gypbrc wrote:Perhaps this is related to the reduced draw distance in 2015. The water decal is attempting to pass the terrain tiles that haven't been drawn yet. This would be especially problematic at tile boundaries. The issue is not replicated with the non-reflective type because the decal does not make a pass of the surrounding terrain and the draw distance in 2014 was higher so it wasn't an issue.
Possibility?
Hi Mate,
That's an interesting suggestion. After a lot more testing, I have now discovered something else which will affect this problem.
Normally I run TS2015 with the "Scenery Quality" slider one notch back from its maximum setting. This is the equivalent of the old "High Detail" setting. This has always been useful for scenarios with very high memory demand as it allowed the use of some compressed textures. BUT, it now also seems to affect the handling of the Water.fx and Depth.fx shaders.
With my "Scenery Quality" set to "High", I get these crashes, apparently on any route using the Kuju "Reflective Water" object, as soon as I cross onto a Tile that contains any water.
However, if I set the "Scenery Quality" to it's highest value, then to my amazement the Water effects are rendered correctly and I get no crashes at all. The Newcastle to Edinburgh route that I thought was my problem runs just fine. (In the Editor anyway)
On my test on the ECML, just as I cross the Tile boundary that contains the water, the following entries arrive in LogMate:
[Engine 9:49:17 PM] Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect water.fx
[Engine 9:49:17 PM] Trace DxCommon\cHcEffectDx.cpp : 134 = Creating effect Depth.fx
But if I reduce the "Scenery Quality" slider by one notch, then ECML will crash and dump at this same point and those LogMate entries DO NOT appear. So I am assuming that it is something to do with the Water and/or Depth shaders. Unfortunately I have been unable to get any more info out of LogMate or the dumps.
Cheers,
Trevor
EDIT: I have just had a look at the Water.fx shader code. There are some interesting new additions to this shader specifically relating to the handling of reflections! The plot thickens.