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Steam - Windows Odd lines on fighters after recent patch.

DisembodiedCat

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Ms. Fortune
I've looked all over and haven't been able to find anyone with this exact issue but after booting up the game to spar with a friend, I have noticed that there are these weird lines appearing on every character when they move in any way.
R9bkcZN.jpg




Nothing seems to fix it and I think I've ran through the gamut by checking all my drivers, installing both newer and older drivers to see if it fix it, validating the Skullgirls files, uninstalling and re-installing the game, restarting the computer and installing to a different directory.

The issue is also present in the Endless Beta but none of my other games have any issue whatsoever playing. An important note is that this wasn't a issue before the latest patch and if it helps I am running an AMD R9 270X on Windows 7 x64 and DirectX 11.1

The only thing I could think of is some sort of issue with transparency or rendering overlay against the background but I'm not too well versed in that subject to be sure.
 
Turn off anti-aliasing (or set it to "application controlled") in your video card settings.
 
@Flotilla if this is not a FAQ question yet it should be. <3

I guess I've never fully explained this, so I might as well do it here.
The characters are rendered as a series of blocks, like this
[][][][]
[][][][]
with the edges of each tile next to each other. (Games with large sprites have done this since forever for various reasons.) The math in the shader that determines where to read each sprite texture is very delicate, and therefore it is very easy to break.
If your graphics card or driver is set to antialias things or multisample things, it will smooth the edges of the tiles or offset the texture coordinates in them, which will create gaps between the tiles.
That's where the lines come from. Generally antialiasing will only offset the texture coordinates one way, which may create lines in characters only when they are on the left or right side, or only vertical/horizontal lines, or only when the camera is zoomed out.

If it used to be fine and you think a patch broke your rendering, first check that your graphics driver didn't subtly update itself and apply settings it wasn't applying before, like defaulting antialiasing to On. Redownloading the game, etc., won't fix it.

(I am an idiot when it comes to writing shaders so there might be a much better way of doing this, but so far nobody has offered any help. :^)

Cheers!
 
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@Flotilla if this is not a FAQ question yet it should be. <3

I guess I've never fully explained this, so I might as well do it here.
The characters are rendered as a series of blocks, like this
[][][][]
[][][][]
with the edges of each tile next to each other. (Games with large sprites have done this since forever for various reasons.) The math in the shader that determines where to read each sprite texture is very delicate, and therefore it is very easy to break.
If your graphics card or driver is set to antialias things or multisample things, it will smooth the edges of the tiles or offset the texture coordinates in them, which will create gaps between the tiles.
That's where the lines come from. Generally antialiasing will only offset the texture coordinates one way, which may create lines in characters only when they are on the left or right side, or only vertical/horizontal lines, or only when the camera is zoomed out.

If it used to be fine and you think a patch broke your rendering, first check that your graphics driver didn't subtly update itself and apply settings it wasn't applying before, like defaulting antialiasing to On. Redownloading the game, etc., won't fix it.

(I am an idiot when it comes to writing shaders so there might be a much better way of doing this, but so far nobody has offered any help. :^)

Cheers!


Holy crap, forgot to check back on this and sorry if this is considered as a necropost but I managed to fix it. I had a okay understanding on how AA worked in 3D games but never understood exactly how it was applied to 2D or the rendering method used in SG. Somehow either I or the driver suite spazzed out and forced traditional AA instead of edge detection. Made a separate profile for the SG executable and made edge detection mandatory. It has ran perfectly with it on (and even better than letting the app decide option alone). Only issues I have now seem to be commands like blocks being ignored but I'm sure thats due to my latency and sloppy input than the game itself.

Thanks for taking the time to find, read, and respond to this despite how trivial this problem was in retrospect. I wish all the people I bought products from were as helpful and concise as you were in your explanation.

Only thing I'm left wanting is Robo Fortune now.

@Broken Loose : Thanks for giving a helpful answer as well.