StOneDOes Posted January 12, 2023 Share Posted January 12, 2023 I'm playing around with some of the example code, starting with Terrain. I've taken and run the exact sample code from the following page: https://www.ultraengine.com/learn/CreateTerrain?lang=cpp There appears to be some visual artifacting with the multiple textures. Removing the displacement map from the texture did not solve it. However it does not occur if I just apply a single texture. I took a short video sample to demonstrate this. My PC Information : Windows 10 CPU - AMD Ryzen 9 3900X 12 Core @3.8GHz GFX - AMD Radeon RX 6600 XT (with latest driver installed from https://www.amd.com/en/support/graphics/amd-radeon-6000-series/amd-radeon-6600-series/amd-radeon-rx-6600-xt) RAM - Corsair Vengeance RGB PRO 16GB DDR4 @3200MHz Thank you Quote Link to comment Share on other sites More sharing options...
Josh Posted January 12, 2023 Share Posted January 12, 2023 Thanks for the video! I will contact AMD about this. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 12, 2023 Share Posted January 12, 2023 This is with tessellation off, right? (It's disabled per-camera by default, so if you did not change the example code it is disabled.) Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
StOneDOes Posted January 12, 2023 Author Share Posted January 12, 2023 Yep, I used the exact provided sample code without changes. Also its comforting to know that its an AMD issue - I hope they can fix it in a reasonable amount of time. 1 Quote Link to comment Share on other sites More sharing options...
reepblue Posted January 12, 2023 Share Posted January 12, 2023 I can check on my RX480 to see if I get any validation errors. Yeah, AMD testing was pretty limited during the closed beta. We just made sure it initialized. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted January 12, 2023 Share Posted January 12, 2023 Oh yeah, when you have the Vulkan SDK installed, the debug builds will do a lot of error checking: https://vulkan.lunarg.com/sdk/home I doubt you would see any validation errors with your card but it is possible. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted January 13, 2023 Share Posted January 13, 2023 Confirmed with an RX480, no validation errors. Loading shader family "Shaders/PBR.json" Loading shader family "Shaders/Terrain.json" Loading pixmap "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Terrain/512.r16" Loading texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_diff_4k.dds" Loading texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_nor_gl_4k.dds" Loading texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k.dds" Loading texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_dot3.dds" Loading texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_disp.dds" Loading shader family "Shaders/Sky.json" Loading posteffect "Shaders/PostEffects/Refraction.json" UNASSIGNED-khronos-validation-createinstance-status-message(INFO / SPEC): msgNum: -671457468 - Validation Information: [ UNASSIGNED-khronos-validation-createinstance-status-message ] Object 0: handle = 0x15f12652f00, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0xd7fa5f44 | Khronos Validation Layer Active: Settings File: Found at C:\Users\reepb\AppData\Local\LunarG\vkconfig\override\vk_layer_settings.txt specified by VkConfig application override. Current Enables: None. Current Disables: VK_VALIDATION_FEATURE_DISABLE_THREAD_SAFETY_EXT. Objects: 1 [0] 0x15f12652f00, type: 1, name: NULL UNASSIGNED-cache-file-error(INFO / SPEC): msgNum: -256165483 - Validation Information: [ UNASSIGNED-cache-file-error ] Object 0: handle = 0x15f16dd36f0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xf0bb3995 | Cannot open shader validation cache at C:\Users\reepb\AppData\Local\Temp/shader_validation_cache.bin for reading (it may not exist yet) Objects: 1 [0] 0x15f16dd36f0, type: 3, name: NULL Deleting texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_nor_gl_4k.dds" Deleting texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_diff_4k.dds" Deleting texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_disp.dds" Deleting texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_dot3.dds" Deleting texture "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k.dds" Deleting shader family "Shaders/Terrain.json" Deleting shader family "Shaders/Sky.json" C:\Users\reepb\Documents\Ultra Engine\Projects\AMDTest\AMDTest_d.exe (process 9236) exited with code 0. To automatically close the console when debugging stops, enable Tools->Options->Debugging->Automatically close the console when debugging stops. Press any key to close this window . . . 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
StOneDOes Posted January 13, 2023 Author Share Posted January 13, 2023 How did you get all of the extra debug information output? Also, it looks like you have indeed also got the same issue on your AMD card? Quote Link to comment Share on other sites More sharing options...
reepblue Posted January 13, 2023 Share Posted January 13, 2023 41 minutes ago, St0neD0es said: How did you get all of the extra debug information output? Also, it looks like you have indeed also got the same issue on your AMD card? I enabled the Console in the compile options for Debug. And yes, I see artificing with the terrain, so this is something on AMD. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted January 13, 2023 Share Posted January 13, 2023 I sent a description of this issue to AMD along with a sample they can run. 1 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted January 13, 2023 Share Posted January 13, 2023 Hopefully they'll respond back soon. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
StOneDOes Posted January 25, 2023 Author Share Posted January 25, 2023 @Josh have we received any word from AMD on this yet? Quote Link to comment Share on other sites More sharing options...
Josh Posted January 25, 2023 Share Posted January 25, 2023 No, but someone else brought up an issue that may be related. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
StOneDOes Posted January 25, 2023 Author Share Posted January 25, 2023 12 minutes ago, Josh said: No, but someone else brought up an issue that may be related. Here, or at the AMD community? Quote Link to comment Share on other sites More sharing options...
Josh Posted January 25, 2023 Share Posted January 25, 2023 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted January 25, 2023 Share Posted January 25, 2023 @St0neD0esSince Josh fixed that problem now, would not hurt to update your project and report back. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted January 25, 2023 Share Posted January 25, 2023 It doesn't look like they are related, but anything is possible. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
StOneDOes Posted January 25, 2023 Author Share Posted January 25, 2023 8 hours ago, reepblue said: @St0neD0esSince Josh fixed that problem now, would not hurt to update your project and report back. When you say to update my project, is this an additional step to updating the software under the updates tab? Something interesting that I did notice that under the Projects tab, is that my project has a green tick on it, but then I clicked Update in the Updates tab (which oddly enough took only like 3 seconds), and now it shows a little yellow triangle on my project where the tick was. Does this mean anything? This is why I think it would be idea to display the exact version that the software is running eg. v1.01.123 Quote Link to comment Share on other sites More sharing options...
reepblue Posted January 25, 2023 Share Posted January 25, 2023 Yeah, when you update the engine, the client will scan your files to ensure the common files are up to date. This should only happen if the shaders were updated. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
StOneDOes Posted January 25, 2023 Author Share Posted January 25, 2023 Sadly updating did not fix my issue. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 26, 2023 Share Posted January 26, 2023 There aren’t really versions other than the branch that is selected. I just upload a file on the server and the client detects that a new file is available. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SlicedBread Posted January 26, 2023 Share Posted January 26, 2023 Its still Artifacting on the latest update. GPU RX580 Processor AMD Ryzen 7 1800X Eight-Core Processor 3.80 GHz Installed RAM 16.0 GB Windows 10 https://streamable.com/9229m3 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 26, 2023 Share Posted January 26, 2023 Okay, it will probably take a while for AMD to look at this. If I can avoid buying another expensive GPU I would like to. Please hold tight and trust me that this will get fixed before your game is finished. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
StOneDOes Posted February 6, 2023 Author Share Posted February 6, 2023 On 1/26/2023 at 6:39 PM, Josh said: Please hold tight and trust me that this will get fixed before your game is finished. I have no doubt about that. Its just a nuisance for when I'm trying to see what certain effects look like, like my placement grid here: 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted October 7, 2023 Share Posted October 7, 2023 Here is an update of the example: #include "UltraEngine.h" #include "Components/Player/CameraControls.hpp" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the display list auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetFov(70); camera->SetPosition(0, 50, 0); camera->SetRotation(45, 0, 0); camera->SetClearColor(0.125); //Sunlight auto light = CreateDirectionalLight(world); light->SetRotation(45, 35, 0); light->SetColor(2); //Create terrain auto terrain = CreateTerrain(world, 512); terrain->LoadHeightmap("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Terrain/512.r16"); terrain->SetScale(1, 100, 1); //Create base material auto ground = CreateMaterial(); auto diffusemap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_diff_4k.dds"); auto normalmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_nor_gl_4k.dds"); ground->SetTexture(diffusemap, TEXTURE_BASE); ground->SetTexture(normalmap, TEXTURE_NORMAL); auto groundlayer = terrain->AddLayer(ground); terrain->Fill(groundlayer); //Create paint material auto rocks = CreateMaterial(); diffusemap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k.dds"); normalmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_dot3.dds"); auto dispmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_disp.dds"); rocks->SetTexture(diffusemap, TEXTURE_BASE); rocks->SetTexture(normalmap, TEXTURE_NORMAL); rocks->SetTexture(dispmap, TEXTURE_DISPLACEMENT); auto rocklayer = terrain->AddLayer(rocks); //Apply material based on terrain slope for (int x = 0; x < terrain->resolution.x; ++x) { for (int y = 0; y < terrain->resolution.y; ++y) { float slope = terrain->GetSlope(x, y); if (slope > 15.0f) { float wt = Min((slope - 15.0f) / 10.0f, 1.0f); terrain->SetLayerWeight(rocklayer, x, y, wt); } } } //Camera controls camera->AddComponent<CameraControls>(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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