DirectX11 bad font rendering

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  • Hi,

    I recently upgraded Fusion to 2.5+ and I am dealing with a font DX11 rendering issue as on the screenshot below (It's better visible if you click the on the image). When you look closely on the right side of the statistic numbers you may see wierd artifacts. It looks like the pixels most to the right were widened. Zeroes are especially ugly. I noticed that this applies only if the the horizontal allignment is set to Right.

    I've tried different options like switching anti-alias on and off or putting a blank space after the last sign however nothing worked. Overall I feel that the DX11 font rendering is worse comparing to DX9 but I guess we have to live with it. Any idea how to deal with this particular issue? Is there perhaps some compression going on here that I can switch off?

    I use standard String Object. No text blitting etc. I use too much fonts (Chinese too) to meddle with that. I would really appreciate some help.

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  • What's the font? Sometimes fonts come with both .TTF and .OTF versions. If this one has both, try using the other version. OTF fonts are theoretically superior, though I've found in the past that pre-DLC 2.5 seems to glitch less with TTF ones (though this may be the other way around now that we have 2.5+)

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  • Thanks [MENTION=5114]Yves[/MENTION] for the reply! I've tried to reproduce the issue in another frame and noticed that all looks fine. I did some investigation and it turned out that the artifact showed because the text was generated in an 'Always" like manner instead of once.

    In my case it was:
    Alterable Value A=1
    + String object: Change alterable string to (statistics values)

    And since the Alterable Value A was always set to 1 as long as the player one has the statistics window open the event looped and generated artifacts. All I needed to do is to add "Only one action if event loops" and the font looks fine.
    In DX9 this error did not occur at all in this situation but it's not really a problem. Anyway, thanks a lot once again. The case is closed :)

    ...

    Now when I think about it I would need to force the update of the string somehow since with "Only one action if event loops" the string will probably not change if I have the statistics open and in the meantime I will change a weapon or regenerate mana etc

    Edited once, last by hamstermp: typo (November 6, 2019 at 11:01 PM).

  • Do you need the EB version of Garamond? The regular version of Garamond (which you probably already own - I think it comes with Windows, or perhaps Photoshop) looks very similar and seems to work fine in DX11:


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    EB Garamond TTF. Does DX11 even work with otf fonts? I think it is mentioned in DLC feature overview that it doesn't. I would need to recheck

    Damn! It seems you're right! That's a big problem for me, since the font I use in my game is OTF-only. I've been ignoring DX11 mode for now because of its various drawbacks (no fullscreen, lower performance in my testing, one of my shaders isn't converted yet) but I always assumed that eventually I would migrate to DX11 when its issues were ironed out. But now I'm not so sure that's possible. [MENTION=5114]Yves[/MENTION], is it likely that the DX11 version will support OTF fonts in the future?

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  • The libraries we currently use only support TTF fonts. We could use other libraries that support OTF fonts too but we'll need to re-test everything, compare performances, etc and as far as I remember there was an issue that was not in the current libs. So, possible but...

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