[quote="helifax"]I am not exactly sure what you are talking about in the above post, bust casting floats to ints and back to floats don't you lose all the information stored in the float after the point ?
Why are you guys casting the floats to ints in the first place ?[/quote]
There are a few situations where we need to cast, and they are these instructions:
ftoi, ftou, itof, utof
These are explicit casts, where the original shader is casting from an int to a float or vice versa, so we need to do the same. Pretty straight forward so far?
... and then there are these:
not, ineg, imul, udiv, iadd, and, or, xor, ishr, ishl, ushr, ubfe, umin, imin, imax, imad, umad, ine, ieq, ilt, ult, ige, uge, bfi
These are either signed or unsigned integer versions of various instructions, or bitwise operations that only work on integers, or a few are a little more complex (ubfe, bfi).
Let's take a step back for a moment:
In hardware, the temporary registers are untyped, so they may hold either an int, unsigned int or a float at any time (or half of a double) and it's up to the instructions to decide what type to treat the pattern of bits they contain - and so the above instructions will treat them as integers, while most other instructions would treat them as floats.
By contrast, in HLSL we have to use variables, which are typed - so, this is a significant difference between the two worlds and a potential source of pain. Since the registers aren't typed, we would need to either examine how they are used to determine their type (which is complicated as a register may be reused as a different type), or just pick the most likely type and deal with exceptions when they arise - which is what we do.
We treat every register/variable as a float by default, and explicitly cast to an int when we hit one of the above instructions. We're not worried about losing information after the decimal point because we know that the original shader would have been using integers whenever we hit these instructions. We do however risk losing some bits going the other way, but so far that has not turned out to be a real issue in practice (though it does concern me).
The problem that we have definitely identified in this game is partly related to this, and partly related to the lack of headers causing us to cast where we should not be. I think we might be able to improve the decompiler for this specific issue by making the casting for the 2nd category of instructions handle the case where a constant buffer is being read by using an asint() instead of a regular cast (after reviewing why the fix didn't apply universally I'm pretty sure I had just used asint() in some of the first category as well - I'll need to double check though).
helifax said:I am not exactly sure what you are talking about in the above post, bust casting floats to ints and back to floats don't you lose all the information stored in the float after the point ?
Why are you guys casting the floats to ints in the first place ?
There are a few situations where we need to cast, and they are these instructions:
ftoi, ftou, itof, utof
These are explicit casts, where the original shader is casting from an int to a float or vice versa, so we need to do the same. Pretty straight forward so far?
These are either signed or unsigned integer versions of various instructions, or bitwise operations that only work on integers, or a few are a little more complex (ubfe, bfi).
Let's take a step back for a moment:
In hardware, the temporary registers are untyped, so they may hold either an int, unsigned int or a float at any time (or half of a double) and it's up to the instructions to decide what type to treat the pattern of bits they contain - and so the above instructions will treat them as integers, while most other instructions would treat them as floats.
By contrast, in HLSL we have to use variables, which are typed - so, this is a significant difference between the two worlds and a potential source of pain. Since the registers aren't typed, we would need to either examine how they are used to determine their type (which is complicated as a register may be reused as a different type), or just pick the most likely type and deal with exceptions when they arise - which is what we do.
We treat every register/variable as a float by default, and explicitly cast to an int when we hit one of the above instructions. We're not worried about losing information after the decimal point because we know that the original shader would have been using integers whenever we hit these instructions. We do however risk losing some bits going the other way, but so far that has not turned out to be a real issue in practice (though it does concern me).
The problem that we have definitely identified in this game is partly related to this, and partly related to the lack of headers causing us to cast where we should not be. I think we might be able to improve the decompiler for this specific issue by making the casting for the 2nd category of instructions handle the case where a constant buffer is being read by using an asint() instead of a regular cast (after reviewing why the fix didn't apply universally I'm pretty sure I had just used asint() in some of the first category as well - I'll need to double check though).
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
[quote="amourfouu"]Thanks mike_ar69 and DarkStarSword for the Alpha 0.03 update fix.
Need to clear up a few questions before I install, don't want to screw anything up.
All the files in Alpha 0.03 are the same as Alpha 0.02 except the file: courierbold.spritefont.
This file is found twice, in the bin forlder and then again in the x64 folder.
Do I ignore this file and just install all the same files as in Alpha 0.02, I could just overwrite what is already installed, or do I have to also add the courierbold.spritefont? If so, where do i put it? Not sure what to do.
Thanks for any help.[/quote]
I should have mentioned - I included 3Dmigoto 1.1.8 in this release which requires the courierbold.spritefont in the bin directory (otherwise it might crash). I added a second copy in the x64 directory because we want to move it there going forward.
The most important thing is to run the uninstall.bat before you install this one.
amourfouu said:Thanks mike_ar69 and DarkStarSword for the Alpha 0.03 update fix.
Need to clear up a few questions before I install, don't want to screw anything up.
All the files in Alpha 0.03 are the same as Alpha 0.02 except the file: courierbold.spritefont.
This file is found twice, in the bin forlder and then again in the x64 folder.
Do I ignore this file and just install all the same files as in Alpha 0.02, I could just overwrite what is already installed, or do I have to also add the courierbold.spritefont? If so, where do i put it? Not sure what to do.
Thanks for any help.
I should have mentioned - I included 3Dmigoto 1.1.8 in this release which requires the courierbold.spritefont in the bin directory (otherwise it might crash). I added a second copy in the x64 directory because we want to move it there going forward.
The most important thing is to run the uninstall.bat before you install this one.
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
[quote="HaNaNg"]wish there was a solution for the crashes... can't play for more than a 4 minutes, damn...
[/quote]I found lowering my graphics settings seemed to delay it a little... not fixed unfortunately :(
@DarkStarSword:
OK, now it all makes sense;)) I know the registeres are without a type (but rather containers;)) ) Just didn't understood what all the casting was about;)) and mostly why I've never seen this issue before;))
Now it all makes sense;))
Regarding the 0.3 Alpha... It seems I can't start the game with it... Just sits there doing nothing hmmm...
OK, now it all makes sense;)) I know the registeres are without a type (but rather containers;)) ) Just didn't understood what all the casting was about;)) and mostly why I've never seen this issue before;))
Now it all makes sense;))
Regarding the 0.3 Alpha... It seems I can't start the game with it... Just sits there doing nothing hmmm...
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
Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?
[quote="DarkStarSword"]Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?[/quote]
Don't know what I did, but now is working... Probably my surround wasn't configured "correctly" ...sigh
DarkStarSword said:Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?
Don't know what I did, but now is working... Probably my surround wasn't configured "correctly" ...sigh
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
@ DarkStarSword, I just installed Alpha 0.03 as per your instructions. Everything is working great.
It is definitely a graphic improvement. Nighttime around 11:00pm gametime outside is a bit brighter, and the colors are richer, a very noticeable improvement. All in all looks quite beautiful, and definitely noticably better than Alpha 0.02.
Daytime, early morning around 5:30am long shadows in woods and swamps are still very dark but better than before. But as soon as the sun starts to rise, from 6:30am on, all the shadows even out, no annoying dark shadows, everything looks better, very beautiful, and still looks quite realistic. Before, the shadows were so dark, did not look realistic, now shadows are there but I can see foilage, and helps for the gameplay, I can see enemies, loot, and can do combat. Before the shadows were so dark I couldn't do anything unless I drank a night vision potion.
Just wanted to let you know there is quite an improvement between Alpha 0.02 and 0.03. Great job, as far as i'm concerned was well worth the effort.
You guys are the best, thanks again.
@ DarkStarSword, I just installed Alpha 0.03 as per your instructions. Everything is working great.
It is definitely a graphic improvement. Nighttime around 11:00pm gametime outside is a bit brighter, and the colors are richer, a very noticeable improvement. All in all looks quite beautiful, and definitely noticably better than Alpha 0.02.
Daytime, early morning around 5:30am long shadows in woods and swamps are still very dark but better than before. But as soon as the sun starts to rise, from 6:30am on, all the shadows even out, no annoying dark shadows, everything looks better, very beautiful, and still looks quite realistic. Before, the shadows were so dark, did not look realistic, now shadows are there but I can see foilage, and helps for the gameplay, I can see enemies, loot, and can do combat. Before the shadows were so dark I couldn't do anything unless I drank a night vision potion.
Just wanted to let you know there is quite an improvement between Alpha 0.02 and 0.03. Great job, as far as i'm concerned was well worth the effort.
[quote="helifax"][quote="DarkStarSword"]Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?[/quote]
Don't know what I did, but now is working... Probably my surround wasn't configured "correctly" ...sigh[/quote]
Hi Helifax, i have the same problem, with the alpha 0.03 don't launh the game....what do you did?? :o
[quote="murilladas"][quote="helifax"][quote="DarkStarSword"]Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?[/quote]
Don't know what I did, but now is working... Probably my surround wasn't configured "correctly" ...sigh[/quote]
Hi Helifax, i have the same problem, with the alpha 0.03 don't launh the game....what do you did?? :o[/quote]
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
DarkStarSword said:Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?
Don't know what I did, but now is working... Probably my surround wasn't configured "correctly" ...sigh
Hi Helifax, i have the same problem, with the alpha 0.03 don't launh the game....what do you did?? :o
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
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="Flugan"]Sigh:
[ShaderOverride1]
Hash=16f398fc56dce109
Handling=skip
Work for another day. Currently Eurovision.[/quote]
I am hoping that this solution is temporary while the decompiler stuff is sorted out. So we will see.
[quote="DarkStarSword"]Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?[/quote]
Thanks for putting out 0.03 :-)
Also a question - has progress been made on shader "31052912ee015e3f-ps_replace.txt", the one that generates the shiny/specular stuff on farm roads etc? I sent this to bo3b, so he might be working on it. What happens is that when loaded (regardless of any attempt to fix anything) the specular reflection disappears. This shader has the "resinfo" texture thing in it.
DarkStarSword said:Oops - I realised I have an extra 'Witcher3_Alpha_0.03' at the top level of the rar archive :facepalm:
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?
Thanks for putting out 0.03 :-)
Also a question - has progress been made on shader "31052912ee015e3f-ps_replace.txt", the one that generates the shiny/specular stuff on farm roads etc? I sent this to bo3b, so he might be working on it. What happens is that when loaded (regardless of any attempt to fix anything) the specular reflection disappears. This shader has the "resinfo" texture thing in it.
[quote="helifax"]
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)[/quote]
dont work for me, only way is replace the d3d11.dll for the older version....:S
helifax said:
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
dont work for me, only way is replace the d3d11.dll for the older version....:S
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
There are a few situations where we need to cast, and they are these instructions:
ftoi, ftou, itof, utof
These are explicit casts, where the original shader is casting from an int to a float or vice versa, so we need to do the same. Pretty straight forward so far?
... and then there are these:
not, ineg, imul, udiv, iadd, and, or, xor, ishr, ishl, ushr, ubfe, umin, imin, imax, imad, umad, ine, ieq, ilt, ult, ige, uge, bfi
These are either signed or unsigned integer versions of various instructions, or bitwise operations that only work on integers, or a few are a little more complex (ubfe, bfi).
Let's take a step back for a moment:
In hardware, the temporary registers are untyped, so they may hold either an int, unsigned int or a float at any time (or half of a double) and it's up to the instructions to decide what type to treat the pattern of bits they contain - and so the above instructions will treat them as integers, while most other instructions would treat them as floats.
By contrast, in HLSL we have to use variables, which are typed - so, this is a significant difference between the two worlds and a potential source of pain. Since the registers aren't typed, we would need to either examine how they are used to determine their type (which is complicated as a register may be reused as a different type), or just pick the most likely type and deal with exceptions when they arise - which is what we do.
We treat every register/variable as a float by default, and explicitly cast to an int when we hit one of the above instructions. We're not worried about losing information after the decimal point because we know that the original shader would have been using integers whenever we hit these instructions. We do however risk losing some bits going the other way, but so far that has not turned out to be a real issue in practice (though it does concern me).
The problem that we have definitely identified in this game is partly related to this, and partly related to the lack of headers causing us to cast where we should not be. I think we might be able to improve the decompiler for this specific issue by making the casting for the 2nd category of instructions handle the case where a constant buffer is being read by using an asint() instead of a regular cast (after reviewing why the fix didn't apply universally I'm pretty sure I had just used asint() in some of the first category as well - I'll need to double check though).
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
I should have mentioned - I included 3Dmigoto 1.1.8 in this release which requires the courierbold.spritefont in the bin directory (otherwise it might crash). I added a second copy in the x64 directory because we want to move it there going forward.
The most important thing is to run the uninstall.bat before you install this one.
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
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
OK, now it all makes sense;)) I know the registeres are without a type (but rather containers;)) ) Just didn't understood what all the casting was about;)) and mostly why I've never seen this issue before;))
Now it all makes sense;))
Regarding the 0.3 Alpha... It seems I can't start the game with it... Just sits there doing nothing hmmm...
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)
Obviously you want to unpack what's beneath that... Otherwise I just tested it and it seems to be working for me.
Could be an issue with 3Dmigoto 1.1.8? Maybe try whichever version you were running before?
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
[ShaderOverride1]
Hash=16f398fc56dce109
Handling=skip
Work for another day. Currently Eurovision.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Don't know what I did, but now is working... Probably my surround wasn't configured "correctly" ...sigh
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)
It is definitely a graphic improvement. Nighttime around 11:00pm gametime outside is a bit brighter, and the colors are richer, a very noticeable improvement. All in all looks quite beautiful, and definitely noticably better than Alpha 0.02.
Daytime, early morning around 5:30am long shadows in woods and swamps are still very dark but better than before. But as soon as the sun starts to rise, from 6:30am on, all the shadows even out, no annoying dark shadows, everything looks better, very beautiful, and still looks quite realistic. Before, the shadows were so dark, did not look realistic, now shadows are there but I can see foilage, and helps for the gameplay, I can see enemies, loot, and can do combat. Before the shadows were so dark I couldn't do anything unless I drank a night vision potion.
Just wanted to let you know there is quite an improvement between Alpha 0.02 and 0.03. Great job, as far as i'm concerned was well worth the effort.
You guys are the best, thanks again.
Hi Helifax, i have the same problem, with the alpha 0.03 don't launh the game....what do you did?? :o
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
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)
I am hoping that this solution is temporary while the decompiler stuff is sorted out. So we will see.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks for putting out 0.03 :-)
Also a question - has progress been made on shader "31052912ee015e3f-ps_replace.txt", the one that generates the shiny/specular stuff on farm roads etc? I sent this to bo3b, so he might be working on it. What happens is that when loaded (regardless of any attempt to fix anything) the specular reflection disappears. This shader has the "resinfo" texture thing in it.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
dont work for me, only way is replace the d3d11.dll for the older version....:S
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.