Fixing a Direct3D9 bug in Far Cry (2018)

houssemnasri.github.io

60 points by anotherhue a day ago


perching_aix - 14 hours ago

What is this site?

This is the actual site from the actual modder: https://cookieplmonster.github.io/2018/07/07/farcry-d3d9-bug...

This looks like a copycat site? What for?

boristsr - 19 hours ago

Excellent deep dive and explanation of the process of tracking down and fixing it. Thanks for sharing it, it was a fun read. Will definitely keep this in mind next time I fire up farcry for some nostalgia!

Thev00d00 - 17 hours ago

Nowadays of course you would simply use DXVK for this. The wonders of Linux gaming spilling back over onto Windows.

northhnbesthn - 11 hours ago

Yeah - a lot of devs don’t know about clip planes but they have their uses and they kind of function outside of the normal pipeline.

ryao - 10 hours ago

> Community has since found a way to fix this issue - it is possible to use WineD3D, a Direct3D to OpenGL wrapper for Windows, and then everything looks fine. However, it comes at a price – performance can be lowered by as much as 75%! That can result in unacceptable framerates even on modern PCs.

Has anyone tried DXVK?

gustavorg - 18 hours ago

The last image of this article shows the bug supposedly solved. But it does not show the same image with the bug. The images to show the bug are from different points of view, where it is difficult to appreciate the problem as the last image does.

immibis - 13 hours ago

I expect that clip planes are invalidated by changing matrix transforms. It reads to me like the code that emulates the old clip planes is probably converting them from world space to clip space using the current transforms when the clip planes are set, then not redoing the conversion if the transforms change.