Alien : Isolation
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[quote="bo3b"][quote="Bronte"]I noticed a minor issue in the Comms Spire section (pretty much the second mission with a bunch of working joes milling about) and it involves a character lying on the floor in a pool of blood. The blood pool reflection is borked in 3D. A minor, minor deal to be sure. Just thought I would bring it to people's attention.[/quote]Thanks for that, we appreciate finding the glitches. Is this a planar reflection? Is it fixed when you disable planar reflection in the game settings? No worries if you can't get back there or don't know.[/quote] I've had planar reflections disabled from the beginning.
bo3b said:
Bronte said:I noticed a minor issue in the Comms Spire section (pretty much the second mission with a bunch of working joes milling about) and it involves a character lying on the floor in a pool of blood. The blood pool reflection is borked in 3D. A minor, minor deal to be sure. Just thought I would bring it to people's attention.
Thanks for that, we appreciate finding the glitches.

Is this a planar reflection? Is it fixed when you disable planar reflection in the game settings? No worries if you can't get back there or don't know.


I've had planar reflections disabled from the beginning.

Posted 10/27/2014 02:35 AM   
When you get to the reactor the floor is all white. Looks like it's missing a texture. I've noticed this on some smaller occasions as well.
When you get to the reactor the floor is all white. Looks like it's missing a texture. I've noticed this on some smaller occasions as well.

i7 - Nvidia 780ti - Nvidia 3DTV - Optoma HD33 - 100" screen + Panasonic Viera TX-P46GT30E

Posted 10/27/2014 12:58 PM   
[quote="shappy1010"]When you get to the reactor the floor is all white. Looks like it's missing a texture. I've noticed this on some smaller occasions as well.[/quote] are you using the latest driver? if so, roll back. the current driver messes alot of things in the game....
shappy1010 said:When you get to the reactor the floor is all white. Looks like it's missing a texture. I've noticed this on some smaller occasions as well.


are you using the latest driver? if so, roll back. the current driver messes alot of things in the game....

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Posted 10/27/2014 01:12 PM   
[quote="helifax"][quote="shappy1010"]When you get to the reactor the floor is all white. Looks like it's missing a texture. I've noticed this on some smaller occasions as well.[/quote] are you using the latest driver? if so, roll back. the current driver messes alot of things in the game....[/quote] Ah yes I'm using the latest. Ok will try..but almost at the end of the game now :0 The game starts to drag a bit towards the end. 3D and the Alien franchise prevent it from falling flat imho.
helifax said:
shappy1010 said:When you get to the reactor the floor is all white. Looks like it's missing a texture. I've noticed this on some smaller occasions as well.


are you using the latest driver? if so, roll back. the current driver messes alot of things in the game....


Ah yes I'm using the latest. Ok will try..but almost at the end of the game now :0

The game starts to drag a bit towards the end. 3D and the Alien franchise prevent it from falling flat imho.

i7 - Nvidia 780ti - Nvidia 3DTV - Optoma HD33 - 100" screen + Panasonic Viera TX-P46GT30E

Posted 10/27/2014 01:49 PM   
[quote="mike_ar69"] That's exactly what I did and it's not complex at all. The form for depth correction is (a*D/(b+c*D)) and the form for global correction (of convergence) is (a/(b+c*C)). I just happen to know from experience that these are good empirical forms for approximate fixes. For a given middling value of convergence I work out the depth parameters based on what "looks correct" in the image and do that for several value of distance from the reflections, updating the parameters to get a best fit. The convergence parameters are worked out by looking at the image for several different values of convergence and noting the overall multiplying factor that fits best (I.e. gives the most accurate render of reflections). I can then do a curve fit to again get the best fit. It takes about a half hour. Please read the thread where I said already (and so did bo3b) that reflections are *approximate*, not exact. Don't try and find a pattern in an approximate fix, there isn't one.[/quote] I did read that these are approximate, but I still find any kind of fix interesting nonetheless. So can I use this approximate fix for most of the shaders that I can't fix at the moment or does this only apply to special kind of shaders? (only shadows, reflections, etc.)
mike_ar69 said:
That's exactly what I did and it's not complex at all. The form for depth correction is (a*D/(b+c*D)) and the form for global correction (of convergence) is (a/(b+c*C)). I just happen to know from experience that these are good empirical forms for approximate fixes. For a given middling value of convergence I work out the depth parameters based on what "looks correct" in the image and do that for several value of distance from the reflections, updating the parameters to get a best fit. The convergence parameters are worked out by looking at the image for several different values of convergence and noting the overall multiplying factor that fits best (I.e. gives the most accurate render of reflections). I can then do a curve fit to again get the best fit. It takes about a half hour.
Please read the thread where I said already (and so did bo3b) that reflections are *approximate*, not exact. Don't try and find a pattern in an approximate fix, there isn't one.

I did read that these are approximate, but I still find any kind of fix interesting nonetheless. So can I use this approximate fix for most of the shaders that I can't fix at the moment or does this only apply to special kind of shaders? (only shadows, reflections, etc.)

Posted 10/27/2014 05:04 PM   
Should i be a programmer to fix games?
Should i be a programmer to fix games?

Posted 10/27/2014 05:47 PM   
[quote="ksyon"]Should i be a programmer to fix games?[/quote] No - you should follow bo3b's shaderhacker school. Everything you need to know...
ksyon said:Should i be a programmer to fix games?

No - you should follow bo3b's shaderhacker school. Everything you need to know...

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/27/2014 05:48 PM   
[quote="ForgottenProdigy"][quote="mike_ar69"] That's exactly what I did and it's not complex at all. The form for depth correction is (a*D/(b+c*D)) and the form for global correction (of convergence) is (a/(b+c*C)). I just happen to know from experience that these are good empirical forms for approximate fixes. For a given middling value of convergence I work out the depth parameters based on what "looks correct" in the image and do that for several value of distance from the reflections, updating the parameters to get a best fit. The convergence parameters are worked out by looking at the image for several different values of convergence and noting the overall multiplying factor that fits best (I.e. gives the most accurate render of reflections). I can then do a curve fit to again get the best fit. It takes about a half hour. Please read the thread where I said already (and so did bo3b) that reflections are *approximate*, not exact. Don't try and find a pattern in an approximate fix, there isn't one.[/quote] I did read that these are approximate, but I still find any kind of fix interesting nonetheless. So can I use this approximate fix for most of the shaders that I can't fix at the moment or does this only apply to special kind of shaders? (only shadows, reflections, etc.)[/quote] This applies only to these very specific issues in this game, and will not transfer to any other game or issues (even in this game). What you can take away from this perhaps is the aD/(b+cD) transformation for depth (D) and the a/(b+cC) transformation for convergence (C), but it does not always work at all. It will rarely be satisfactory for shadows because your brain "knows" that shadows need to be pasted to the surface (ground, wall etc). The same is true of any form of lighting. The one exception is a few shadow shaders I fixed in SR4 which are pretty much spot on. Reflections are more "loose" in that they just need to be "behind" the reflecting surface and look plausible, it does not matter if they are not exactly in place.
ForgottenProdigy said:
mike_ar69 said:
That's exactly what I did and it's not complex at all. The form for depth correction is (a*D/(b+c*D)) and the form for global correction (of convergence) is (a/(b+c*C)). I just happen to know from experience that these are good empirical forms for approximate fixes. For a given middling value of convergence I work out the depth parameters based on what "looks correct" in the image and do that for several value of distance from the reflections, updating the parameters to get a best fit. The convergence parameters are worked out by looking at the image for several different values of convergence and noting the overall multiplying factor that fits best (I.e. gives the most accurate render of reflections). I can then do a curve fit to again get the best fit. It takes about a half hour.
Please read the thread where I said already (and so did bo3b) that reflections are *approximate*, not exact. Don't try and find a pattern in an approximate fix, there isn't one.

I did read that these are approximate, but I still find any kind of fix interesting nonetheless. So can I use this approximate fix for most of the shaders that I can't fix at the moment or does this only apply to special kind of shaders? (only shadows, reflections, etc.)

This applies only to these very specific issues in this game, and will not transfer to any other game or issues (even in this game). What you can take away from this perhaps is the aD/(b+cD) transformation for depth (D) and the a/(b+cC) transformation for convergence (C), but it does not always work at all. It will rarely be satisfactory for shadows because your brain "knows" that shadows need to be pasted to the surface (ground, wall etc). The same is true of any form of lighting. The one exception is a few shadow shaders I fixed in SR4 which are pretty much spot on. Reflections are more "loose" in that they just need to be "behind" the reflecting surface and look plausible, it does not matter if they are not exactly in place.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/27/2014 06:09 PM   
Hi guys...! Thanks alot for fixing this game ! Great job !!! **edited**
Hi guys...!
Thanks alot for fixing this game !
Great job !!!

**edited**

Intel I7 3820 3.8 Ghz,MSI MS7760 Motherboard, 6GB )2x MSI GTX670 (SLI),OCZ Vertex 230Gb SSD,OCZ Agility 120Gb SSD, Asus 3D VG278HR ,Optoma HD67 3D DLP Beamer with 95inch 2.5 gain screen.

Posted 10/27/2014 08:31 PM   
[quote="helifax"]Awesome!! Big Thanks;)) I will now dump all the shaders per level/mission and look for additional shaders using reflections;)) If I find any more I will try to fix it;)) and post it here;)) Big thx again;)) EDIT: Found another planar reflection shader some some type of surfaces. (Mission 5) exactly when you start. Fixed and attached it here.[/quote] Sorry,but I have to ask,little curious because I want the planar to work... how can I install this file without the *replace bin* file ? How can I install this fix without the replace bin file ?
helifax said:Awesome!! Big Thanks;))

I will now dump all the shaders per level/mission and look for additional shaders using reflections;))
If I find any more I will try to fix it;)) and post it here;))
Big thx again;))


EDIT: Found another planar reflection shader some some type of surfaces. (Mission 5) exactly when you start.
Fixed and attached it here.


Sorry,but I have to ask,little curious because I want the planar to work...
how can I install this file without the *replace bin* file ?
How can I install this fix without the replace bin file ?

Intel I7 3820 3.8 Ghz,MSI MS7760 Motherboard, 6GB )2x MSI GTX670 (SLI),OCZ Vertex 230Gb SSD,OCZ Agility 120Gb SSD, Asus 3D VG278HR ,Optoma HD67 3D DLP Beamer with 95inch 2.5 gain screen.

Posted 10/27/2014 08:44 PM   
[quote="Ferry"][quote="helifax"]Awesome!! Big Thanks;)) I will now dump all the shaders per level/mission and look for additional shaders using reflections;)) If I find any more I will try to fix it;)) and post it here;)) Big thx again;)) EDIT: Found another planar reflection shader some some type of surfaces. (Mission 5) exactly when you start. Fixed and attached it here.[/quote] Sorry,but I have to ask,little curious because I want the planar to work... how can I install this file without the *replace bin* file ? How can I install this fix without the replace bin file ? [/quote] I don't understand what you mean?
Ferry said:
helifax said:Awesome!! Big Thanks;))

I will now dump all the shaders per level/mission and look for additional shaders using reflections;))
If I find any more I will try to fix it;)) and post it here;))
Big thx again;))


EDIT: Found another planar reflection shader some some type of surfaces. (Mission 5) exactly when you start.
Fixed and attached it here.


Sorry,but I have to ask,little curious because I want the planar to work...
how can I install this file without the *replace bin* file ?
How can I install this fix without the replace bin file ?

I don't understand what you mean?

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/27/2014 08:52 PM   
Are you telling me 3D lives on? You guys fixed Isolation? WAY TO GO GUYS! I am learning 3D art and how to (fucking) draw, just starting, so i've been out of the loop for awhile. I keep checking in but i missed this somehow. Wish i had more time to learn this stuff so i could be something else besides part of the cheering section. Maybe i'll buy a short skirt at least, you know, next time i post and be sure to shave my hairy legs so the outfit works. Hmm, maybe a little more thinking i should do on that.
Are you telling me 3D lives on? You guys fixed Isolation? WAY TO GO GUYS!

I am learning 3D art and how to (fucking) draw, just starting, so i've been out of the loop for awhile. I keep checking in but i missed this somehow.

Wish i had more time to learn this stuff so i could be something else besides part of the cheering section. Maybe i'll buy a short skirt at least, you know, next time i post and be sure to shave my hairy legs so the outfit works. Hmm, maybe a little more thinking i should do on that.

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Posted 10/27/2014 09:14 PM   
Sorry for my bad English ... Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?
Sorry for my bad English ...
Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg

I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?

Intel I7 3820 3.8 Ghz,MSI MS7760 Motherboard, 6GB )2x MSI GTX670 (SLI),OCZ Vertex 230Gb SSD,OCZ Agility 120Gb SSD, Asus 3D VG278HR ,Optoma HD67 3D DLP Beamer with 95inch 2.5 gain screen.

Posted 10/27/2014 09:18 PM   
[quote="Ferry"]Sorry for my bad English ... Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?[/quote]No, just drop in the .txt file. The .bin are created automatically as a cache. BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.
Ferry said:Sorry for my bad English ...
Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg

I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?
No, just drop in the .txt file. The .bin are created automatically as a cache.


BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.

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Posted 10/27/2014 09:25 PM   
[quote="bo3b"][quote="Ferry"]Sorry for my bad English ... Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?[/quote]No, just drop in the .txt file. The .bin are created automatically as a cache. BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.[/quote] Bo3b - I believe I have fixed the blood splatter shaders. I don't have time to test them (I did them by eye, it's just position correction), I sent them to you in a PM. I had another look at reflections and whereas I found a better approximation, I have not found a way to properly fix them yet.
bo3b said:
Ferry said:Sorry for my bad English ...
Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg

I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?
No, just drop in the .txt file. The .bin are created automatically as a cache.


BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.

Bo3b - I believe I have fixed the blood splatter shaders. I don't have time to test them (I did them by eye, it's just position correction), I sent them to you in a PM. I had another look at reflections and whereas I found a better approximation, I have not found a way to properly fix them yet.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/28/2014 01:17 PM   
  18 / 31    
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