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Black Ops 1 - Animated meshes - issue with unique objects / instancing (motionblur smear - motion vectors) #450

@xoxor4d

Description

@xoxor4d

Describe the bug

  • Meshes with animations (either skinned or rigid) appear very unstable with smearing and lighting issues in the game: Call of Duty - Black Ops (2010). Motion vectors can become very unstable (white flicker) if two or more of the same animated meshes are rendered. This is likely due to the game rendering the meshes in random order and remix not being able to decide which is which?

image

  • Remix version used:

dxvk-remix actions build: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/8437723042
bridge-remix actions build: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/8397501958

  • Which GPU: rtx 3080
  • Which GPU driver version: 551.76
  • Which game build: Call of Duty - Black Ops 1 (2010) Singleplayer - Steam - (international build)

To Reproduce
Steps to reproduce the behavior:

  1. Install CoD: Black Ops 1 (2011) Singleplayer - Steam (German version is NOT supported)
  2. Install the v0.6 release of T5-RTX - my rtx-remix compatibility mod that re-implements fixed-function rendering - by dropping all the contents of the zip into the games root folder.

    The v0.6 release comes with all required files including an ASI loader, the remix runtime files and a remix sample mod.

A. Directly load into the map river by using commandline arguments: "path/BlackOps.exe" +set devmap river

OR

B. Launch the game and then open the in-game console using ~ and use console command devmap river


Expected behavior

  • clothing of npc's and other animated objects show visual artifacts (smearing and lighting artifacts)
  • Tweaking the Unique Object Search Distance does not seem to affect the behaviour at all (tried using extremely small and large values)
  • Assigning the Motion Blur Mask-Out Texture category to affected meshes does not get rid of the smearing effect
  • Disabling Motion blur entirely gets rid of the smear around meshes but meshes still have light artifacting (probably due to them rapidly changing positions in the scene)
  • Meshes are skinned on the cpu so hashes are very unstable

Video taken directly after loading the map river:
https://github.com/NVIDIAGameWorks/rtx-remix/assets/45299104/e8db4776-8d3a-4487-861e-561fe8566c3c

Video of an ape with only 1 draw call active (limited using dev settings):
https://github.com/NVIDIAGameWorks/rtx-remix/assets/45299104/c18f3f17-1e39-4819-8571-2472b19cac6c

More videos including motion vectors (ape01) and others:
https://drive.google.com/drive/folders/1Q7mb2yhKDSLjqK477-_3-7LMZgzmTArQ

Start of conversation about the issue with Mark on the showcase discord:
https://discord.com/channels/1028444667789967381/1152352915781058580/1221859907406663701

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