[quote="tushaar"]Ahoy, Any quick-fix to make blood and wine playable at start? :) please? [/quote]
..Sigh...
I swear, one of these days I'll write a piece of code that fries the GPU of the impatient people:))
Now, joking aside, when is ready is ready and I will add it here and Bo3b or DarkStarSword will update HelixMod with the new variant (I can't edit posts that aren't mine).
Shouldn't take longer than a few days hopefully, as I also have other things to do besides working/updating the fix.
EDIT:
Also please don't PM me asking for a fix -_- If is going to happen it will be here, not in PMs. Especially since you intend to play the game not actually develop on the fix more...
tushaar said:Ahoy, Any quick-fix to make blood and wine playable at start? :) please?
..Sigh...
I swear, one of these days I'll write a piece of code that fries the GPU of the impatient people:))
Now, joking aside, when is ready is ready and I will add it here and Bo3b or DarkStarSword will update HelixMod with the new variant (I can't edit posts that aren't mine).
Shouldn't take longer than a few days hopefully, as I also have other things to do besides working/updating the fix.
EDIT:
Also please don't PM me asking for a fix -_- If is going to happen it will be here, not in PMs. Especially since you intend to play the game not actually develop on the fix more...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="bo3b"][quote="necropants"]This saddens me. I probably can't bring myself to play the game unless it works in 3d, and although I have been trying to learn it's very slow going especially the 3dmigoto stuff where I don't really know where to start with the syntax. My current work has resulted in a lot of time spent with little skill improvement. I think I reached a bit of an empasse especially where more games where dx 11 only. I've also been reminded how crap I am at puzzle solving and math.
Big shout out to the few that ruin things for the rest of us.... thanks guys.
Maybe this would be a good example to use to collectively level up the communities skill level, I personally learn a lot better if I have a good working example I am interested in. Even if its just a example of a shader before and after and what was required to fix it.
If it's just a case of shaders being replaced and the fix needing to be reapplied I guess I can start there but a hint or two where to start would be appreciated at least.
(I obviously wouldn't expect you too do this helifax, I know you are burnt out at the moment and how dense and demanding some people can be.)[/quote]
This would really be the biggest help, I think. Fixing games from scratch is a non-trivial exercise, but a lot of fun if you enjoy puzzles.
But, the big drag is that once a game is fixed, the devs seem to always circle back and break our fix. Fixing prior games that were already fixed is not nearly as fun- if you have the skill to fix new games.
However, I do think it can be fun and rewarding for someone who doesn't have that skill, and I really think that pretty much anyone can re-fix a game that has been broken.
The basic premise is to look at the prior fix, and see how a given fix was done. In general, ShaderHackers are good about documenting what they changed, and making the fix clear. If you take a prior working example, then compare it to a new broken example, fixing that new one is generally just applying the same fix in a new shader. Copy and paste, changing a couple of lines of text.
Sometimes they'll throw in a new loop like switching to Unity5 or some giant change, but most often it's just small changes that break our hash number so the shaders no longer match. Pretty much anyone can find the shader and reapply a fix, and I'd really encourage people to contribute this way because it's super rewarding to contribute and revive a fix, and it takes the load off the other ShaderHackers.
Give it a try, you might be surprised what you can do.
@Skaut: if you are looking to learn more, probably the best examples come from DarkStarSword's Git repository, where he does start with an original shader, then does the fix, with some good check-in comments. And some in the 3DMigoto repository. You can learn tons from his examples.
Here's a good example from FarCry4.
Starting shader:
https://github.com/bo3b/3Dmigoto/blob/6151c41f378642e206be3e692416ce5ce1bc5170/FC4/ShaderFixes/0e574bd62c0201de-ps_replace.txt
Fixed shader:
https://github.com/bo3b/3Dmigoto/commit/6fcb2354435b866d3697b588c982d3f44c0ec552
[/quote]
Thanks for this bo3b, I feel if I am going to make much more progress with actual shaderhacking I will need to take this path of learning it. As I figured something like this is probably going on in alot of cases and I do understand the basic concepts of fixing a game thanks to your wiki. I do have a basic coding knowledge so I can at least compare shaders and such and follow the code somewhat.
Unfortunately I don't have far cry 4 but was looking to pick it up. I was also unaware of the examples on the github so I guess i'll start there as well.
Also thanks to Helifax for continuing to work on this.
With any luck as they claim this is Geralts final quest we won't be seeing any more changes to the game after this pass.
necropants said:This saddens me. I probably can't bring myself to play the game unless it works in 3d, and although I have been trying to learn it's very slow going especially the 3dmigoto stuff where I don't really know where to start with the syntax. My current work has resulted in a lot of time spent with little skill improvement. I think I reached a bit of an empasse especially where more games where dx 11 only. I've also been reminded how crap I am at puzzle solving and math.
Big shout out to the few that ruin things for the rest of us.... thanks guys.
Maybe this would be a good example to use to collectively level up the communities skill level, I personally learn a lot better if I have a good working example I am interested in. Even if its just a example of a shader before and after and what was required to fix it.
If it's just a case of shaders being replaced and the fix needing to be reapplied I guess I can start there but a hint or two where to start would be appreciated at least.
(I obviously wouldn't expect you too do this helifax, I know you are burnt out at the moment and how dense and demanding some people can be.)
This would really be the biggest help, I think. Fixing games from scratch is a non-trivial exercise, but a lot of fun if you enjoy puzzles.
But, the big drag is that once a game is fixed, the devs seem to always circle back and break our fix. Fixing prior games that were already fixed is not nearly as fun- if you have the skill to fix new games.
However, I do think it can be fun and rewarding for someone who doesn't have that skill, and I really think that pretty much anyone can re-fix a game that has been broken.
The basic premise is to look at the prior fix, and see how a given fix was done. In general, ShaderHackers are good about documenting what they changed, and making the fix clear. If you take a prior working example, then compare it to a new broken example, fixing that new one is generally just applying the same fix in a new shader. Copy and paste, changing a couple of lines of text.
Sometimes they'll throw in a new loop like switching to Unity5 or some giant change, but most often it's just small changes that break our hash number so the shaders no longer match. Pretty much anyone can find the shader and reapply a fix, and I'd really encourage people to contribute this way because it's super rewarding to contribute and revive a fix, and it takes the load off the other ShaderHackers.
Give it a try, you might be surprised what you can do.
@Skaut: if you are looking to learn more, probably the best examples come from DarkStarSword's Git repository, where he does start with an original shader, then does the fix, with some good check-in comments. And some in the 3DMigoto repository. You can learn tons from his examples.
Thanks for this bo3b, I feel if I am going to make much more progress with actual shaderhacking I will need to take this path of learning it. As I figured something like this is probably going on in alot of cases and I do understand the basic concepts of fixing a game thanks to your wiki. I do have a basic coding knowledge so I can at least compare shaders and such and follow the code somewhat.
Unfortunately I don't have far cry 4 but was looking to pick it up. I was also unaware of the examples on the github so I guess i'll start there as well.
Also thanks to Helifax for continuing to work on this.
With any luck as they claim this is Geralts final quest we won't be seeing any more changes to the game after this pass.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote]IGNORE... Dynamic UI is really broken...:( I think I will stick with the current one + Crossbow + bombs crosshair at depth...[/quote]Oh yeah, this was the first DX11 game I tried that on and it was just a clusterfuck. I've revisited it a few times to try to at least get the name plates to auto adjust, but there's just too many complications. I've got a bit of a crazy idea for a generic solution to HUD problems in almost all DX11 games that I've been mulling over... but it will be difficult to pull off and probably won't work that well anyway.
[quote="helifax"]I swear, one of these days I'll write a piece of code that fries the GPU of the impatient people:))[/quote]Hehe, if you pull that off I'm adding it to my fixes too!
[quote]Now, joking aside, when is ready is ready and I will add it here and Bo3b or DarkStarSword will update HelixMod with the new variant (I can't edit posts that aren't mine).[/quote]No problem, I'll update the post whenever you are ready.
IGNORE... Dynamic UI is really broken...:( I think I will stick with the current one + Crossbow + bombs crosshair at depth...
Oh yeah, this was the first DX11 game I tried that on and it was just a clusterfuck. I've revisited it a few times to try to at least get the name plates to auto adjust, but there's just too many complications. I've got a bit of a crazy idea for a generic solution to HUD problems in almost all DX11 games that I've been mulling over... but it will be difficult to pull off and probably won't work that well anyway.
helifax said:I swear, one of these days I'll write a piece of code that fries the GPU of the impatient people:))
Hehe, if you pull that off I'm adding it to my fixes too!
Now, joking aside, when is ready is ready and I will add it here and Bo3b or DarkStarSword will update HelixMod with the new variant (I can't edit posts that aren't mine).
No problem, I'll update the post whenever you are ready.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Hehe;))
Yeah I basically started from your fix. I noticed the code for dynamic UI was there;) I just rewrote quite a lot of the shaders though in an attempt to isolate the things;)
Currently the whole UI is at depth except the minimap which is fixed (otherwise you can't "read" it) but I still don't like it :(
I am still thinking if I should only isolate the name-plates and text but is really hard and break some of the menus...
In any case I will let the code inside and provide a toggle;) At least the crosshair is in depth (which was my main grief lol)
I also plan to update it to latest 3DMigoto since I saw in the fix ini file the depth copy was in very early stage and it was generating a memory leak? (based on the comment).
EDIT:
It seems that if I move the fix to the latest version of 3DMigoto the Dynamic part stops working...
I had to replace
[code]
depth_input = 110
[/code]
with
[code]
[ResourceDepthBuffer]
max_copies_per_frame=1
ResourceDepthBuffer = oD
;hash = xxx
vs-t110 = ResourceDepthBuffer
[/code]
But all I get is a constant depth...hmmm...
Am I missing something? :))
Hehe;))
Yeah I basically started from your fix. I noticed the code for dynamic UI was there;) I just rewrote quite a lot of the shaders though in an attempt to isolate the things;)
Currently the whole UI is at depth except the minimap which is fixed (otherwise you can't "read" it) but I still don't like it :(
I am still thinking if I should only isolate the name-plates and text but is really hard and break some of the menus...
In any case I will let the code inside and provide a toggle;) At least the crosshair is in depth (which was my main grief lol)
I also plan to update it to latest 3DMigoto since I saw in the fix ini file the depth copy was in very early stage and it was generating a memory leak? (based on the comment).
EDIT:
It seems that if I move the fix to the latest version of 3DMigoto the Dynamic part stops working...
I had to replace
depth_input = 110
with
[ResourceDepthBuffer]
max_copies_per_frame=1
ResourceDepthBuffer = oD
;hash = xxx
vs-t110 = ResourceDepthBuffer
But all I get is a constant depth...hmmm...
Am I missing something? :))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="DarkStarSword"][quote]IGNORE... Dynamic UI is really broken...:( I think I will stick with the current one + Crossbow + bombs crosshair at depth...[/quote]Oh yeah, this was the first DX11 game I tried that on and it was just a clusterfuck. I've revisited it a few times to try to at least get the name plates to auto adjust, but there's just too many complications. I've got a bit of a crazy idea for a generic solution to HUD problems in almost all DX11 games that I've been mulling over... but it will be difficult to pull off and probably won't work that well anyway.
[quote="helifax"]I swear, one of these days I'll write a piece of code that fries the GPU of the impatient people:))[/quote]Hehe, if you pull that off I'm adding it to my fixes too!
[quote]Now, joking aside, when is ready is ready and I will add it here and Bo3b or DarkStarSword will update HelixMod with the new variant (I can't edit posts that aren't mine).[/quote]No problem, I'll update the post whenever you are ready.
[/quote]
If you guys do this shit, please make sure you provide me an argument to be passed to a function that will exit a loop or a do while or some shit so my computer stays safe and does not fry....lol....I mean guys, computer parts aren't cheap.....ha ha....
IGNORE... Dynamic UI is really broken...:( I think I will stick with the current one + Crossbow + bombs crosshair at depth...
Oh yeah, this was the first DX11 game I tried that on and it was just a clusterfuck. I've revisited it a few times to try to at least get the name plates to auto adjust, but there's just too many complications. I've got a bit of a crazy idea for a generic solution to HUD problems in almost all DX11 games that I've been mulling over... but it will be difficult to pull off and probably won't work that well anyway.
helifax said:I swear, one of these days I'll write a piece of code that fries the GPU of the impatient people:))
Hehe, if you pull that off I'm adding it to my fixes too!
Now, joking aside, when is ready is ready and I will add it here and Bo3b or DarkStarSword will update HelixMod with the new variant (I can't edit posts that aren't mine).
No problem, I'll update the post whenever you are ready.
If you guys do this shit, please make sure you provide me an argument to be passed to a function that will exit a loop or a do while or some shit so my computer stays safe and does not fry....lol....I mean guys, computer parts aren't cheap.....ha ha....
@helifax you might want to check out the updates I already had in github - I've had that depth_input replaced with resource copying for ages now, but since it was experimental and didn't add anything new (or at least, nothing that worked well enough) I never updated the release on the blog with those changes. I think I was also holding off until the #include path fix had gone into 3DMigoto before releasing any more updates (which it now has, though you should make sure any includes are relative to the shader, not the dll).
BTW, if memory serves I think you have commit access to the 3DMigoto repository, so feel free to commit your updates directly to it.
@helifax you might want to check out the updates I already had in github - I've had that depth_input replaced with resource copying for ages now, but since it was experimental and didn't add anything new (or at least, nothing that worked well enough) I never updated the release on the blog with those changes. I think I was also holding off until the #include path fix had gone into 3DMigoto before releasing any more updates (which it now has, though you should make sure any includes are relative to the shader, not the dll).
BTW, if memory serves I think you have commit access to the 3DMigoto repository, so feel free to commit your updates directly to it.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
@Stryker_66: I was kidding;) I know PC hardware especially GPUs are expensive;) I was just making a bit of fun and joking around;)
@DarkStarSword:
Yes, I have access to Github so I will commit all the things there once I am finished;)
The biggest problem that I got with the dynamic crosshair is:
- If I using the older version of 3DMigoto (the one the fix currently uses), the depth scaling works.
- If I replace (in new 3DMigoto):
[code]
depth_input = 110
[/code]
with
[code]
[ResourceDepthBuffer]
max_copies_per_frame=1
ResourceDepthBuffer = oD
;hash = xxx
[ShaderOverrideCrosshair1]
hash = xxxxxx
vs-t110 = ResourceDepthBuffer
[/code]
I get some depth, but the scaling is not working... I always get the same depth value. I didn't modify anything in the shader.
I am wondering if the Depth Buffer is now copied differently (using Resource Copy) than before?
-The other diff I saw is that in old version the texture was defined as "Texture2D<float>" while in the new 3DMigoto is defined as "Texture2D<float4>". Updating this in the shader code still didn't do anything:(
- Also, in "[ResourceDepthBuffer]" do I need to specify a "hash" if I have "ResourceDepthBuffer = oD"? I tried it and without a hash but got the same result...
Any idea why it might not work, when the fix is updated to use ResourceCopy?
Thank you in advance;)
For me is not a big thing to use the older version of 3DMigoto (as it works perfectly fine) but others might want SBS/TU display modes and I always like to use an updated version of 3DMigoto is possible;)
@Stryker_66: I was kidding;) I know PC hardware especially GPUs are expensive;) I was just making a bit of fun and joking around;)
@DarkStarSword:
Yes, I have access to Github so I will commit all the things there once I am finished;)
The biggest problem that I got with the dynamic crosshair is:
- If I using the older version of 3DMigoto (the one the fix currently uses), the depth scaling works.
- If I replace (in new 3DMigoto):
depth_input = 110
with
[ResourceDepthBuffer]
max_copies_per_frame=1
ResourceDepthBuffer = oD
;hash = xxx
I get some depth, but the scaling is not working... I always get the same depth value. I didn't modify anything in the shader.
I am wondering if the Depth Buffer is now copied differently (using Resource Copy) than before?
-The other diff I saw is that in old version the texture was defined as "Texture2D<float>" while in the new 3DMigoto is defined as "Texture2D<float4>". Updating this in the shader code still didn't do anything:(
- Also, in "[ResourceDepthBuffer]" do I need to specify a "hash" if I have "ResourceDepthBuffer = oD"? I tried it and without a hash but got the same result...
Any idea why it might not work, when the fix is updated to use ResourceCopy?
Thank you in advance;)
For me is not a big thing to use the older version of 3DMigoto (as it works perfectly fine) but others might want SBS/TU display modes and I always like to use an updated version of 3DMigoto is possible;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Oo, I checked the latest version of Witcher 3 on Git and now I am even more confused:))
Why this code:
[code]
[ResourceWBuffer]
[Present]
; Clear the copied W-buffer on each present call so we don't use stale depth
; information when we are in the menus and it is unavailable:
ResourceWBuffer = null
[ShaderOverrideHBAODepthPass]
; First post-processing shader used. Good place to turn on extra dumping
; options as most broken effects will be after this point.
Hash = 170486ed36efcc9e
analyse_options = log dump_rt clear_rt persist
; This shader converts the Z buffer into a W buffer. Save it off for later use
; in HUD shaders:
post ResourceWBuffer = stereo2mono o0
[/code]
And not this:
[code]
[ResourceDepthBuffer]
max_copies_per_frame=1
ResourceDepthBuffer = oD
;hash = xxx
[/code]
I am confused! :)
I didn't know the Git Version was updated from the one on HelixMod;) hehe. I will have to update the fix based on this one then;)
Thanks!
Oo, I checked the latest version of Witcher 3 on Git and now I am even more confused:))
Why this code:
[ResourceWBuffer]
[Present]
; Clear the copied W-buffer on each present call so we don't use stale depth
; information when we are in the menus and it is unavailable:
ResourceWBuffer = null
[ShaderOverrideHBAODepthPass]
; First post-processing shader used. Good place to turn on extra dumping
; options as most broken effects will be after this point.
Hash = 170486ed36efcc9e
analyse_options = log dump_rt clear_rt persist
; This shader converts the Z buffer into a W buffer. Save it off for later use
; in HUD shaders:
post ResourceWBuffer = stereo2mono o0
And not this:
[ResourceDepthBuffer]
max_copies_per_frame=1
ResourceDepthBuffer = oD
;hash = xxx
I am confused! :)
I didn't know the Git Version was updated from the one on HelixMod;) hehe. I will have to update the fix based on this one then;)
Thanks!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]@Stryker_66: I was kidding;) I know PC hardware especially GPUs are expensive;) I was just making a bit of fun and joking around;)[/quote]
Of course! Same here, my lame attempt at humor...LOL......I was just thinking the other day about the massive list of games on the helix blog. Who has the frikken time to play all these games....I've had to put The Witcher 3 on my back log.......all work and no play makes Jackie a dull boy.....
The Witcher 3 was already a massive game, now with all this DLC.......time to clear a 2 week vacation to play this...LOL
helifax said:@Stryker_66: I was kidding;) I know PC hardware especially GPUs are expensive;) I was just making a bit of fun and joking around;)
Of course! Same here, my lame attempt at humor...LOL......I was just thinking the other day about the massive list of games on the helix blog. Who has the frikken time to play all these games....I've had to put The Witcher 3 on my back log.......all work and no play makes Jackie a dull boy.....
The Witcher 3 was already a massive game, now with all this DLC.......time to clear a 2 week vacation to play this...LOL
Hi DarkStarSword,
I pushed the commit for Witcher 3 - 1.21 patch + Expansion:
What I re-fixed/fixed:
- Decals (quite a lot of them)
- Rain splashes /drops
- Blood
- Hairworks shadows
- Fixed witcher senses bubbles & warp bubbles so they now are at proper depth.
- Crosshair is pushed to DEPTH
- All other UI is still at FIXED depth.
This is STILL BASED on the older version of 3DMigoto for following reasons:
- New version(s) don't compile properly the ASM shaders that are present in the fix -> they don't work at all.
- HUGE FPS drop (from 45 to 10) when I am using the new resource Copy mechanism and more exactly "stereo2mono" to get the "Depth Buffer". (This was in 3D Surround on 2x980Ti)
If you can wrap it up and push it on the HelixMod, it would be awesome;)
Thank you!
I pushed the commit for Witcher 3 - 1.21 patch + Expansion:
What I re-fixed/fixed:
- Decals (quite a lot of them)
- Rain splashes /drops
- Blood
- Hairworks shadows
- Fixed witcher senses bubbles & warp bubbles so they now are at proper depth.
- Crosshair is pushed to DEPTH
- All other UI is still at FIXED depth.
This is STILL BASED on the older version of 3DMigoto for following reasons:
- New version(s) don't compile properly the ASM shaders that are present in the fix -> they don't work at all.
- HUGE FPS drop (from 45 to 10) when I am using the new resource Copy mechanism and more exactly "stereo2mono" to get the "Depth Buffer". (This was in 3D Surround on 2x980Ti)
If you can wrap it up and push it on the HelixMod, it would be awesome;)
Thank you!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I found a couple of more broken shaders...damn... Need to fix those as well;) This is the problem with this game;)
Some shaders appear in some locations and if you don't go there you don't see them;))
EDIT:
If anyone finds any broken shaders (and is using the latest version) can you please:
- SHARE THE SAVEGAME
AND
- MAKE A SCREENSHOT so I can see exactly what you see!.
Thanks;)
I found a couple of more broken shaders...damn... Need to fix those as well;) This is the problem with this game;)
Some shaders appear in some locations and if you don't go there you don't see them;))
EDIT:
If anyone finds any broken shaders (and is using the latest version) can you please:
- SHARE THE SAVEGAME
AND
- MAKE A SCREENSHOT so I can see exactly what you see!.
Thanks;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="mrorange55"]This game is massive... I think the new fix not up yet, but I can also open my eyes tomorrow.[/quote]
No the fix is not up on HelixMod yet. DarkStarSword will probably update it a bit later on;) (We are on different time-zones as well, so some time differences exist;) )
The game is MASSIVE, yet... I CAN'T HAVE ENOUGH;) Currently playing/testing the expansion on NG+ (Death Match!) with a bit of under-level for the Expansion and get my arse wooped:)) (Dark Souls style hahaha)
This game reminds me what games were about 10+ years ago... games that you could play 10001 times and never have enough of them... This game is on PAR with Baldur's Gate, NVN, KOTOR1,2, Witcher 1 (Witcher 2 a bit less) and Mass Effect series as far as re-play ability goes;) (Only it has DAMN AWESOME GRAPHICS even more so in 3D Vision).
mrorange55 said:This game is massive... I think the new fix not up yet, but I can also open my eyes tomorrow.
No the fix is not up on HelixMod yet. DarkStarSword will probably update it a bit later on;) (We are on different time-zones as well, so some time differences exist;) )
The game is MASSIVE, yet... I CAN'T HAVE ENOUGH;) Currently playing/testing the expansion on NG+ (Death Match!) with a bit of under-level for the Expansion and get my arse wooped:)) (Dark Souls style hahaha)
This game reminds me what games were about 10+ years ago... games that you could play 10001 times and never have enough of them... This game is on PAR with Baldur's Gate, NVN, KOTOR1,2, Witcher 1 (Witcher 2 a bit less) and Mass Effect series as far as re-play ability goes;) (Only it has DAMN AWESOME GRAPHICS even more so in 3D Vision).
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
..Sigh...
I swear, one of these days I'll write a piece of code that fries the GPU of the impatient people:))
Now, joking aside, when is ready is ready and I will add it here and Bo3b or DarkStarSword will update HelixMod with the new variant (I can't edit posts that aren't mine).
Shouldn't take longer than a few days hopefully, as I also have other things to do besides working/updating the fix.
EDIT:
Also please don't PM me asking for a fix -_- If is going to happen it will be here, not in PMs. Especially since you intend to play the game not actually develop on the fix more...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Thanks for this bo3b, I feel if I am going to make much more progress with actual shaderhacking I will need to take this path of learning it. As I figured something like this is probably going on in alot of cases and I do understand the basic concepts of fixing a game thanks to your wiki. I do have a basic coding knowledge so I can at least compare shaders and such and follow the code somewhat.
Unfortunately I don't have far cry 4 but was looking to pick it up. I was also unaware of the examples on the github so I guess i'll start there as well.
Also thanks to Helifax for continuing to work on this.
With any luck as they claim this is Geralts final quest we won't be seeing any more changes to the game after this pass.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Hehe, if you pull that off I'm adding it to my fixes too!
No problem, I'll update the post whenever you are ready.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Yeah I basically started from your fix. I noticed the code for dynamic UI was there;) I just rewrote quite a lot of the shaders though in an attempt to isolate the things;)
Currently the whole UI is at depth except the minimap which is fixed (otherwise you can't "read" it) but I still don't like it :(
I am still thinking if I should only isolate the name-plates and text but is really hard and break some of the menus...
In any case I will let the code inside and provide a toggle;) At least the crosshair is in depth (which was my main grief lol)
I also plan to update it to latest 3DMigoto since I saw in the fix ini file the depth copy was in very early stage and it was generating a memory leak? (based on the comment).
EDIT:
It seems that if I move the fix to the latest version of 3DMigoto the Dynamic part stops working...
I had to replace
with
But all I get is a constant depth...hmmm...
Am I missing something? :))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
If you guys do this shit, please make sure you provide me an argument to be passed to a function that will exit a loop or a do while or some shit so my computer stays safe and does not fry....lol....I mean guys, computer parts aren't cheap.....ha ha....
BTW, if memory serves I think you have commit access to the 3DMigoto repository, so feel free to commit your updates directly to it.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
@DarkStarSword:
Yes, I have access to Github so I will commit all the things there once I am finished;)
The biggest problem that I got with the dynamic crosshair is:
- If I using the older version of 3DMigoto (the one the fix currently uses), the depth scaling works.
- If I replace (in new 3DMigoto):
with
I get some depth, but the scaling is not working... I always get the same depth value. I didn't modify anything in the shader.
I am wondering if the Depth Buffer is now copied differently (using Resource Copy) than before?
-The other diff I saw is that in old version the texture was defined as "Texture2D<float>" while in the new 3DMigoto is defined as "Texture2D<float4>". Updating this in the shader code still didn't do anything:(
- Also, in "[ResourceDepthBuffer]" do I need to specify a "hash" if I have "ResourceDepthBuffer = oD"? I tried it and without a hash but got the same result...
Any idea why it might not work, when the fix is updated to use ResourceCopy?
Thank you in advance;)
For me is not a big thing to use the older version of 3DMigoto (as it works perfectly fine) but others might want SBS/TU display modes and I always like to use an updated version of 3DMigoto is possible;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Why this code:
And not this:
I am confused! :)
I didn't know the Git Version was updated from the one on HelixMod;) hehe. I will have to update the fix based on this one then;)
Thanks!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Of course! Same here, my lame attempt at humor...LOL......I was just thinking the other day about the massive list of games on the helix blog. Who has the frikken time to play all these games....I've had to put The Witcher 3 on my back log.......all work and no play makes Jackie a dull boy.....
The Witcher 3 was already a massive game, now with all this DLC.......time to clear a 2 week vacation to play this...LOL
I pushed the commit for Witcher 3 - 1.21 patch + Expansion:
What I re-fixed/fixed:
- Decals (quite a lot of them)
- Rain splashes /drops
- Blood
- Hairworks shadows
- Fixed witcher senses bubbles & warp bubbles so they now are at proper depth.
- Crosshair is pushed to DEPTH
- All other UI is still at FIXED depth.
This is STILL BASED on the older version of 3DMigoto for following reasons:
- New version(s) don't compile properly the ASM shaders that are present in the fix -> they don't work at all.
- HUGE FPS drop (from 45 to 10) when I am using the new resource Copy mechanism and more exactly "stereo2mono" to get the "Depth Buffer". (This was in 3D Surround on 2x980Ti)
If you can wrap it up and push it on the HelixMod, it would be awesome;)
Thank you!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
Some shaders appear in some locations and if you don't go there you don't see them;))
EDIT:
If anyone finds any broken shaders (and is using the latest version) can you please:
- SHARE THE SAVEGAME
AND
- MAKE A SCREENSHOT so I can see exactly what you see!.
Thanks;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
No the fix is not up on HelixMod yet. DarkStarSword will probably update it a bit later on;) (We are on different time-zones as well, so some time differences exist;) )
The game is MASSIVE, yet... I CAN'T HAVE ENOUGH;) Currently playing/testing the expansion on NG+ (Death Match!) with a bit of under-level for the Expansion and get my arse wooped:)) (Dark Souls style hahaha)
This game reminds me what games were about 10+ years ago... games that you could play 10001 times and never have enough of them... This game is on PAR with Baldur's Gate, NVN, KOTOR1,2, Witcher 1 (Witcher 2 a bit less) and Mass Effect series as far as re-play ability goes;) (Only it has DAMN AWESOME GRAPHICS even more so in 3D Vision).
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)