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ugliness+offset in reflections

Hardware: macbook pro penryn (geforce go 8600m gt)
Software: osx 10.5.4, tested cog 7.0 through 7.1.1

water reflections are totally wrong, so much that I ended up disabling them entirely.

first, in terms of visual quality, they look like I'm using -noshaders when I'm not.
notice how it's blurry, low-resolution, and 'straight', not wavy as water surface should be.

second, notice how there is an offset between the 'world' and the reflection by looking at elements like the tree on 078. this also creates artifacting on the leftmost side of the reflection, clearly visible on 067. you can also see that it's offsetted towards the right, but maybe upwards too by looking at the character reflection on 067.

http://dayfive.ath.cx/lloeki/files/gw067.bmp
http://dayfive.ath.cx/lloeki/files/gw070.bmp
http://dayfive.ath.cx/lloeki/files/gw081.bmp

with glsl enabled, it shows an offset too in certain parts of the game (look at the character, but also at the left part of the woodpiece). besides, for the sake of completion, it exhibits a third, unrelated bug where a mask seems to be displayed, but upside-down. this third bug appears with wine under linux too, although the mask is not visible when using offscreenrendering=fbo and as the effect applies correctly in that case, I reckon it's not upside-down.

http://dayfive.ath.cx/lloeki/files/gw078.bmp

for reference, here are correct reflections examples, as they appear in windows (and last time I tested, they're correct in wine too):
http://www.joystiq.com/media/2006/02/guild_wars_factions.jpg
http://guides.gamepressure.com/guildwars/gfx/gallery/large/Guild%20Wars%20Screenshots/guild_wars_screen_3.jpg
http://img.photobucket.com/albums/v231/ANewMachine/IstaniCult2Mehtani.jpg

You may want to convert those BMP files to JPG or PNG.

Yeah, I can certainly see the problem in those screen shots. Thanks for letting us know. Perhaps when Stefan has a spare moment he can take a look.

On Ubuntu 8.04.1, AMD64, with the most recent (as of today) Crossover Games, I see similar effects with portals in Nightfall and Eye of the North.

The shader effects seem to be off by 45 degrees or some other hard angle, and it seems they are consistently off on that. They only seem to be off 'up/down' from your point of view, not rotated etc.

I'll try to nab a screenshot of what I'm talking about, for comparison I can work on getting a shot of the same area/view from a Windows install.

Got the screenshots.

The first screenshot is the game running in Windows, full graphics settings.
The second screenshot is the same scene, running in Crossover (linux, amd64).

The only difference in settings between the two instances, is the crossover instance is running with low-quality shadows (for some reason, shadows are very slow, but not in windows!)

Windows Screenshot
Linux/Crossover Screenshot

As you can see, the refraction shader is completely wrong. Also, the angle is wrong as well, for if you tilt this view 5-10 degrees up (so, facing towards the ground more) The shader is completely hidden, and only the 'ring' texture is shown. The shader appears to slide down the screen (but remains in it's area, as if the portal is a window to the shader), the higher the view angle (assuming 0 is groundlevel, 90 is straight-down)

Hard to explain this with words and pictures... if you know of anything like FRAPS but for linux, I can capture a short video and host that.

If needed, I would be willing to hook you up with a trial key good for 14 days / 10 hours, so you can do some testing.

I think both the general slowness and the graphical glitches are because of GLSL. See this testing entry at the wine appdb:
GLSL has to be disabled or the performance is really really low and the graphic glitches appear.

Addition: Another screencapture. This is supposed to be a waterfall.

The portal bug has already been reported to Stefan, but thanks for the screenshots though.

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