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[d3d8] Nvidia Shadow Buffers support #4257
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The "shadow buffers" feature was actually an embellishment in the form of extra samples from dgVoodoo 2 that I assumed was hardware-accurate. I think the hardware actually did only a regular bilinear tap (but I don't have the hardware and I haven't done empirical testing - so I can't say for certain). The "dref scaling" feature ( |
It appears we'll need a similar PR for Splinter Cell: Pandora Tomorrow according to this page. Can someone test and commit that? I don't own that game. |
If nobody else has it I can try to find the discs and test locally. |
If you have a way that can be captured (perhaps with a test?) I have a GeForce 4 Ti 4800 in my retro PC, so can shed some light here.
It's ever more critical for Pandora Tomorrow, as stealth detection mechanics in some sections of the game depend on shadow buffers working properly. Because there's no way to cater for that on modern hardware, the game is currently unavailable digitally (and it's the only game in the Splinter Cell series that's in this particular situation). I have the game and can test it, but whatever worked for the first game in the series will most likely also work here, since both are using the same engine. |
FYI: I restored this shadow buffers branch at some point, see here -- but it didn't result in the expected results. Still looking forward to seeing this being supported. |
from my PR:
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Just so we don't forget about it. Nvidia Shadow Buffers (a cutting edge GeForce 4 tech at the time, whose marketing claims remind one of modern age ray tracing) are explicitly needed in Splinter Cell: Pandora Tomorrow, but also enhance the experience in the first game of the series.
@AlpyneDreams had a d8vk branch that added support (d9vk-level changes were also involved IIRC), but it never made it as part of the d8vk merge, apart from a dxvk.conf/config.cpp remnant that got removed in #4144 . We should revisit the topic at some point for sure.
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