Game Development Community

Reflection Rendering Bug (GF 600 Series Only?)

by Henry Todd · in Torque 3D Professional · 05/11/2013 (12:14 pm) · 26 replies

I put a GF 680 in this computer several months ago and since then I haven't been getting reflections from "fullReflect" water objects. Specifically the reflections will cut out at any resolution above 1360x768 (they stop rendering if you switch to 1366x768).

At 1360x768 everything looks normal:
i.imgur.com/ZddlFmE.jpg
But at 1366x768 or higher the world reflections stop, leaving only cube map reflections (in this case I've left the default solid black cubemap to make the difference more obvious):

i.imgur.com/9Z6QZjy.jpg
Same results with 1.2 and MIT 3.0, even with the pre-built demo executables. It's also persisted through several months of driver updates. That leaves the video card as the most likely suspect (or Windows 8, which I installed at the same time).

I'm hoping that someone else here has a 600-series card and can check their water reflections for this issue. Someone with another card confirming that their reflections work fine at the same resolutions (especially on Win8) would also be helpful.
Page«First 1 2 Next»
#21
08/03/2014 (10:39 pm)
Works on my GTX 760. In the watery world of my game, being able to use occlusion query has added a cool 10-20 FPS to the framerate, so thanks a bunch to everyone who helped fix this!
#22
08/03/2014 (11:03 pm)
Can confirm it works for me as well - on GTX 650 Ti. Awesome seeing this fixed, thanks a ton.
#23
08/10/2014 (11:25 pm)
Yes it works on my GTX 660. Thanks.
#24
08/18/2014 (2:24 pm)
Weirdly enough, the reflections work correctly without this patch in my DX11 build. So I guess it really was an issue with DX9 and NVIDIA users.
#25
08/18/2014 (6:05 pm)
This should be fixed in 3.6.
#26
08/19/2014 (2:33 am)
Nice!

@Nils just loves bug fixin' :)
Page«First 1 2 Next»