This is useless from the beginning, and it does not help any kind of questions. Although I understand RT, Tex, and buffer, I feel that it is useless to catch bugs. Therefore, it has always been like a wizards that rely on intuition and use scientific methods to test. In fact, it is to let PS return some values for testing.
One day, things changed, and one day I learned from a colleague that the replay button.
In fact, it has always hindered me from reading the buffer. The shader should look at the assembly (so it is basically not helpful). The most important thing is that I cannot find the batch, at first, I didn't know I was looking for a batch. Later, although I knew I was looking for a batch, I couldn't determine it by using a few buffer Tex RT.
Until the replay:
It can display the drawn items together with the sampler used to view the rendering order, determine the batch, and intuitively view the Tex used.
And it helped us solve a strange problem of point chaos.
The frame captured at that time was a flash in razor... One frame is in the flash
The following Tex is also flashing... Right, a Tex of the replay page is flashing ..... I submitted Sony.
We tried to assign values to these wild pointers to solve this problem, but why is there a flash in razor ..
The problem that point flew around disappears. It looks like a problem with incorrect matrix settings that leads to incorrect VB, but not at all.
It's skin. Maybe it's related to Sony bonetransform's three-way structure change?
Bonetransform in phyreengine, currently only float4x4 is correctly calculated. 3x4 is incorrect. I have to avoid 3x4.
PS4 razor GPU