Thanks Helifax & Seregin.
Indeed I had quite same performance with both version ;)
It was the stutering we have when loading shaders that fooled me, hope you'll achieve to fix that one way or another :)
Indeed I had quite same performance with both version ;)
It was the stutering we have when loading shaders that fooled me, hope you'll achieve to fix that one way or another :)
[quote="Seregin"]This tearing issue is unbearable :((( Trying to install 358.50 (as noted on page 17, I believe) driver to see if it makes any change...
Earlier drives didn't help. Game either won't start with 3D fix, or tearing is there. I've tried official 3D, and there is no tearing. However, quality of YOUR fix is 100500 times higher than official one... :/[/quote]
Well... the official fix uses 3D Vision Direct... Our fixes uses 3D Vision Automatic... I wonder if some of the heuristics inside the 3D Vision Automatic part of the driver is what is causing this issue...
1. Does this happen with the DEFAULT Nvidia Profile that comes with the drivers?
If it doesn't happen with the Official fix (which also comes with a Nvidia Profile) I wonder if we can't MERGE BOTH!
2. Can you export the Nvidia Profile AFTER you updated to the latest fix and you ARE SURE the 3D Vision OFFICIAL FIX WORKS and paste it here? (If possible I would like the FULL profile export using the "Geforce Manager" as described in my guide in the sticky - which contains all the profiles)
I can then take a look and see what flags they added there and try to merge them together;) Maybe we can fix it like this;)
Seregin said:This tearing issue is unbearable :((( Trying to install 358.50 (as noted on page 17, I believe) driver to see if it makes any change...
Earlier drives didn't help. Game either won't start with 3D fix, or tearing is there. I've tried official 3D, and there is no tearing. However, quality of YOUR fix is 100500 times higher than official one... :/
Well... the official fix uses 3D Vision Direct... Our fixes uses 3D Vision Automatic... I wonder if some of the heuristics inside the 3D Vision Automatic part of the driver is what is causing this issue...
1. Does this happen with the DEFAULT Nvidia Profile that comes with the drivers?
If it doesn't happen with the Official fix (which also comes with a Nvidia Profile) I wonder if we can't MERGE BOTH!
2. Can you export the Nvidia Profile AFTER you updated to the latest fix and you ARE SURE the 3D Vision OFFICIAL FIX WORKS and paste it here? (If possible I would like the FULL profile export using the "Geforce Manager" as described in my guide in the sticky - which contains all the profiles)
I can then take a look and see what flags they added there and try to merge them together;) Maybe we can fix it like this;)
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="chtiblue"]Thanks Helifax & Seregin.
Indeed I had quite same performance with both version ;)
It was the stutering we have when loading shaders that fooled me, hope you'll achieve to fix that one way or another :)[/quote]
Yeah;) That's why I said it in the first page of the fix as a downside/side-effect ;) I know it can be fooling a bit;) But I have started with zero shaders basically and no performance difference was seen. Then, over the course of the fix, when adding more and more shaders I started to see it. Also if I checked with the 3DMigoto Overlay enabled and I saw it coincides with the moment the shaders are loaded/swapped.
bo3b said he is going to take a look at 3DMigoto and see if he can fix the pre-loading of the shaders (if I understood right). In this case... I think we will load all shaders in memory and then the swapping will be done from memory rather than from disk. In theory this problem will go away and we will not notice any stuttering/delay ;) If only the game used generalistic shaders... We would have fixed the game sooner for starters and then this problem would never existed:(
Indeed I had quite same performance with both version ;)
It was the stutering we have when loading shaders that fooled me, hope you'll achieve to fix that one way or another :)
Yeah;) That's why I said it in the first page of the fix as a downside/side-effect ;) I know it can be fooling a bit;) But I have started with zero shaders basically and no performance difference was seen. Then, over the course of the fix, when adding more and more shaders I started to see it. Also if I checked with the 3DMigoto Overlay enabled and I saw it coincides with the moment the shaders are loaded/swapped.
bo3b said he is going to take a look at 3DMigoto and see if he can fix the pre-loading of the shaders (if I understood right). In this case... I think we will load all shaders in memory and then the swapping will be done from memory rather than from disk. In theory this problem will go away and we will not notice any stuttering/delay ;) If only the game used generalistic shaders... We would have fixed the game sooner for starters and then this problem would never existed:(
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 tried using 1.2.27 to see if it influences the performance drop caused by the lumber mill but it made no difference. I also did more tests in 2D or 3D without 3Dmigoto and I also could observe a performance drop (which is only less obvious). So in the end I think the reason why this building causes problems is just its complexity combined with the overall worse performance in Soviet Installation. If You look at the building You will see that it has no normal walls but almost every plank is modeled individually. Besides from this there are lots of details and small objects laying around, many of them usable (bottles, etc.). So IMHO this building per se kills the performance and not a certain (fixed) shader that is connected to this building. Just need a better hardware ;)
I tried using 1.2.27 to see if it influences the performance drop caused by the lumber mill but it made no difference. I also did more tests in 2D or 3D without 3Dmigoto and I also could observe a performance drop (which is only less obvious). So in the end I think the reason why this building causes problems is just its complexity combined with the overall worse performance in Soviet Installation. If You look at the building You will see that it has no normal walls but almost every plank is modeled individually. Besides from this there are lots of details and small objects laying around, many of them usable (bottles, etc.). So IMHO this building per se kills the performance and not a certain (fixed) shader that is connected to this building. Just need a better hardware ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
It's too bad that we can't use Nvidia's Nsight Visual Studio to pinpoint and trouble shoot the issue ourselves. (or can it be hacked)
https://developer.nvidia.com/nvidia-nsight-visual-studio-edition
Their latest edition 5.0 now supports dx12 and Microsoft Visual Studio 2015
https://developer.nvidia.com/nsight-visual-studio-edition-5_0-new-features
Perhaps someone can convince the Nixxes guy to have a look.
[quote="3d4dd"]I tried using 1.2.27 to see if it influences the performance drop caused by the lumber mill but it made no difference. I also did more tests in 2D or 3D without 3Dmigoto and I also could observe a performance drop (which is only less obvious). So in the end I think the reason why this building causes problems is just its complexity combined with the overall worse performance in Soviet Installation. If You look at the building You will see that it has no normal walls but almost every plank is modeled individually. Besides from this there are lots of details and small objects laying around, many of them usable (bottles, etc.). So IMHO this building per se kills the performance and not a certain (fixed) shader that is connected to this building. Just need a better hardware ;)[/quote]
Thanks for the test;)
I also did quite a few tests between 1.2.27 and 1.2.32 but couldn't find any issues (except in Surround if you enable SBS/TB mode...but that is because of the HUGE resolution Surround uses normally).
I also checked the location... and Indeed the FPS drops quite a bit when you are looking at it... In my tests it was around 6-8 FPS.. My game was still "playable" at 25FPS though but I can see why it is a problem:(
I wish we can port all our fixes to the official Patch and then Nixxies can optimize more this section (but between you and me...I can't see what they can do.. They just ported the game developed by Crystal Dynamics and it was THEIR choice to make that area like it is;)) )
I think the answer is better hardware... and probably when Pascal is released we will have no issues playing this game at constant ~60 FPS in 3D Vision (same thing happened with Tomb Raider 2013... On my Fermi GPUs the game was struggling...on my 2x780Tis it doesn't dip below 50 FPS in very intense scenes with all the stuff on MAX and ofc in 3D Surround... so...)
3d4dd said:I tried using 1.2.27 to see if it influences the performance drop caused by the lumber mill but it made no difference. I also did more tests in 2D or 3D without 3Dmigoto and I also could observe a performance drop (which is only less obvious). So in the end I think the reason why this building causes problems is just its complexity combined with the overall worse performance in Soviet Installation. If You look at the building You will see that it has no normal walls but almost every plank is modeled individually. Besides from this there are lots of details and small objects laying around, many of them usable (bottles, etc.). So IMHO this building per se kills the performance and not a certain (fixed) shader that is connected to this building. Just need a better hardware ;)
Thanks for the test;)
I also did quite a few tests between 1.2.27 and 1.2.32 but couldn't find any issues (except in Surround if you enable SBS/TB mode...but that is because of the HUGE resolution Surround uses normally).
I also checked the location... and Indeed the FPS drops quite a bit when you are looking at it... In my tests it was around 6-8 FPS.. My game was still "playable" at 25FPS though but I can see why it is a problem:(
I wish we can port all our fixes to the official Patch and then Nixxies can optimize more this section (but between you and me...I can't see what they can do.. They just ported the game developed by Crystal Dynamics and it was THEIR choice to make that area like it is;)) )
I think the answer is better hardware... and probably when Pascal is released we will have no issues playing this game at constant ~60 FPS in 3D Vision (same thing happened with Tomb Raider 2013... On my Fermi GPUs the game was struggling...on my 2x780Tis it doesn't dip below 50 FPS in very intense scenes with all the stuff on MAX and ofc in 3D Surround... so...)
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
hey guys has anyone got sweetfx/reshade working with this fix? This seems to be the only community fix that will not work with it... It just hangs on load
hey guys has anyone got sweetfx/reshade working with this fix? This seems to be the only community fix that will not work with it... It just hangs on load
[quote="Pirateguybrush"]Would running from an SSD help the stuttering?[/quote]
I'm running game from SSD, and I really don't experience any troubles with shaders loading...
Pirateguybrush said:Would running from an SSD help the stuttering?
I'm running game from SSD, and I really don't experience any troubles with shaders loading...
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="helifax"]
I think the answer is better hardware... and probably when Pascal is released we will have no issues playing this game at constant ~60 FPS in 3D Vision (same thing happened with Tomb Raider 2013... On my Fermi GPUs the game was struggling...on my 2x780Tis it doesn't dip below 50 FPS in very intense scenes with all the stuff on MAX and ofc in 3D Surround... so...)[/quote]
I have to disagree helifax. Even with 2x980ti OC in SLI and game installed on SSD I get enormous drop of framerate [b]nearly everywhere in the game[/b],[u] with or without 3D activated[/u]! I'm talking about a rig which runs Witcher 3 in 3D vision with everything max out at +60fps...And unlike RTR, Witcher 3 is a big and highly detailed open world.
This Tomb Raider is the poorest optimized AAA PC game I've seen since years, and honestly it ruins a big part of my experience with your fantastic fix.
Maybe because we have to stick with patch 1 instead of latest ones? I didn't try the game in its latest versions, so I can't compare.
PS: about Tomb Raider 2013, I've never had any framerate problems as far as i remember, on my previous 680 SLI.
I think the answer is better hardware... and probably when Pascal is released we will have no issues playing this game at constant ~60 FPS in 3D Vision (same thing happened with Tomb Raider 2013... On my Fermi GPUs the game was struggling...on my 2x780Tis it doesn't dip below 50 FPS in very intense scenes with all the stuff on MAX and ofc in 3D Surround... so...)
I have to disagree helifax. Even with 2x980ti OC in SLI and game installed on SSD I get enormous drop of framerate nearly everywhere in the game, with or without 3D activated! I'm talking about a rig which runs Witcher 3 in 3D vision with everything max out at +60fps...And unlike RTR, Witcher 3 is a big and highly detailed open world.
This Tomb Raider is the poorest optimized AAA PC game I've seen since years, and honestly it ruins a big part of my experience with your fantastic fix.
Maybe because we have to stick with patch 1 instead of latest ones? I didn't try the game in its latest versions, so I can't compare.
PS: about Tomb Raider 2013, I've never had any framerate problems as far as i remember, on my previous 680 SLI.
[quote="Laast"][quote="helifax"]
I think the answer is better hardware... and probably when Pascal is released we will have no issues playing this game at constant ~60 FPS in 3D Vision (same thing happened with Tomb Raider 2013... On my Fermi GPUs the game was struggling...on my 2x780Tis it doesn't dip below 50 FPS in very intense scenes with all the stuff on MAX and ofc in 3D Surround... so...)[/quote]
I have to disagree helifax. Even with 2x980ti OC in SLI and game installed on SSD I get enormous drop of framerate [b]nearly everywhere in the game[/b],[u] with or without 3D activated[/u]! I'm talking about a rig which runs Witcher 3 in 3D vision with everything max out at +60fps...And unlike RTR, Witcher 3 is a big and highly detailed open world.
This Tomb Raider is the poorest optimized AAA PC game I've seen since years, and honestly it ruins a big part of my experience with your fantastic fix.
Maybe because we have to stick with patch 1 instead of latest ones? I didn't try the game in its latest versions, so I can't compare.
PS: about Tomb Raider 2013, I've never had any framerate problems as far as i remember, on my previous 680 SLI.[/quote]
See here the benchmark results between patch 1 and latest one:
https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/post/4820215/#4820215
Basically the same. AND HERE comes the interesting part:
- In the location in the benchmark above I was running 1 screen on 780Ti SLI and was getting the 30-40fps.
- Now in the same location if I run my 3D Surround on 780Ti SLI I GET THE EXACT FPS! (But ofc my GPUS are used around 88%-92% instead of 50-60% as seen in the screenshot).
- CPU loading is also low, so no bottleneck there..
Not sure what the engine is waiting for though;)
I think the answer is better hardware... and probably when Pascal is released we will have no issues playing this game at constant ~60 FPS in 3D Vision (same thing happened with Tomb Raider 2013... On my Fermi GPUs the game was struggling...on my 2x780Tis it doesn't dip below 50 FPS in very intense scenes with all the stuff on MAX and ofc in 3D Surround... so...)
I have to disagree helifax. Even with 2x980ti OC in SLI and game installed on SSD I get enormous drop of framerate nearly everywhere in the game, with or without 3D activated! I'm talking about a rig which runs Witcher 3 in 3D vision with everything max out at +60fps...And unlike RTR, Witcher 3 is a big and highly detailed open world.
This Tomb Raider is the poorest optimized AAA PC game I've seen since years, and honestly it ruins a big part of my experience with your fantastic fix.
Maybe because we have to stick with patch 1 instead of latest ones? I didn't try the game in its latest versions, so I can't compare.
PS: about Tomb Raider 2013, I've never had any framerate problems as far as i remember, on my previous 680 SLI.
See here the benchmark results between patch 1 and latest one:
https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/post/4820215/#4820215
Basically the same. AND HERE comes the interesting part:
- In the location in the benchmark above I was running 1 screen on 780Ti SLI and was getting the 30-40fps.
- Now in the same location if I run my 3D Surround on 780Ti SLI I GET THE EXACT FPS! (But ofc my GPUS are used around 88%-92% instead of 50-60% as seen in the screenshot).
- CPU loading is also low, so no bottleneck there..
Not sure what the engine is waiting for though;)
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
Latest 3Dmigoto release here: https://github.com/bo3b/3Dmigoto/releases
of 1.2.34.
This version fixes the caching of ASM shaders, and thus will only reassemble them one time. (cache_shaders=1 in d3dx.ini).
You can reinstall Helifax's fix, to remove all the stray files, then change only the d3d11.dll and nvapi.dll files to these new versions. Keep the same d3dx.ini file, but change cache_shaders=1, and change preload_shaders=0. (We aren't sure if preload works anymore, best to avoid.)
On first launch it will still assemble the shaders, but should now only be a one-time operation. You'll see .bin files for every asm shader used.
Please let me know if you see any glitches, it's always possible I introduced bugs.
This version fixes the caching of ASM shaders, and thus will only reassemble them one time. (cache_shaders=1 in d3dx.ini).
You can reinstall Helifax's fix, to remove all the stray files, then change only the d3d11.dll and nvapi.dll files to these new versions. Keep the same d3dx.ini file, but change cache_shaders=1, and change preload_shaders=0. (We aren't sure if preload works anymore, best to avoid.)
On first launch it will still assemble the shaders, but should now only be a one-time operation. You'll see .bin files for every asm shader used.
Please let me know if you see any glitches, it's always possible I introduced bugs.
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
Hi,
the other day I told my perf were fine, that was right in the first places of the game
Coming to the Soviet camp, it's all different
Even after in the geothermic valley, I am around 45-30 fps most of the time while moving, and with big drops when moving camera
I saw in a french forum some people stating the same thing without using 3D vision (good perf at the beginning and then big loss of perf)
It's an old discussion (end of january) so it could only concern old builts, I am still reading it
Some say the problem is lesser with textures set to high (I have Titan X so I don't think it would change many things but will test this evening), and other suspect it is linked to Denuvo...
the other day I told my perf were fine, that was right in the first places of the game
Coming to the Soviet camp, it's all different
Even after in the geothermic valley, I am around 45-30 fps most of the time while moving, and with big drops when moving camera
I saw in a french forum some people stating the same thing without using 3D vision (good perf at the beginning and then big loss of perf)
It's an old discussion (end of january) so it could only concern old builts, I am still reading it
Some say the problem is lesser with textures set to high (I have Titan X so I don't think it would change many things but will test this evening), and other suspect it is linked to Denuvo...
@helifax
Will you be putting up a surround video of Tomb Raider?
http://3dsurroundgaming.com/GameList.html
Also didn't you use to have an option to download them to play back using the Nvidia Player?
Indeed I had quite same performance with both version ;)
It was the stutering we have when loading shaders that fooled me, hope you'll achieve to fix that one way or another :)
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
Well... the official fix uses 3D Vision Direct... Our fixes uses 3D Vision Automatic... I wonder if some of the heuristics inside the 3D Vision Automatic part of the driver is what is causing this issue...
1. Does this happen with the DEFAULT Nvidia Profile that comes with the drivers?
If it doesn't happen with the Official fix (which also comes with a Nvidia Profile) I wonder if we can't MERGE BOTH!
2. Can you export the Nvidia Profile AFTER you updated to the latest fix and you ARE SURE the 3D Vision OFFICIAL FIX WORKS and paste it here? (If possible I would like the FULL profile export using the "Geforce Manager" as described in my guide in the sticky - which contains all the profiles)
I can then take a look and see what flags they added there and try to merge them together;) Maybe we can fix it like this;)
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)
Yeah;) That's why I said it in the first page of the fix as a downside/side-effect ;) I know it can be fooling a bit;) But I have started with zero shaders basically and no performance difference was seen. Then, over the course of the fix, when adding more and more shaders I started to see it. Also if I checked with the 3DMigoto Overlay enabled and I saw it coincides with the moment the shaders are loaded/swapped.
bo3b said he is going to take a look at 3DMigoto and see if he can fix the pre-loading of the shaders (if I understood right). In this case... I think we will load all shaders in memory and then the swapping will be done from memory rather than from disk. In theory this problem will go away and we will not notice any stuttering/delay ;) If only the game used generalistic shaders... We would have fixed the game sooner for starters and then this problem would never existed:(
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
My original display name is 3d4dd - for some reason Nvidia changed it..?!
https://developer.nvidia.com/nvidia-nsight-visual-studio-edition
Their latest edition 5.0 now supports dx12 and Microsoft Visual Studio 2015
https://developer.nvidia.com/nsight-visual-studio-edition-5_0-new-features
Perhaps someone can convince the Nixxes guy to have a look.
Thanks for the test;)
I also did quite a few tests between 1.2.27 and 1.2.32 but couldn't find any issues (except in Surround if you enable SBS/TB mode...but that is because of the HUGE resolution Surround uses normally).
I also checked the location... and Indeed the FPS drops quite a bit when you are looking at it... In my tests it was around 6-8 FPS.. My game was still "playable" at 25FPS though but I can see why it is a problem:(
I wish we can port all our fixes to the official Patch and then Nixxies can optimize more this section (but between you and me...I can't see what they can do.. They just ported the game developed by Crystal Dynamics and it was THEIR choice to make that area like it is;)) )
I think the answer is better hardware... and probably when Pascal is released we will have no issues playing this game at constant ~60 FPS in 3D Vision (same thing happened with Tomb Raider 2013... On my Fermi GPUs the game was struggling...on my 2x780Tis it doesn't dip below 50 FPS in very intense scenes with all the stuff on MAX and ofc in 3D Surround... so...)
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'm running game from SSD, and I really don't experience any troubles with shaders loading...
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
I have to disagree helifax. Even with 2x980ti OC in SLI and game installed on SSD I get enormous drop of framerate nearly everywhere in the game, with or without 3D activated! I'm talking about a rig which runs Witcher 3 in 3D vision with everything max out at +60fps...And unlike RTR, Witcher 3 is a big and highly detailed open world.
This Tomb Raider is the poorest optimized AAA PC game I've seen since years, and honestly it ruins a big part of my experience with your fantastic fix.
Maybe because we have to stick with patch 1 instead of latest ones? I didn't try the game in its latest versions, so I can't compare.
PS: about Tomb Raider 2013, I've never had any framerate problems as far as i remember, on my previous 680 SLI.
See here the benchmark results between patch 1 and latest one:
https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/post/4820215/#4820215
Basically the same. AND HERE comes the interesting part:
- In the location in the benchmark above I was running 1 screen on 780Ti SLI and was getting the 30-40fps.
- Now in the same location if I run my 3D Surround on 780Ti SLI I GET THE EXACT FPS! (But ofc my GPUS are used around 88%-92% instead of 50-60% as seen in the screenshot).
- CPU loading is also low, so no bottleneck there..
Not sure what the engine is waiting for though;)
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 1.2.34.
This version fixes the caching of ASM shaders, and thus will only reassemble them one time. (cache_shaders=1 in d3dx.ini).
You can reinstall Helifax's fix, to remove all the stray files, then change only the d3d11.dll and nvapi.dll files to these new versions. Keep the same d3dx.ini file, but change cache_shaders=1, and change preload_shaders=0. (We aren't sure if preload works anymore, best to avoid.)
On first launch it will still assemble the shaders, but should now only be a one-time operation. You'll see .bin files for every asm shader used.
Please let me know if you see any glitches, it's always possible I introduced bugs.
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
the other day I told my perf were fine, that was right in the first places of the game
Coming to the Soviet camp, it's all different
Even after in the geothermic valley, I am around 45-30 fps most of the time while moving, and with big drops when moving camera
I saw in a french forum some people stating the same thing without using 3D vision (good perf at the beginning and then big loss of perf)
It's an old discussion (end of january) so it could only concern old builts, I am still reading it
Some say the problem is lesser with textures set to high (I have Titan X so I don't think it would change many things but will test this evening), and other suspect it is linked to Denuvo...
Will you be putting up a surround video of Tomb Raider?
http://3dsurroundgaming.com/GameList.html
Also didn't you use to have an option to download them to play back using the Nvidia Player?