Ori and the blind forest
  7 / 11    
Good thanks, I'm working on the final fix for this right now, removing the older game specific stuff to generalize it. Should have this today. Please keep in mind this is alpha quality software on this branch, because nearly everything changed under the hood. [quote="DarkStarSword"]TBH part of the pain point is probably just how MSVC manages configurations. For a given setting (in this case pre-processor defines), a configuration profile in MSVC can either use the common value shared between all configurations, or override them. Problem is - the pre-processor defines are a list, not a single value, so this approach is not ideal. Ideally it would allow us to set a base set for all builds then *add* extra entries for specific configurations where needed, and stay in sync with the base settings. For now though - is there any reason each configuration even has distinct pre-processor defines (There might be - I haven't looked closely enough)? If not, can we switch every configuration profile to using a common base set? Same goes for other settings that have configuration profile-specific values (e.g. linked libraries).[/quote] Yeah, I'm not a fan of their UI either. It's like a late 90s single line for editing the path variable. There are property sheets of some form that allow multi-level properties, so default, solution, then project level properties, but I don't know how they work. I see that most people just resort to editing the XML files. With the retirement of HOOK_SYSTEM32, we have only one project specific define of _DEBUG_LAYER, which is to turn on GPU level debugging. There are different ones for x64/x32 and for debug/release, but those are default I think. I've already made one pass through all that to remove junk we no longer need, but I should probably take another look because we no longer need DIRECT_INPUT for example. Unless you want to run debug builds, you are probably best off to use the Zip_Release build targets as being the closest to real, as that build target is used for the offline MSBUILD mechanism. I deliberately keep this build target separate to avoid breaking the 'build' system with stray build target edits.
Good thanks, I'm working on the final fix for this right now, removing the older game specific stuff to generalize it. Should have this today.

Please keep in mind this is alpha quality software on this branch, because nearly everything changed under the hood.


DarkStarSword said:TBH part of the pain point is probably just how MSVC manages configurations.

For a given setting (in this case pre-processor defines), a configuration profile in MSVC can either use the common value shared between all configurations, or override them. Problem is - the pre-processor defines are a list, not a single value, so this approach is not ideal. Ideally it would allow us to set a base set for all builds then *add* extra entries for specific configurations where needed, and stay in sync with the base settings.

For now though - is there any reason each configuration even has distinct pre-processor defines (There might be - I haven't looked closely enough)? If not, can we switch every configuration profile to using a common base set? Same goes for other settings that have configuration profile-specific values (e.g. linked libraries).

Yeah, I'm not a fan of their UI either. It's like a late 90s single line for editing the path variable.

There are property sheets of some form that allow multi-level properties, so default, solution, then project level properties, but I don't know how they work. I see that most people just resort to editing the XML files.

With the retirement of HOOK_SYSTEM32, we have only one project specific define of _DEBUG_LAYER, which is to turn on GPU level debugging. There are different ones for x64/x32 and for debug/release, but those are default I think. I've already made one pass through all that to remove junk we no longer need, but I should probably take another look because we no longer need DIRECT_INPUT for example.


Unless you want to run debug builds, you are probably best off to use the Zip_Release build targets as being the closest to real, as that build target is used for the offline MSBUILD mechanism. I deliberately keep this build target separate to avoid breaking the 'build' system with stray build target edits.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
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#91
Posted 05/19/2015 01:28 AM   
New update to 1.1.12 for this. Still alpha caliber software. [url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip[/url] Should work here for Ori, and allow you to set full_screen=1 to force 3D back on. Please let me know if it still has problems. edit: update to 1.1.13
New update to 1.1.12 for this. Still alpha caliber software.

https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip

Should work here for Ori, and allow you to set full_screen=1 to force 3D back on. Please let me know if it still has problems.

edit: update to 1.1.13

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#92
Posted 05/19/2015 12:02 PM   
New update to 1.1.6 + DHR Ori´s fix Works properly in 3D ! [color="orange"];-)[/color] [color="green"]Must use 32 versión of the 1.1.6 & take out ; to the fullscren=1 in the ini [/color] Also must use Ori´s exe as admin (otherwise you´ll get an error memory log) Thanks again Dhr & bo3b
New update to 1.1.6 + DHR Ori´s fix Works properly in 3D ! ;-)

Must use 32 versión of the 1.1.6 & take out ; to the fullscren=1 in the ini


Also must use Ori´s exe as admin (otherwise you´ll get an error memory log)

Thanks again Dhr & bo3b

#93
Posted 05/19/2015 04:36 PM   
I will test today night and update the fix in the blog.
I will test today night and update the fix in the blog.

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#94
Posted 05/19/2015 07:22 PM   
Now is working!! i have to change the resolution desktop to 1280x720 (3DTV Play) The bad news is with the updates, now all the hash number of shaders are changed.....so is necessary to fix all the shaders again (apply the same code; i've already fix one shader in the main menu)... i don't know if i will do that again, right now i don't have to much time.
Now is working!! i have to change the resolution desktop to 1280x720 (3DTV Play)

The bad news is with the updates, now all the hash number of shaders are changed.....so is necessary to fix all the shaders again (apply the same code; i've already fix one shader in the main menu)... i don't know if i will do that again, right now i don't have to much time.

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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#95
Posted 05/19/2015 09:47 PM   
[quote="DHR"]i don't know if i will do that again[/quote] I really hope you do, after completing it the other week it's shot up my list to become one of my favourite 3D experiences. I'm in no rush to replay it, but I'd really appreciate it if you could add it on your "to-do" list for when you do have the time.
DHR said:i don't know if i will do that again
I really hope you do, after completing it the other week it's shot up my list to become one of my favourite 3D experiences. I'm in no rush to replay it, but I'd really appreciate it if you could add it on your "to-do" list for when you do have the time.

#96
Posted 05/20/2015 12:15 AM   
Got stuck a while ago, finished it just now (older version). [b]Thanx again for the fix. :)[/b] Fix was mostly working, circulating from 100% perfect to some artifacts and then back again (I was afraid around 60-70% of the game it will stay at the level of annoyance till the end of the game, but it improved and I think a few last levels were close to perfect (or perfect) again. Artifacts never were really serious and the game looks awesome in 3D. The game itself - pleasantly surprised: not only the graphics are good. The game also defends itself as a proper high-quality platformer. I somehow missed Metroid games and the mechanics were very interesting, something of a huge importance to the players who play the genre since 25 years, as I do. The mechanics were difficult, too difficult to play the game drunk, actually, but the game presented optimal level of challenge and reward. I'm giving this game a serious 8/10 with some minor changes it would be 9/10, but I try not to give it 9/10 as I'm afraid it would be a score biased by how awesome hand-drawn games look. I had the same problem with Rayman Legends and Trine 2. Great 3D + hand drawn backgrounds = I love it. Gameplay flaws: real ones: - projectiles and enemies are constantly mixing with my own - really annoying. Dynamic fights with enemies are plain impossible because of this. (It forces more "stealth" approach which I hate in this genre.) subjective ones: - at about 2/3 of the game the level scenery changes into something not even close to how previous levels look. :( - The only thing I hate are the Japaneese influences. Authors and especially the sound director, are obviously fans of Japaneese culture, and I'm not. (And "I'm not' is quite an understatement. ;) - really hated the dialogs and some other sounds - it's good that they're so rare and overall this "flaw" doesn't even take out half a point from my score). I just would like the image to be a little less compressed and my TN monitor to be something more than a lousy 6-bit panel, which combined wastes a lot of potential of pseudo 2D games like this one or Rayman Legends. It's not important in 2D, but in 3D it should have no compression artifacts and no color dithering/gradation visible. I guess it's inevitable if the game is designed for slow consoles :( - Rayman was for the 10-year old console generation, and Ori is designed with Xone in mind, which is really slow. I miss the days of treating PC seriously. The animations in the background also look bad at 30fps. If it wasn't for Xone limits, they could be in 60fps. Similar flaw as in Trine 2. I'd like to see pseudo 2D game designed for PC with 16GB RAM, GTX970 and huge storage space.
Got stuck a while ago, finished it just now (older version).

Thanx again for the fix. :)


Fix was mostly working, circulating from 100% perfect to some artifacts and then back again (I was afraid around 60-70% of the game it will stay at the level of annoyance till the end of the game, but it improved and I think a few last levels were close to perfect (or perfect) again.
Artifacts never were really serious and the game looks awesome in 3D.

The game itself - pleasantly surprised: not only the graphics are good. The game also defends itself as a proper high-quality platformer. I somehow missed Metroid games and the mechanics were very interesting, something of a huge importance to the players who play the genre since 25 years, as I do.
The mechanics were difficult, too difficult to play the game drunk, actually, but the game presented optimal level of challenge and reward.

I'm giving this game a serious 8/10 with some minor changes it would be 9/10, but I try not to give it 9/10 as I'm afraid it would be a score biased by how awesome hand-drawn games look. I had the same problem with Rayman Legends and Trine 2. Great 3D + hand drawn backgrounds = I love it.

Gameplay flaws:

real ones:
- projectiles and enemies are constantly mixing with my own - really annoying. Dynamic fights with enemies are plain impossible because of this. (It forces more "stealth" approach which I hate in this genre.)

subjective ones:
- at about 2/3 of the game the level scenery changes into something not even close to how previous levels look. :(
- The only thing I hate are the Japaneese influences. Authors and especially the sound director, are obviously fans of Japaneese culture, and I'm not.
(And "I'm not' is quite an understatement. ;) - really hated the dialogs and some other sounds - it's good that they're so rare and overall this "flaw" doesn't even take out half a point from my score).




I just would like the image to be a little less compressed and my TN monitor to be something more than a lousy 6-bit panel, which combined wastes a lot of potential of pseudo 2D games like this one or Rayman Legends. It's not important in 2D, but in 3D it should have no compression artifacts and no color dithering/gradation visible.
I guess it's inevitable if the game is designed for slow consoles :( - Rayman was for the 10-year old console generation, and Ori is designed with Xone in mind, which is really slow.
I miss the days of treating PC seriously. The animations in the background also look bad at 30fps. If it wasn't for Xone limits, they could be in 60fps. Similar flaw as in Trine 2. I'd like to see pseudo 2D game designed for PC with 16GB RAM, GTX970 and huge storage space.

#97
Posted 05/24/2015 11:08 PM   
What happened with the update of the post on HelixMod? Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:( Any help?:)
What happened with the update of the post on HelixMod?

Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:(

Any help?:)

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)

#98
Posted 05/30/2015 12:17 PM   
[quote=""]What happened with the update of the post on HelixMod? Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:( Any help?:)[/quote] No fullscreen flag in the 1.0 branch, because no DXGI available. [s]Updated to the 1.1.12 version:[/s] [url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip[/url] Edit: Well you know, always one more bug. (criticallock bug when shaders error)
said:What happened with the update of the post on HelixMod?

Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:(

Any help?:)

No fullscreen flag in the 1.0 branch, because no DXGI available.

Updated to the 1.1.12 version:

https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip

Edit: Well you know, always one more bug. (criticallock bug when shaders error)

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#99
Posted 05/30/2015 12:50 PM   
[quote=""][quote=""]What happened with the update of the post on HelixMod? Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:( Any help?:)[/quote] No fullscreen flag in the 1.0 branch, because no DXGI available. Updated to the 1.1.12 version: [url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.12.zip[/url][/quote][quote=""][quote=""]What happened with the update of the post on HelixMod? Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:( Any help?:)[/quote] No fullscreen flag in the 1.0 branch, because no DXGI available. Updated to the 1.1.12 version: [url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.12.zip[/url][/quote] Understood;)) thx;))
said:
said:What happened with the update of the post on HelixMod?

Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:(

Any help?:)

No fullscreen flag in the 1.0 branch, because no DXGI available.

Updated to the 1.1.12 version:

https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.12.zip
said:
said:What happened with the update of the post on HelixMod?

Also, the version 1.1.6 in the link is not working anymore:( I also tried with 3DMigoto 1.0.1 version but setting the fullscreen=1 flag does nothing:(

Any help?:)

No fullscreen flag in the 1.0 branch, because no DXGI available.

Updated to the 1.1.12 version:

https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.12.zip


Understood;)) thx;))

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)

Posted 05/30/2015 01:02 PM   
So i tried 1.1.13 but I don't know how to force full screen. I tried removing the ; for full_screen=1 on d3dx.ini to see if that worked but it didn't do anything, also forcing the res. i5, 560 ti, windows 7, 3dtv play on w1080 projector. EDIT: Ok, I tried 32 bit version and it did something. Projector seems to detect a 3d signal, but game is still in 2d. I can also see some on screen PS VS info, so it's working somehow. I've tried most of the settings, currently set the res on d3dx.ini to 1920x1080, refresh rate 24, filter refresh rate off since game crashed with it, force 3d on. EDIT2: Actually it worked, but only once. I did nothing special, just tried to launch it over and over, with that same config. I've tried lots of times after that, but I only get 2d. It looks like the 3d vision game info blinks and dissapears at the beginning. I'll keep trying stuff. EDIT3: So this time the game started as always and tried alt-enter, it turned the 3d on. shut the game, tried it again to see if it was reliable, but now the game send me back to desktop while the game is minimized. Tried it several times and now it always does this, hmmm...
So i tried 1.1.13 but I don't know how to force full screen. I tried removing the ; for full_screen=1 on d3dx.ini to see if that worked but it didn't do anything, also forcing the res.


i5, 560 ti, windows 7, 3dtv play on w1080 projector.

EDIT: Ok, I tried 32 bit version and it did something. Projector seems to detect a 3d signal, but game is still in 2d. I can also see some on screen PS VS info, so it's working somehow.

I've tried most of the settings, currently set the res on d3dx.ini to 1920x1080, refresh rate 24, filter refresh rate off since game crashed with it, force 3d on.

EDIT2: Actually it worked, but only once. I did nothing special, just tried to launch it over and over, with that same config. I've tried lots of times after that, but I only get 2d. It looks like the 3d vision game info blinks and dissapears at the beginning. I'll keep trying stuff.

EDIT3: So this time the game started as always and tried alt-enter, it turned the 3d on. shut the game, tried it again to see if it was reliable, but now the game send me back to desktop while the game is minimized. Tried it several times and now it always does this, hmmm...

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 05/30/2015 03:40 PM   
You are on the right track with 32 bit build, and setting full_screen=1 with no semi-colon to comment it out. That was working fairly smoothly for me, but I don't have 3D TV Play and that's a different variable I don't see. Try also using Ctrl-T when it's off, I've been needing to do that for some games here. You can also remove the overlay with Insert key.
You are on the right track with 32 bit build, and setting full_screen=1 with no semi-colon to comment it out.

That was working fairly smoothly for me, but I don't have 3D TV Play and that's a different variable I don't see.

Try also using Ctrl-T when it's off, I've been needing to do that for some games here.

You can also remove the overlay with Insert key.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 05/30/2015 05:35 PM   
Yupp, no issues here.. Now I am thinking of a way to find the new hash codes for the shaders... hmmm
Yupp, no issues here..

Now I am thinking of a way to find the new hash codes for the shaders... 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)

Posted 05/30/2015 06:24 PM   
I planning to fix the game again later (re playing)....now i'm playing GTA V. If anyone want to give a try....go ahead and i can update the blog. There are like 10 shaders related to effects to fix and 40 related to HUD...so if is not a problem to play with the HUD at screen depth, there is only 10 shaders to fix.
I planning to fix the game again later (re playing)....now i'm playing GTA V.
If anyone want to give a try....go ahead and i can update the blog.

There are like 10 shaders related to effects to fix and 40 related to HUD...so if is not a problem to play with the HUD at screen depth, there is only 10 shaders to fix.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 05/30/2015 07:22 PM   
[quote=""]I planning to fix the game again later (re playing)....now i'm playing GTA V. If anyone want to give a try....go ahead and i can update the blog. There are like 10 shaders related to effects to fix and 40 related to HUD...so if is not a problem to play with the HUD at screen depth, there is only 10 shaders to fix.[/quote] Awesome! Big thanks on the info;)) When I'll get around to play it again:)) (If you haven't done it already) I'll look into updating the shaders;)) Big thx for the info !
said:I planning to fix the game again later (re playing)....now i'm playing GTA V.
If anyone want to give a try....go ahead and i can update the blog.

There are like 10 shaders related to effects to fix and 40 related to HUD...so if is not a problem to play with the HUD at screen depth, there is only 10 shaders to fix.


Awesome! Big thanks on the info;)) When I'll get around to play it again:)) (If you haven't done it already) I'll look into updating the shaders;))

Big thx for the info !

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)

Posted 05/31/2015 12:16 PM   
  7 / 11    
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