Mike...this one:
[code]bComputeShaderDeferredTiledLighting=0[/code]
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear
Can someone let Us know in there is already some quality texture Mod for this game. I am hoping that Volnaiskra will try to make some texture changes here. I really like those from Skyrim - that he did.
Can someone let Us know in there is already some quality texture Mod for this game. I am hoping that Volnaiskra will try to make some texture changes here. I really like those from Skyrim - that he did.
[quote="mike_ar69"]I made some progress with this. Turns out there is a GAME bug with lighting that was screwing me up for a while - I discovered that there is an ini setting that resolves this. For now here are some before and after screenshots.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67032/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67033/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67034/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67035/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67036/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67037/[/img][/quote]
EPIC WORK as always Mike;))
mike_ar69 said:I made some progress with this. Turns out there is a GAME bug with lighting that was screwing me up for a while - I discovered that there is an ini setting that resolves this. For now here are some before and after screenshots.
EPIC WORK as always Mike;))
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="DHR"]Mike...this one:
[code]bComputeShaderDeferredTiledLighting=0[/code]
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear[/quote]
Yeah that's the setting. It was a big relief to sort that out.
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which). Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear
Yeah that's the setting. It was a big relief to sort that out.
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which). Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.
[quote="mike_ar69"][quote="DHR"]Mike...this one:
[code]bComputeShaderDeferredTiledLighting=0[/code]
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear[/quote]
Yeah that's the setting. It was a big relief to sort that out.
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which). Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.[/quote]
I had the same problem in SOMA. Trying to push the UI in depth using the Vertex shader made some clipping.
But If I used the pixel shaders responsible for the UI and push it there no clipping took place. I managed to sort out most of the UI like that. Some other elements I still used the Vertex shader (with clipping) since it mattered little (like loading screens and so on).
Maybe an approach like this would work here?
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear
Yeah that's the setting. It was a big relief to sort that out.
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which). Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.
I had the same problem in SOMA. Trying to push the UI in depth using the Vertex shader made some clipping.
But If I used the pixel shaders responsible for the UI and push it there no clipping took place. I managed to sort out most of the UI like that. Some other elements I still used the Vertex shader (with clipping) since it mattered little (like loading screens and so on).
Maybe an approach like this would work here?
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="mike_ar69"]
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which). Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.[/quote]
Bad thing is that Power Armor have totally different HUD and you`ll be spending a lot of time wearing it - so I`m guessing this HUD will be useful only at the beginning.
mike_ar69 said:
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which). Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.
Bad thing is that Power Armor have totally different HUD and you`ll be spending a lot of time wearing it - so I`m guessing this HUD will be useful only at the beginning.
Guys, anybody happen to make SLI work in Fallout 4? Best what I'm getting is utilizing both GPU's to ~50%... :/ Tried Batman: Arkham City SLI bits, as suggested on other thread in nVidia forums, but to no avail.
Thanks.
Guys, anybody happen to make SLI work in Fallout 4? Best what I'm getting is utilizing both GPU's to ~50%... :/ Tried Batman: Arkham City SLI bits, as suggested on other thread in nVidia forums, but to no avail.
Thanks.
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'm using these ones and it seems to at least improve things, more than the others Ive tried
0x00000004
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="mike_ar69"][quote="DHR"]Mike...this one:
[code]bComputeShaderDeferredTiledLighting=0[/code]
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear[/quote]
Yeah that's the setting. It was a big relief to sort that out.
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which).[/quote]
In my experience, HUD clipping can mean a few things:
- The adjustment is being applied to an off-screen buffer, possibly as well as, or instead of the adjustment when drawing it to the screen. Another tell-tale sign of this is that some UI elements seem to move further than expected when adjusting their depth. Usually very easy to solve using render target size filtering (see below).
- As above, but the driver's heuristics is adjusting the HUD on the off-screen buffer instead of/as well as us (unlikely if the HUD was already at screen depth). In this case forcing the off-screen render target to mono will prevent the driver from performing the adjustment, or alternatively normalising the output coordinate such that W==1 or W==convergence to bring it to screen depth before applying our adjustment should work.
- There may be another shader responsible for masking out the HUD that needs to be adjusted, which may be hard to locate as it may not have any visible effect when skipped. Hunting while it is clipped may find it, marking_mode=pink may help, or enabling frame analysis to dump out render targets during the HUD stage of the frame (I usually set a trigger on another HUD shader or late post-processing shader with 'analyse_options = persist dump_rt' to only enable dumping once the HUD is being drawn to save me some time + disk space when searching for these).
- Scissor clipping (although the d3dx.ini disables this by default nowadays)
[quote]Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.[/quote]
Very likely solvable using render target size filtering (as long as it is what is on the in-game display, and not the display itself). Depth buffer filtering and/or partner shader filtering may also work, depending on the game.
Render target size filtering works like:
[code]
[Device]
; Use whichever works independently of the resolution:
get_resolution_from = swap_chain
;get_resolution_from = depth_stencil
[ShaderOverrideHUD]
; Some HUD elements are drawn to an offscreen buffer before being copied to the
; screen. Check render target dimensions to determine which it is
Hash = bd5bda832fe2c401
x1 = rt_width
y1 = rt_height
z1 = res_width
w1 = res_height
[/code]
[code]
...
// This shader is used to render UI elements to an offscreen buffer that is
// then copied to the screen. We want to avoid adjusting them on the offscreen
// buffer, so only adjust them if the render target dimensions match the
// resolution:
float4 rt_filter = IniParams.Load(int2(1,0));
if (rt_filter.x == rt_filter.z && rt_filter.y == rt_filter.w) {
// Usual UI depth adjustment, e.g.
o0.x += stereo.x * params.x;
}
...
[/code]
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear
Yeah that's the setting. It was a big relief to sort that out.
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which).
In my experience, HUD clipping can mean a few things:
- The adjustment is being applied to an off-screen buffer, possibly as well as, or instead of the adjustment when drawing it to the screen. Another tell-tale sign of this is that some UI elements seem to move further than expected when adjusting their depth. Usually very easy to solve using render target size filtering (see below).
- As above, but the driver's heuristics is adjusting the HUD on the off-screen buffer instead of/as well as us (unlikely if the HUD was already at screen depth). In this case forcing the off-screen render target to mono will prevent the driver from performing the adjustment, or alternatively normalising the output coordinate such that W==1 or W==convergence to bring it to screen depth before applying our adjustment should work.
- There may be another shader responsible for masking out the HUD that needs to be adjusted, which may be hard to locate as it may not have any visible effect when skipped. Hunting while it is clipped may find it, marking_mode=pink may help, or enabling frame analysis to dump out render targets during the HUD stage of the frame (I usually set a trigger on another HUD shader or late post-processing shader with 'analyse_options = persist dump_rt' to only enable dumping once the HUD is being drawn to save me some time + disk space when searching for these).
- Scissor clipping (although the d3dx.ini disables this by default nowadays)
Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.
Very likely solvable using render target size filtering (as long as it is what is on the in-game display, and not the display itself). Depth buffer filtering and/or partner shader filtering may also work, depending on the game.
Render target size filtering works like:
[Device]
; Use whichever works independently of the resolution:
get_resolution_from = swap_chain
;get_resolution_from = depth_stencil
[ShaderOverrideHUD]
; Some HUD elements are drawn to an offscreen buffer before being copied to the
; screen. Check render target dimensions to determine which it is
Hash = bd5bda832fe2c401
x1 = rt_width
y1 = rt_height
z1 = res_width
w1 = res_height
...
// This shader is used to render UI elements to an offscreen buffer that is
// then copied to the screen. We want to avoid adjusting them on the offscreen
// buffer, so only adjust them if the render target dimensions match the
// resolution:
float4 rt_filter = IniParams.Load(int2(1,0));
if (rt_filter.x == rt_filter.z && rt_filter.y == rt_filter.w) {
// Usual UI depth adjustment, e.g.
o0.x += stereo.x * params.x;
}
...
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
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I found yesterday, but not tested....if works or is another settings, is great news!
I fix the lensflares and also i starting to look the HUD (already separate the crosshair, but not by texture separation....there is one texture in the shader), but is really anoying with the crashes. Also when you push the crosshair higher than 0.3 the crosshair start to disappear
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
https://steamcommunity.com/profiles/76561198014296177/
EPIC WORK as always Mike;))
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 the setting. It was a big relief to sort that out.
The HUD is a pain, I don't understand the clipping. One thing to try would be to force the hud to screen depth (even though it already is) then move it in a fixed depth. I had to do something like this in another game once (can't remember which). Also some of the Hud shaders affect real world elements, like the control faces on the switches next to the freezer pods so that could do with texture separation.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I had the same problem in SOMA. Trying to push the UI in depth using the Vertex shader made some clipping.
But If I used the pixel shaders responsible for the UI and push it there no clipping took place. I managed to sort out most of the UI like that. Some other elements I still used the Vertex shader (with clipping) since it mattered little (like loading screens and so on).
Maybe an approach like this would work here?
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)
Bad thing is that Power Armor have totally different HUD and you`ll be spending a lot of time wearing it - so I`m guessing this HUD will be useful only at the beginning.
https://steamcommunity.com/profiles/76561198014296177/
Whait.. What?
Ryzen 1700X 3.9GHz | Asrock X370 Taichi | 16GB G.Skill
GTX 1080 Ti SLI | 850W EVGA P2 | Win7x64
Asus VG278HR | Panasonic TX-58EX750B 4K Active 3D
Thanks.
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
0x00000004
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
In my experience, HUD clipping can mean a few things:
- The adjustment is being applied to an off-screen buffer, possibly as well as, or instead of the adjustment when drawing it to the screen. Another tell-tale sign of this is that some UI elements seem to move further than expected when adjusting their depth. Usually very easy to solve using render target size filtering (see below).
- As above, but the driver's heuristics is adjusting the HUD on the off-screen buffer instead of/as well as us (unlikely if the HUD was already at screen depth). In this case forcing the off-screen render target to mono will prevent the driver from performing the adjustment, or alternatively normalising the output coordinate such that W==1 or W==convergence to bring it to screen depth before applying our adjustment should work.
- There may be another shader responsible for masking out the HUD that needs to be adjusted, which may be hard to locate as it may not have any visible effect when skipped. Hunting while it is clipped may find it, marking_mode=pink may help, or enabling frame analysis to dump out render targets during the HUD stage of the frame (I usually set a trigger on another HUD shader or late post-processing shader with 'analyse_options = persist dump_rt' to only enable dumping once the HUD is being drawn to save me some time + disk space when searching for these).
- Scissor clipping (although the d3dx.ini disables this by default nowadays)
Very likely solvable using render target size filtering (as long as it is what is on the in-game display, and not the display itself). Depth buffer filtering and/or partner shader filtering may also work, depending on the game.
Render target size filtering works like:
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
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