Depth Buffer issues on ARM tablets


  • I'm currently working on a game drawing in a 3-D world. On our ARM tablets only we are seeing some z-fighting issues in areas that doesn't quite make sense. I can't post any screenshots, unfortunately, but we'll see z-fighting along the edges of our character models with the background, though the depth distance should be more than significant. This is only happening on the ARM tablets. Is anyone else experiencing this?
    Thursday, January 10, 2013 9:26 PM

All replies

  • Hello,

    Would you please provide us the whole codes to reproduce this issue,

    You can upload your project to SkyDrive

    It is not necessary that you send out the whole of your project. We just need a simplest sample to reproduce the problem. You can remove any confidential information or business details from it.

    If you don't want to upload the sample code, you can try to get the paid support from https://getsupport.microsoft.com/

    Best regards,

    Jesse Jiang
    MSDN Community Support | Feedback to us
    Develop and promote your apps in Windows Store
    Please remember to mark the replies as answers if they help and unmark them if they provide no help.

    Monday, January 14, 2013 6:12 AM
  • Hi Jesse,

    Would this upload be publicly accessible? If it's not, it may be okay for me to upload, otherwise I'll need to talk to my producer about our confidentiality agreements.
    Tuesday, January 15, 2013 5:48 PM
  • If you can upload minimal code to reproduce and demonstrate the problem, along with exact repro steps and a clear explanation of the differences between the expected and actual then somebody may be able to look at this in the forums.

    If you need individual support from Microsoft then you please open a case at http://getsupport.microsoft.com .


    Monday, January 21, 2013 7:18 PM
  • The win8 tablets have lower precision floats. Unfortunately the specs are not followed 100% so perhaps a 24 bit depth buffer is implemented with 16 bits in hardware. I myself saw that in my d3d app where I have a complex terrain shader and a lot of floats getting multiplied the end result is smooth on a desktop and a blocky texture on a win rt tablet. In OpenGL this happens if the GPU doesn't support GL_OES_high_precision_float but in dx you don't have precision qualifiers so I guess you never know.
    Monday, January 28, 2013 11:04 PM