Mortal Kombat 11
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Phenomenal work so far DJ-RK! Using WIP 2 the game looks absolutely gorgeous (especially in Surround with all the added details that are cut off when playing on a single screen). Eagerly awaiting your next fix-release! So far I didn't even enter the Krypt. Guess I will wait a little longer until your next fix-version is released!
Phenomenal work so far DJ-RK! Using WIP 2 the game looks absolutely gorgeous (especially in Surround with all the added details that are cut off when playing on a single screen).

Eagerly awaiting your next fix-release! So far I didn't even enter the Krypt. Guess I will wait a little longer until your next fix-version is released!

#31
Posted 05/07/2019 04:42 PM   
Thanks alot Dj-Rk. Looking great so far. I do think the default in fight convergence is a little close for competitive play. (might just be my eyes) and I personally always remove the Convergence transition timing cause I find it jarring and also gives me motion sickness. I seem to be getting pretty shitty performance with this game, I think it might be cause I haven't played alot and shaders caching. I have heard rumblings the Ports not great on PC. The Kronika cutscene stalls for quite a while.
Thanks alot Dj-Rk. Looking great so far.
I do think the default in fight convergence is a little close for competitive play. (might just be my eyes) and I personally always remove the Convergence transition timing cause I find it jarring and also gives me motion sickness.

I seem to be getting pretty shitty performance with this game, I think it might be cause I haven't played alot and shaders caching. I have heard rumblings the Ports not great on PC. The Kronika cutscene stalls for quite a while.

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)

#32
Posted 05/08/2019 02:37 AM   
By the way make sure you guys are using this mod. [url]https://www.nexusmods.com/mortalkombat11/mods/1[/url] Removes the stupid 30fps cap and fixes my performance problems. A good illustration to shuptup those people that cry out the fallacy that 30fps is more "cinematic" @DJ-RK - Could you please add back the shader Hunting option to the .ini in your next wip. Some reason when I add it back I can't get the overlay to work. Need it to setup my own convergence values. thanks.
By the way make sure you guys are using this mod.

https://www.nexusmods.com/mortalkombat11/mods/1

Removes the stupid 30fps cap and fixes my performance problems.
A good illustration to shuptup those people that cry out the fallacy that 30fps is more "cinematic"

@DJ-RK - Could you please add back the shader Hunting option to the .ini in your next wip. Some reason when I add it back I can't get the overlay to work. Need it to setup my own convergence values. thanks.

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)

#33
Posted 05/09/2019 04:00 AM   
[quote="Necropants"]@DJ-RK - Could you please add back the shader Hunting option to the .ini in your next wip. Some reason when I add it back I can't get the overlay to work. Need it to setup my own convergence values. thanks.[/quote] What you want to do is change: ; include = ShaderFixes\devmode.ini include = ShaderFixes\rlsmode.ini to include = ShaderFixes\devmode.ini ; include = ShaderFixes\rlsmode.ini at the top of the d3dx.ini file. You'll probably find changing the convergence value under [PresetFight] to around 300 (the value I used in the previous version) will be more comfortable. If you find a different value than that which you prefer, feel free to let me know and I'll see about setting up a key to cycle through some different values for the next version and include that as one of the settings.
Necropants said:@DJ-RK - Could you please add back the shader Hunting option to the .ini in your next wip. Some reason when I add it back I can't get the overlay to work. Need it to setup my own convergence values. thanks.


What you want to do is change:

; include = ShaderFixes\devmode.ini
include = ShaderFixes\rlsmode.ini

to

include = ShaderFixes\devmode.ini
; include = ShaderFixes\rlsmode.ini

at the top of the d3dx.ini file. You'll probably find changing the convergence value under [PresetFight] to around 300 (the value I used in the previous version) will be more comfortable. If you find a different value than that which you prefer, feel free to let me know and I'll see about setting up a key to cycle through some different values for the next version and include that as one of the settings.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#34
Posted 05/09/2019 05:20 PM   
When I wanted to play today Mortal Kombat first received a small update. Now it seems some shadows/details only render in one eye. There is definitely something wrong now. Anyone here who can confirm this?
When I wanted to play today Mortal Kombat first received a small update. Now it seems some shadows/details only render in one eye. There is definitely something wrong now.

Anyone here who can confirm this?

#35
Posted 05/09/2019 10:20 PM   
Ummm, yeah. Can konfirm. Looking at it now. At first I thought they simply made some sort of minor changes in the shaders which broke my regexes, but instead it looks like they've completely changed from using standard VS/PS shaders for directional lighting to using CS shaders instead. Pretty big change for an update. And here I was about to celebrate over the fact that, for the first time in my fixing kareer, I have korrectly fixed CS tile lighting (aka lights klipping at a distance) for the point lights and spot lights down in Goro's Lair in the Krypt. Since I was underground I hadn't even noticed that the directional lighting was broken (since directional lighting is essentially sunlight, which doesn't reach underground). Once I get this sorted out I'll post a new WIP, even though I was hoping to get to look at the light shafts from the moon before providing an update, but this is now a priority.
Ummm, yeah. Can konfirm. Looking at it now. At first I thought they simply made some sort of minor changes in the shaders which broke my regexes, but instead it looks like they've completely changed from using standard VS/PS shaders for directional lighting to using CS shaders instead. Pretty big change for an update.

And here I was about to celebrate over the fact that, for the first time in my fixing kareer, I have korrectly fixed CS tile lighting (aka lights klipping at a distance) for the point lights and spot lights down in Goro's Lair in the Krypt. Since I was underground I hadn't even noticed that the directional lighting was broken (since directional lighting is essentially sunlight, which doesn't reach underground).

Once I get this sorted out I'll post a new WIP, even though I was hoping to get to look at the light shafts from the moon before providing an update, but this is now a priority.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#36
Posted 05/10/2019 12:48 AM   
Awesome man. I will give you some feedback regarding convergence and stuff but the more I play fixed games the more I realize I think this is always a little bit of a personal setting. I ended up setting it to around 450 last night and was ok but Id like to get exact values. So thanks for the info. I removed the release transitions in the Crushing blows as I think it's better just an immediate change, but I do think how you have done it from the intro cutscenes slowly fading into the right depth at the start of the fight is a nice touch. It was causing me to take unnecessary hits right at the beginning of the round with the characters right at screen depth due to eyes trying to adjust, I'm not sure if this is just me but it seems to make it harder to make reads on your opponent in general. So I pushed the the characters a little further in. I see in the patch notes they changed how shadows work to improve performance so I guess that's why that all broke. One question I have, will it ever be possible to get motion blur working? Although I usually can't stand this effect when applied at the Camera level. I feel in fighting games it's important when the action is so fast at a per object basis. Masterotaku did a good job of getting this working in Tekken 7 and I've been playing a bit of the game on Ps4 recently (which doesn't have it for performance reasons) and the characters are so chopping when moving fast. Made me realize this effect does has it's place per objects.
Awesome man.

I will give you some feedback regarding convergence and stuff but the more I play fixed games the more I realize I think this is always a little bit of a personal setting. I ended up setting it to around 450 last night and was ok but Id like to get exact values. So thanks for the info.

I removed the release transitions in the Crushing blows as I think it's better just an immediate change, but I do think how you have done it from the intro cutscenes slowly fading into the right depth at the start of the fight is a nice touch.

It was causing me to take unnecessary hits right at the beginning of the round with the characters right at screen depth due to eyes trying to adjust, I'm not sure if this is just me but it seems to make it harder to make reads on your opponent in general. So I pushed the the characters a little further in.

I see in the patch notes they changed how shadows work to improve performance so I guess that's why that all broke.

One question I have, will it ever be possible to get motion blur working? Although I usually can't stand this effect when applied at the Camera level. I feel in fighting games it's important when the action is so fast at a per object basis. Masterotaku did a good job of getting this working in Tekken 7 and I've been playing a bit of the game on Ps4 recently (which doesn't have it for performance reasons) and the characters are so chopping when moving fast. Made me realize this effect does has it's place per objects.

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)

#37
Posted 05/10/2019 01:09 AM   
Ok, here's the latest update. Fixes the broken lighting, and also puts the Krypt in a pretty good playable state. Download: [url]https://www.mediafire.com/file/thmrug33ywa0d1r/MK11_WIP_3.zip[/url] @Necro: I'll try looking at motion blur. Honestly, I haven't even tried since most people don't care for it.
Ok, here's the latest update. Fixes the broken lighting, and also puts the Krypt in a pretty good playable state.


Download: https://www.mediafire.com/file/thmrug33ywa0d1r/MK11_WIP_3.zip

@Necro: I'll try looking at motion blur. Honestly, I haven't even tried since most people don't care for it.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#38
Posted 05/10/2019 02:28 AM   
Cool, thanks for the update. Yeah like I said I cant stand it when it comes to Camera view and rotation. (along with most unnecessary camera effects.) But I have changed my opinion about it in recent years and feel it's important for smooth motion for objects at high speed. Tekken characters look really choppy when fighting without it. Do you think we can just overwrite this version? I notice performance was pretty bad until Shaders where cached. One more thing. Did you remove the Film grain as well? Some have been complaining about it's inclusion without a option to remove in graphics. I can't tell cause I never bothered to fire it up without your fix. Toggle would be nice. *edit* Subzero halo is back in new WIP and appears to be a halo on the towers. Some stages have issues as well that didn't exist before.
Cool, thanks for the update.

Yeah like I said I cant stand it when it comes to Camera view and rotation. (along with most unnecessary camera effects.) But I have changed my opinion about it in recent years and feel it's important for smooth motion for objects at high speed. Tekken characters look really choppy when fighting without it.

Do you think we can just overwrite this version? I notice performance was pretty bad until Shaders where cached.

One more thing. Did you remove the Film grain as well? Some have been complaining about it's inclusion without a option to remove in graphics. I can't tell cause I never bothered to fire it up without your fix. Toggle would be nice.

*edit*

Subzero halo is back in new WIP and appears to be a halo on the towers.
Some stages have issues as well that didn't exist before.

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)

#39
Posted 05/10/2019 04:37 AM   
hi guys,the game crash after i apply the fix, do you have the same?
hi guys,the game crash after i apply the fix, do you have the same?

#40
Posted 05/10/2019 10:22 AM   
For me the game crashes if I use the fps uncapper after the latest update otherwise it's fine.
For me the game crashes if I use the fps uncapper after the latest update otherwise it's fine.

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)

#41
Posted 05/11/2019 05:53 AM   
Thanks again for all the hard work and time you put in the fix DJ-RK! Never thought years ago that MK would return to pc. And now to be able to play it in full 3D is so awesome , feeling like a kid again :) Huge thanks!
Thanks again for all the hard work and time you put in the fix DJ-RK!
Never thought years ago that MK would return to pc.
And now to be able to play it in full 3D is so awesome , feeling like a kid again :)
Huge thanks!

#42
Posted 05/11/2019 06:13 AM   
[quote="Necropants"]For me the game crashes if I use the fps uncapper after the latest update otherwise it's fine. [/quote] make sure you use latest version 2.0.2
Necropants said:For me the game crashes if I use the fps uncapper after the latest update otherwise it's fine.

make sure you use latest version 2.0.2

#43
Posted 05/11/2019 10:13 AM   
Official release is out boys (and maybe girls) Blog page here: http://helixmod.blogspot.com/2019/05/mortal-kombat-11.html Quite a few updates since last WIP, hard to remember all, but from what I can remember: Fixes: -Fixed remaining lighting issues in Krypt (bloom or soft glow illumination from fire sources) -More accurate light shafts (game is weird though, uses a different fix for these than every other UE3 game in existence, so although positionally correct it can still feel weird due to how it blurs) -Remaining halos UI stuff: -New mechanism for scene detection, which should make transitions between fighting and fatal/krushing closeups much cleaner. There used to be a split second delay after the fatal blows would start (and already be zoomed in) before it would lower the convergence, sometimes creating an eye crossing effect, which should now be eliminated. -Added cycleable values for convergence presets to provide options for your comfort/viewing preference (see blog post for keybindings) -Added an overlay to display preset selections on screen when pressing the associated keybindings -Added convergence presets to menus (main menu, towers of time, klassic towers) to have a nice 3D effect and probably more. Most glaring remaining issue, which is unfortunately outside my control, is some pretty noticeable flickering/disappearing of distant geometry in the Krypt, and some blockiness/pixelation around the edges of shadows created by CS lights. @Necro: Sorry man, could not fix motion blur. Also, here's a link to an album I created with several 3D photos (more than I could post on the blog page): https://imgur.com/a/4eY7Sbb Hope you guys enjoy!
Official release is out boys (and maybe girls)

Blog page here: http://helixmod.blogspot.com/2019/05/mortal-kombat-11.html

Quite a few updates since last WIP, hard to remember all, but from what I can remember:

Fixes:
-Fixed remaining lighting issues in Krypt (bloom or soft glow illumination from fire sources)
-More accurate light shafts (game is weird though, uses a different fix for these than every other UE3 game in existence, so although positionally correct it can still feel weird due to how it blurs)
-Remaining halos

UI stuff:
-New mechanism for scene detection, which should make transitions between fighting and fatal/krushing closeups much cleaner. There used to be a split second delay after the fatal blows would start (and already be zoomed in) before it would lower the convergence, sometimes creating an eye crossing effect, which should now be eliminated.
-Added cycleable values for convergence presets to provide options for your comfort/viewing preference (see blog post for keybindings)
-Added an overlay to display preset selections on screen when pressing the associated keybindings
-Added convergence presets to menus (main menu, towers of time, klassic towers) to have a nice 3D effect

and probably more.

Most glaring remaining issue, which is unfortunately outside my control, is some pretty noticeable flickering/disappearing of distant geometry in the Krypt, and some blockiness/pixelation around the edges of shadows created by CS lights.

@Necro: Sorry man, could not fix motion blur.

Also, here's a link to an album I created with several 3D photos (more than I could post on the blog page): https://imgur.com/a/4eY7Sbb

Hope you guys enjoy!

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#44
Posted 05/15/2019 04:55 PM   
Good Job!! Thank you Sir!! Very Nice!
Good Job!! Thank you Sir!! Very Nice!

#45
Posted 05/15/2019 08:51 PM   
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