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LexLoneWolf

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  1. Like
    LexLoneWolf got a reaction from nodropjagged in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Well yes, this seems to be software related, but to be honest, how can this happen on consoles too? changing all the pc components, with a completely different rig and still the same? if it's software related, this should affect  A LOT of people, and this problem has been known for years, so, why the developers haven't fixed it yet?

    We already know that the problem is something messing up with the 3D rendering API's, but still don't know what causes that in the first place.

    When I sent my pc to fix it, they replaced my gpu and they told me everything worked correctly but when I tested in my house, surprise! besides, they have replaced 2 gpu's so, once it's ''infected'' doesn't matter whatever you change on your PC it will happen everytime.

    Also I did notice that the backplate of the gpu was electrified even with the PSU switched off, so I did measurements on the wall sockets, And I got like 4-6 Volts between the neutral and ground, and one of the sockets has the ground wire cutted and it's oscillating between 50-70 Volts, not normal at all, so I still think it might be an electrical problem.
  2. Like
    LexLoneWolf got a reaction from xAcid9 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I'm starting to think this is a really common problem since I've been watching a lot of videos of the games I usually play, and I see the low shadow resolution there too.
    I don't know you guys, but I'm gonna stop bothering about this problem, maybe this happens with specific architectures running Dx 9-11 with Open GL(almost every game uses both API's) and  the way the games are optimized

    it doesn't happen in Dx12 or Vulkan or at least I didn't notice yet, all the recent games look a lot better though, maybe one day with drivers or new OS's they fix it but, for now there's not much we can do.
     
  3. Like
    LexLoneWolf got a reaction from clement1012 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Well yes, this seems to be software related, but to be honest, how can this happen on consoles too? changing all the pc components, with a completely different rig and still the same? if it's software related, this should affect  A LOT of people, and this problem has been known for years, so, why the developers haven't fixed it yet?

    We already know that the problem is something messing up with the 3D rendering API's, but still don't know what causes that in the first place.

    When I sent my pc to fix it, they replaced my gpu and they told me everything worked correctly but when I tested in my house, surprise! besides, they have replaced 2 gpu's so, once it's ''infected'' doesn't matter whatever you change on your PC it will happen everytime.

    Also I did notice that the backplate of the gpu was electrified even with the PSU switched off, so I did measurements on the wall sockets, And I got like 4-6 Volts between the neutral and ground, and one of the sockets has the ground wire cutted and it's oscillating between 50-70 Volts, not normal at all, so I still think it might be an electrical problem.
  4. Agree
    LexLoneWolf reacted to SpeedUp10 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Guys , i literally tried everything u can imagine.  
     
    Two times i could fixed everything  temporarily.
     
    1: I had put my friends AMD GPU in my PC(keep in mind, i never had a amd gpu in my pc before, so think thats why it fixed it temporarily), deinstallled driver, installed amd driver, restart, started CS GO and boom fixed like everything. Played 10min beatiful gameplay, i thought i fixed it , closed that game, and my friends brother came in and wanted to see the difference, so i started  Cs go again and booom out of nowhere the issue is back. Like 2min before it was fixed and then back as i restarted the game.
     
     
    2. I bought a completly new PC , nothing from old PC. Installed OS/drivers, installed my Games, and everything were fixed. Everything. So i was happy played some hours . Then i wanted to disable some power saving settings in BIOS, like many people do.
    So what happened right after i started my PC , bluescreen, and with that my Monitor HZ locked fromself from 144hz to 60hz. Then i restarted my PC and it didnt wanted to boot up, i realized that just 2 ram slots died with that.  Switched Ram slots , started my PC , i was complelty mindfucked how this even could happened. Well i was just like pls my games still run normal. Started the first game and boom same issue back
     
    So there is a possibility that electricy could play a role. But still i dont know.
     
    All i can say is that a new PC fixed the issue for me till i fked something up in the bios.
     
    Beside this all, i exchanged every component more than twice without a single difference.
     
    Issue started last summer after reinstalled OS .
  5. Informative
    LexLoneWolf reacted to iiNNeX in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Here is what a very technically savvy guy PMed me a while ago:
     
    "Hello iiNNex,
     
    I have good news and bad news.
     
    SpeedUP and I figured out the exact problem and have an idea of how to fix it. Bad news is that we don't know how to do it.
    So long story short I tracked the problem to NvAPI which is the CoreSDK of nVidia CUDA Dev by running some commands using the CUDA Development kit. This NvAPI is set of instruction of how a GPU has to react and nearly all games have a variant of it. A variant of NvAPI (Usually named as nvpmapi) is what holds the switch to different functions that the APIs like D3D and OpenGL and now VulkanRT do such as AA and AF. Every time you change something in a game's or 3D application settings, it writes a modified NvAPI to the GPUs L2 Cache (Or Dram however I think it's the cache since the DRAM resets itself when you restart PC). I tried writing API contexts to the L2 and guess what, the 3D applications started acting differently but here's the thing; whenever you close an application a global version of NvAPI must written into L2 Cache or in other terms flushed. Here's a copy of my message to SpeedUP:
     
    NVAPI_INTERFACE NvAPI_Unload (   )   DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. This must be called in pairs with NvAPI_Initialize.
    SUPPORTED OS: Windows XP and higher
    Note: By design, it is not mandatory to call NvAPI_Initialize before calling any NvAPI. When any NvAPI is called without first calling NvAPI_Initialize, the internal refcounter will be implicitly incremented. In such cases, calling NvAPI_Initialize from a different thread will result in incrementing the refcount again and the user has to call NvAPI_Unload twice to unload the library. However, note that the implicit increment of the refcounter happens only once. If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs.
    Unloading NvAPI library is not supported when the library is in a resource locked state. Some functions in the NvAPI library initiates an operation or allocates certain resources and there are corresponding functions available, to complete the operation or free the allocated resources. All such function pairs are designed to prevent unloading NvAPI library.
    For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, before calling NvAPI_Unload again.
    Return values: NVAPI_ERROR One or more resources are locked and hence cannot unload NVAPI library NVAPI_OK NVAPI library unloaded  
    So remember how I said that each 3D rendering software comes with a variant of NvAPI? Well thats why its happening. Now let me set up a scenario:
    Imagine running a game such as GTA V. The first time you run it the settings are usually set on lowest meaning no AF or AA, low shadow resolution and distance. So the NvAPI takes these settings and unloads them into the L2 Cache of GPU so that the Stream-multiprocessors can read them and when ever you exit the game NvAPI should force the GPU to flush the settings by writing Global Settings into the cache area. For some reason it's stuck. It can happen when you change a setting by dramatically tuning it up and the variant is not fast enough to rewrite. Now the settings cannot be verified by any variant in order to be flushed. The only way to fix this is to find the way to flush the cache and unload a clean NvAPI into the cache. Now this also answers why this happens again when you insert new parts into the PC and that is because the drivers always keep the same buggy variant in their backup files and loads it into memory if its missing. It also works the other way, if you reinstall the drivers, it automatically reads the variants setting from the cache and make a copy of the variant. 
     
    So the document claims that in order to fix it we have to unlock the resources and unload a variant (The red text) However I have no idea how to do that."
     
    Hopefully that can help people. I just don't bother with games anymore
  6. Informative
    LexLoneWolf reacted to MEC-777 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    It's simply not possible for this to be caused by "dirty power" from the house. It just isn't. 
     
    I think what @iiNNeX posted a few replies above is the first viable possibility as to what could actually be causing this issue. 
  7. Agree
    LexLoneWolf reacted to lobolaw1984 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Absolutely - it has to be software related. It even happens with my native intel graphics. I've changed every part in my pc.
     
  8. Like
    LexLoneWolf reacted to lordante in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Hi!

    So, i'm french, and sorry if my english is bad.

    I've some issue too with my r9 390x, started with gtx 660 and r9 290x.

    I did lot of test like you, with no effect BUT:

    -Pure opengl game looks unaffected(game tested: Doom, spore). Game who can switch between DX and Opengl are infected(game tested: warthunder).
    -DX12 game are near 0 affected (they are a little but you can still play if you are not looking after it)
    -TSaa + 4K are the best way to minimise this effect (the two together).

    So, i start to search again and again, and my question is: Can't it be Direct Shader corruption? As DX use different direct shader for different version, and opengl can use them, if i'm right, too.
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