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Hot Topic (More than 10 Replies) Dynamic lighting + fog bug is back (Read 974 times)
Hyper
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Dynamic lighting + fog bug is back
May 24th, 2016 at 1:01pm
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It looks like the old Dynamic Lighting through fog bug is back. It happens when there are many fast moving dynamic lighting sources through fog. It can be reproduced by firing the aura.tracestinger weapon in a foggy area for some time. (Especially in larger area's)


D3D9:

https://www.youtube.com/watch?v=bSiBkfMByLs

D3D10:

https://www.youtube.com/watch?v=A5V9hs-LTGY

xOpenGL:

https://www.youtube.com/watch?v=HUsB9fxFwck
(Windowed because nVidia ShadowPlay refused to record fullscreen)

I reported this years ago when it caused the game to crash, it crashed shortly after the coloring artifacts showed up. It was fixed then but the bug is back now. It does not crash my system but causes severe FPS slowdowns once it hits the rendering errors.
  

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Hate cannot drive out hate; only love can do that."

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Smirftsch
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Re: Dynamic lighting + fog bug is back
Reply #1 - Jun 4th, 2016 at 6:07am
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Not sure what this was caused by now, but seems not to happen with current build (here), tried in all rendev's. What map are you using there?
Please try again with j36 once I'm done with it.
  

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Hyper
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Re: Dynamic lighting + fog bug is back
Reply #2 - Jun 5th, 2016 at 5:52pm
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I'm using Predator's DeathStar map pack. The map in the example is MysticCave but it also happens at other maps like LakeDrop. It make take some more time (20 seconds) for the effect to show up, but a major FPS drop already tells me that something is about to go wrong.

LakeDrop
ForgottenPassage
MysticCave

Death Star map pack:
http://www.unrealsp.org/viewtopic.php?p=68372#p68372

Download:
http://www.hypercoop.tk/indexd.htm
« Last Edit: Jun 5th, 2016 at 7:17pm by Hyper »  

"Darkness cannot drive out darkness; only light can do that.
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Hyper
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Re: Dynamic lighting + fog bug is back
Reply #3 - Jun 5th, 2016 at 7:51pm
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Update: Issue also occurs with Unreal 227i, so it is no new problem. Probably never completely fixed.
  

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Hate cannot drive out hate; only love can do that."

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han
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Re: Dynamic lighting + fog bug is back
Reply #4 - Aug 10th, 2016 at 9:11pm
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Is there LE_TorchWaver/LE_FireWaver/LE_WateryShimmer used somewhere?
  

HX on Mod DB. Revision on Steam.
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Hyper
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Re: Dynamic lighting + fog bug is back
Reply #5 - Mar 13th, 2017 at 3:13pm
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This issue is still present in 227j_37.
  

"Darkness cannot drive out darkness; only light can do that.
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han
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Re: Dynamic lighting + fog bug is back
Reply #6 - Mar 13th, 2017 at 6:26pm
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I still have the same question though.
  

HX on Mod DB. Revision on Steam.
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Hyper
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Re: Dynamic lighting + fog bug is back
Reply #7 - Mar 13th, 2017 at 6:58pm
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han wrote on Mar 13th, 2017 at 6:26pm:
I still have the same question though.


I do not know. Never heared of these. I fire the aura.tracestinger weapon in a foggy area. The weapon has fast-moving projectiles emitting light which somehow interferes with foggy area's. See video.

Edit: I did some searching in UnCodeX, and found something about LightEffect. Here are the light properties of the Aura.AuraT projectile from the TraceStinger:

« Last Edit: Mar 13th, 2017 at 8:31pm by Hyper »  

"Darkness cannot drive out darkness; only light can do that.
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[]KAOS[]Casey
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Re: Dynamic lighting + fog bug is back
Reply #8 - Mar 15th, 2017 at 8:25pm
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can you try this in say, spirevillage on singleplayer after issuing "set zoneinfo bfogzone true"

that command should let the fog be visible with things that emit fog
  
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Hyper
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Re: Dynamic lighting + fog bug is back
Reply #9 - Mar 15th, 2017 at 11:31pm
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[]KAOS[]Casey wrote on Mar 15th, 2017 at 8:25pm:
can you try this in say, spirevillage on singleplayer after issuing "set zoneinfo bfogzone true"

that command should let the fog be visible with things that emit fog


Done, problem confirmed again. Video is uploading.

  

"Darkness cannot drive out darkness; only light can do that.
Hate cannot drive out hate; only love can do that."

- Martin Luther King, Jr.

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han
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Re: Dynamic lighting + fog bug is back
Reply #10 - Mar 16th, 2017 at 3:06pm
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Does it still crash after some time?
  

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Hyper
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Re: Dynamic lighting + fog bug is back
Reply #11 - Mar 16th, 2017 at 3:37pm
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han wrote on Mar 16th, 2017 at 3:06pm:
Does it still crash after some time?


No, but when rendering goes bad, the FPS drops considerably on all tested renderers.

If anyone wants to test on their own system:
http://www.hypercoop.tk/tmp/Aura.u
Summon Aura.TraceStinger
  

"Darkness cannot drive out darkness; only light can do that.
Hate cannot drive out hate; only love can do that."

- Martin Luther King, Jr.

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han
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Re: Dynamic lighting + fog bug is back
Reply #12 - Mar 16th, 2017 at 6:30pm
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The severe performance degeneration is clearly due to the large amount of light sources/much lightmap unpacking going on.

Is this a 227 bug? Just tried a bit in 226 and it didn't happen for me (removing saturation bit of the fogmap before unpacking and handling fog as premultiplied alpha).
  

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[]KAOS[]Casey
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Re: Dynamic lighting + fog bug is back
Reply #13 - Mar 16th, 2017 at 8:33pm
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unreal gold (226b) is known to have dynamic light (presented as lightmap(?)) corruption via fogging in fogzones. As I recall, it was originally caused by an array index being written past its bounds in render.dll according to smirf. It was changed to simply ignore writing outside of bounds and thus losing visual information (I'm not sure what, exactly).

If this has any other effect I am not sure.
  
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han
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Re: Dynamic lighting + fog bug is back
Reply #14 - Mar 16th, 2017 at 8:52pm
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[]KAOS[]Casey wrote on Mar 16th, 2017 at 8:33pm:
unreal gold (226b) is known to have dynamic light (presented as lightmap(?)) corruption via fogging in fogzones. As I recall, it was originally caused by an array index being written past its bounds in render.dll according to smirf. It was changed to simply ignore writing outside of bounds and thus losing visual information (I'm not sure what, exactly)


I guess I know which bug you are refering too. Right this would also causes crashes for too many visible lit surfaces at a given time.

However another cause for the crash, actually the lightmaps contain just valid data inside their specified clamps, while the outside area should have enough safety padding to make sure reads to the data won't cause any issues. However I noticed that this safety padding wasnt large enough, but Smirftsch fixed that recently.


  

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