(01-22-2016, 11:49 PM)Tino Wrote: [ -> ]did you remenmber the last version where ssaa works correctly for you?
Didn't remember so I went and downloaded older versions to check and it was 499. Seems like it doesn't work ever since it stopped being a toggle option (506 onward)
updated the latest folder with a new version, issues with ssaa should be fixed now.
Wow!! the crash is gone with v529 Tino!! thanks so much!

(01-23-2016, 06:25 AM)Tino Wrote: [ -> ]updated the latest folder with a new version, issues with ssaa should be fixed now.
Definitely fixed, thank you sir

@Tino: it looks like the shaders are fixed in b056053 on Linux (no more screen corruption), but… it seems that a scary memory leak is still present, eating 200MB per second. And it keeps growing and never stops unless I stop the whole program, not just the emulation.
@leolam yes already reproduced the issue, will try yo fix it, is my first time searching for memory leaks in Linux
(01-23-2016, 10:09 PM)Tino Wrote: [ -> ]@leolam yes already reproduced the issue, will try yo fix it, is my first time searching for memory leaks in Linux
Hey Tino, you seemed to have gotten Luigi's mansion working with ssao with efb turned on, but it seems to go on and off in certain areas in the game for some reason.
Here is a screenshot with it working perfectly
and here is a video of it turning off and on and appearing in weird places.
https://www.youtube.com/watch?v=s4elWG_3pPc&feature=youtu.be
(01-23-2016, 11:36 AM)Kamikaze_Ice Wrote: [ -> ]In 529, AA is now breaking shaders that use the depth buffer.
Taken in Xenoblade, using IshiirukaFX.
http://i.imgur.com/xnzVHVD.png - Settings I used to make it easier to show you.
http://i.imgur.com/NoVhpsZ.jpg - Without AA
http://i.imgur.com/PSFzKiA.jpg - With any AA
Adding to this:
Both screenshots have SSGI and Texture Sharpening enabled and cranked up for emphasis. Texture Sharpening also has the emboss effect visible via ShowEdgeMask=1
Without AA both effects are visible, and with
any AA (x2/x4/x8 MSAA
OR SSAA) only the Texture Sharpening works.
This only breaks the shader effects that need the depth buffer info, it does not completely break the shader. Example: SSAO2 (fog start/end sliders).
This only happens in DX11 (can't test DX12, not going to use Windows 10 until I finish other PC games it breaks).
OpenGL is unchanged (SSAA looks the same as MSAA, no change from 524 (e30a7a8) behavior).
This means depth effect shaders are not broken either.
(01-24-2016, 01:09 AM)rlaugh0095 Wrote: [ -> ]Hey Tino, you seemed to have gotten Luigi's mansion working with ssao with efb turned on, but it seems to go on and off in certain areas in the game for some reason.
Here is a screenshot with it working perfectly
![[Image: 22f6d2f1b0.png]](http://puu.sh/mGzAd/22f6d2f1b0.png)
and here is a video of it turning off and on and appearing in weird places.
https://www.youtube.com/watch?v=s4elWG_3pPc&feature=youtu.be
This is what I've been describing in my past few posts. Thanks for confirming it with other games.
Interesting with the mirror. Did you notice it the section that had the SSAO shader, when disabled, still looks different than the rest of the ceiling?
Also, you can disable AA and get your shaders that use depth buffer effects working again (or go back to another build like 524 for at least MSAA if you need AA like me lol).