: Triple buffering on
Wait for vertical refresh: Always on (Vsync)
Use application settings for SMOOTHVISION HD AA and Anisotropic Filtering
Pictures:
(Udina's collar)

(Shepard's shoulder)
Bearbeitet von Ink_Ant, 13 Mai 2012 - 09:30 .
#206
Geschrieben 18 Mai 2012 - 04:17
So I did some digging with the ME3 Save editor and GameSettings.ini with Notepad++ trying to find -anything- about this. I have a pretty strong suspicion that it's a shader issue, because this is happening on multiple types of cards, both ATi and Nvidia, regardless of drivers. It's not isolated, and it's happening everywhere.
I found these variables but haven't had much success with them:
In bioengine.ini/engine/engine/
shadedlevelcolorationlitmaterialname
shadercomplexitycolors = (multiple) -
I also suspect there might be something in the "GlobalShaderCache-PC-D3D-SM3.bin" file, but the ME3 Coalesced utility cannot open it and it looks to be compiled code when opened in Notepad++. If there's a program out there somewhere that can read that file, we might be able to poke around in it and find something.
The fix for this issue in ME2 was ultimately editing a shader long-hand with Notepad++ (Seen in this thread: http://social.biowar.../index/797393/2) but we do not have access to the shaders for ME3 like we did in 2.
Also looking at this in biogame.ini/sfxgame.ini/biocamerazoom/m_focusconfig:
(m_fMaxFocusDistance=50000.0f,m_fNearClipFactor=0.035f,
m_fNearClipMax=100,m_fInnerRadiusFactor=0.5f,m_fMinRate=10000,
m_fFocusFraction=0.5412f,m_fFalloffExponent=2,m_fBlurKernelSize=2,
m_fMaxNearBlurAmount=1,m_fMaxFarBlurAmount=1,m_clrModulateBlur=(R=255,G=255,B=255,A=255));
Another possible option would be to use DepthOfField=False while still maintaining the rest of the post-processing effects like color correction and bloom, I am fiddling around with variables, currently using these in my GameSettings.ini but haven't seen any post-processing effects with DOF set to false: (I have not run my game since putting in busepostprocesseffects=true.)
//////
Filtereddistortion=false
MaxShadowResoluation=512
DisableATITextureFilterOptimizationChecks=True
MaxMultisamples=4
bEnableBranchingPCFShadows=True
EnableBranchingPCFShadows=True
bEnableVSMShadows=True
DepthOfField=True
busepostprocesseffects=True
Bloom=True
QualityBloom=True
BIOVertexShaderVersion=vs_3_0
Bearbeitet von Ink_Ant, 18 Mai 2012 - 04:30 .
#207
Geschrieben 18 Mai 2012 - 11:20
Ink_Ant wrote...
GlobalShaderCache-PC-D3D-SM3.bin
That file is core to the Unreal engine itself, IIRC. If you have any other recent Unreal games you could try swapping the ME one out to see what happens.
#208
Geschrieben 22 Mai 2012 - 05:03
I think we're flat out SOL until Bioware tells their coders to fix the shadows, because we've seen before that it's not a difficult fix. I don't know why they removed the raw files for the shaders this time. Given the huge hooplah over the extended cut and numerous multiplayer connection issues, I doubt this will be fixed anytime soon.
#209
Geschrieben 27 Juni 2012 - 03:02
#210
Geschrieben 11 Juli 2012 - 05:40
Same problem. Are there any solutions? Almost five months have passed.
#211
Geschrieben 11 Juli 2012 - 12:53
#212
Geschrieben 15 Juli 2012 - 10:46
Bearbeitet von Tobey2011, 15 Juli 2012 - 10:46 .
#213
Geschrieben 16 Juli 2012 - 10:04
I don't think Bioware will ever fix this. Their schedules are apparently too focused on churning out quarterly MP DLC, not bug fixes. I will send Thomas one more PM (not that I received any response from the first) but I wouldn't hold your breath, everybody. Considering how inconsistent simply *connecting* to EA's servers are for multiplayer, let alone purchasing characters and weapons, a graphical glitch is not a game-breaking issue.
#214
Geschrieben 22 Juli 2012 - 05:42
#215
Geschrieben 05 August 2012 - 06:10
Sorry, but it's looks terrible in certain places. There must be a way to fix it.
#216
Geschrieben 09 August 2012 - 03:53
Edit for clarity (pun intended) - dark shadows are very pixelated looking like 16 bit graphics. As long as areas are illuminated - everything is fine textures, detail is present, but the moment shadows take over they turn everything into 16 bit mess....... makes me think of Mess Effect 3
Bearbeitet von HiGamerCAT, 09 August 2012 - 04:15 .
#217
Geschrieben 09 August 2012 - 04:22
#218
Geschrieben 15 August 2012 - 01:55
Here is a picture of game with depth of field off but bloom and all other AA settings are ON. https://s3.amazonaws.com/eqz/nodof.jpg
First off this is a d3d9.dll mod so you need to follow these instructions if you crash. For some reason enb/fxaa/helix's 3d vision patch crash with the new origin update.
First go into origin and disable origin in- game.
, Navigate to your Origin folder
example C:\\Program Files (x86)\\Origin
Rename IGO32.dll to IGO32.dll.delete
Then go into your Mass Effect 3\\Binaries\\Win32\\ Folder and extract.
https://s3.amazonaws.../dofremover.zip
This may not work since Depth of Field = False disable all AA settings. If it doesnt work I will have to see what it is and disable it. However I need you to let me if it works or doesnt work. I think it may "scene shadows and desaturation", try this if that doesnt work.
https://s3.amazonaws...ceneshadows.zip
Bearbeitet von eqzitara, 15 August 2012 - 03:14 .
#219
Geschrieben 15 August 2012 - 01:02
But it's not solution. Maybe bug is gone, but for what cost? Game looks bad without DoF. We need a real solution without disabling DoF.Ashii6 wrote...
Alright guys. Thanks to Charsi we have a temporary solution for the graphic bug. But.. um. Game will look little.. worse.
So, here it is:
Your documents/BioWare/Mass Effect 3/BioGame/Config/GamerSettings
Open the document and [SystemSettings], next add this line at the end
DepthOfField=False
And save it. Works for me, works for Charsi. Hope this will help to you guys, as well. Temporary solution until BioWare will do something about it.
#220
Geschrieben 15 August 2012 - 03:56
I am aware that depth of field = false makes game brown and grey.
This removes depth of field without the brown and grey.
I spoke with creator of the mod, that I made the patch with and we just arent certain it works for amd users. We are modifying in game shaders. However its very likely that a different card user generates a different library(names/crc).
If depth of field still shows up (characters in background are blurred). It doesnt work. I thought this was worth a shot because I ran into this thread a few time while researching into what I needed to do to remove depth of field without it being ugly.
Bearbeitet von eqzitara, 15 August 2012 - 04:34 .
#221
Geschrieben 15 August 2012 - 06:33
BioWare apparently care as little about this bug in ME 3 as they did in ME 2.
Bearbeitet von bjdbwea, 15 August 2012 - 06:43 .
#222
Geschrieben 15 August 2012 - 08:13
I thought it was worth the chance, this issue seriously bothered me. Its sickening the bioware/ea have done so little in ways of helping solve issues they created. I am one of the users who bought packs in beginning of game and lost everything. Around $30.00 + many hours.
Sorry, good luck.
#223
Geschrieben 31 August 2012 - 04:17
#224
Geschrieben 19 September 2012 - 10:22
But if there is no more patches, I think we're stuck with this problem.
#225
Geschrieben 13 November 2012 - 08:01
(That's why i play on ps3 now.)





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