[quote="DJ-RK"]Some significant progress, believe I've fixed issues with lighting being broken from afar, and lighting suddenly appearing when getting close. Foot shadows are being a major pain. Not only do they not want to be fixed, it's just extremely difficult for me to even find a place to stand in and get the camera angle right to even notice they are broken. Quite frankly, it's just not worth anymore of my time for how negligible of an impact they have, so that's getting disabled! ;) I'm going to take a closer look at the HUD again to see if I can manage to get that fixed without the bars on the side, and take another stab at actually fixing lens flares and skybox. I also fixed water reflections in the town, just to notice that fixing it there broke it in a well elsewhere, so need to do a little more work on that, but after I do that then I think I'll be ready to put up the final version on the blog in the next day or so.
Oh, I remembered someone mentioning the issue with the weight bars on the pause menu: I actually noticed them before, but for some reason fixing those causes them to flicker, so you'll just have to use the 'P' preset key to bring the HUD to depth to match the bars if/when you ever actually need to look at them.[/quote]
I agree about the foot shadows. It only appears in certain lighting, and the effect is kinda ugly anyway and doesn't add much. Just disable them.
Great work. man.
My only issue is I love the enb profile that got released and he keeps adding new features to it the game which break in 3d. (shadows for example) I think I might have to roll back and come up with my own tweaked version.
DJ-RK said:Some significant progress, believe I've fixed issues with lighting being broken from afar, and lighting suddenly appearing when getting close. Foot shadows are being a major pain. Not only do they not want to be fixed, it's just extremely difficult for me to even find a place to stand in and get the camera angle right to even notice they are broken. Quite frankly, it's just not worth anymore of my time for how negligible of an impact they have, so that's getting disabled! ;) I'm going to take a closer look at the HUD again to see if I can manage to get that fixed without the bars on the side, and take another stab at actually fixing lens flares and skybox. I also fixed water reflections in the town, just to notice that fixing it there broke it in a well elsewhere, so need to do a little more work on that, but after I do that then I think I'll be ready to put up the final version on the blog in the next day or so.
Oh, I remembered someone mentioning the issue with the weight bars on the pause menu: I actually noticed them before, but for some reason fixing those causes them to flicker, so you'll just have to use the 'P' preset key to bring the HUD to depth to match the bars if/when you ever actually need to look at them.
I agree about the foot shadows. It only appears in certain lighting, and the effect is kinda ugly anyway and doesn't add much. Just disable them.
Great work. man.
My only issue is I love the enb profile that got released and he keeps adding new features to it the game which break in 3d. (shadows for example) I think I might have to roll back and come up with my own tweaked version.
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="MilkManEX"]Is it normal that, in areas where I'm pulling 90-120 fps in 2D, I'm dropping to ~17fps in 3D?[/quote]
That doesn't sound normal... Have you tried to disable/enable 3D Vision once the game started?
I noticed the same thing yesterday. On first run 3D Vision kicks automatically and I get 15 fps (in another game as I don't have this one). If I disable it (2D) I get 60fps. Once I re-enable it (3D) I get 30FPS instead of the 15FPS I initially see.
Maybe is unrelated or specific only to that game? But give it a go and see if it helps you with this issue.
MilkManEX said:Is it normal that, in areas where I'm pulling 90-120 fps in 2D, I'm dropping to ~17fps in 3D?
That doesn't sound normal... Have you tried to disable/enable 3D Vision once the game started?
I noticed the same thing yesterday. On first run 3D Vision kicks automatically and I get 15 fps (in another game as I don't have this one). If I disable it (2D) I get 60fps. Once I re-enable it (3D) I get 30FPS instead of the 15FPS I initially see.
Maybe is unrelated or specific only to that game? But give it a go and see if it helps you with this issue.
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="MilkManEX"]Is it normal that, in areas where I'm pulling 90-120 fps in 2D, I'm dropping to ~17fps in 3D?[/quote]
I don't know as to whether or not that's the normal experience for this game in 3D, but my own experience as far as 3D frame rates are concerned, has been a surprisingly good one. I've only ventured into the first encampment so far, so between that point and the starting point of the game, the only area where my frame rate has dipped at all has been where the disused well is located in that first town. It dipped very briefly to between 44-50 fps. All other areas in that town, and basically everywhere else that I've been to so far has been running at 60fps.
It's obviously your choice as to whether to put your own system details in your signature, but it would be helpful to know what GPU you're using, and if you're using more than one. I'm having to assume that any other 3D games that you may be playing at present aren't giving you the same problem.
MilkManEX said:Is it normal that, in areas where I'm pulling 90-120 fps in 2D, I'm dropping to ~17fps in 3D?
I don't know as to whether or not that's the normal experience for this game in 3D, but my own experience as far as 3D frame rates are concerned, has been a surprisingly good one. I've only ventured into the first encampment so far, so between that point and the starting point of the game, the only area where my frame rate has dipped at all has been where the disused well is located in that first town. It dipped very briefly to between 44-50 fps. All other areas in that town, and basically everywhere else that I've been to so far has been running at 60fps.
It's obviously your choice as to whether to put your own system details in your signature, but it would be helpful to know what GPU you're using, and if you're using more than one. I'm having to assume that any other 3D games that you may be playing at present aren't giving you the same problem.
Noted, have updated with relevant info. I've only really played around with Elite Dangerous and Dark Souls II in 3D, but neither have given me any trouble. I recently managed to get The Witness running in 3D using 3Dmigoto as well, which maintains 30-50fps for the most part (80-120 in 2D, so the performance hit there seems mostly normal). What's interesting is that DDDA's performance is tanking like it has 3Dmigoto hunting on. When hunting in The Witness, I get like 15-30 fps.
Noted, have updated with relevant info. I've only really played around with Elite Dangerous and Dark Souls II in 3D, but neither have given me any trouble. I recently managed to get The Witness running in 3D using 3Dmigoto as well, which maintains 30-50fps for the most part (80-120 in 2D, so the performance hit there seems mostly normal). What's interesting is that DDDA's performance is tanking like it has 3Dmigoto hunting on. When hunting in The Witness, I get like 15-30 fps.
[quote="MilkManEX"]Noted, have updated with relevant info. I've only really played around with Elite Dangerous and Dark Souls II in 3D, but neither have given me any trouble. I recently managed to get The Witness running in 3D using 3Dmigoto as well, which maintains 30-50fps for the most part (80-120 in 2D, so the performance hit there seems mostly normal). What's interesting is that DDDA's performance is tanking like it has 3Dmigoto hunting on. When hunting in The Witness, I get like 15-30 fps.[/quote]
Firstly, it's great that at least you're getting satisfactory 3D performance from the other games that you've mentioned. I personally can't provide a solution for you I'm afraid, just some things that might be worth considering.
What is known so far;-
- Compared to what you have, even a single top of the range Titan X is struggling to get 60fps after the latest 3D fix, although a requisite CPU would have an obvious bearing on that, but in your case that's not an issue.
- The current SLI profile available for DDDA is apparently of no real benefit, even for top of the range GPU's.
- It's undoubtedly the case that the shader hunting process has slowed DDDA down. Nevertheless it can't solely be the game itself, nor 3Dmigoto that are the only issues here in my own opinion, since I for one am getting 60fps @ 1080p on maxed out settings. Surely I'm not the only one???
- Top of the range 900 Series GPUs should be expected to perform comparatively better at 1440p and above, compared to a 1080p resolution, which cards like mine are better suited for. Excluding specific UHD TV's, only the ROG Swift is available that outputs in 3D above 1080p, and yet I still don't know if it's own 3D/SLI issue was ever really resolved, [u]if[/u] getting another 970 was worth your consideration.
- Quality, or lack thereof, of Nvidia's graphics drivers. Bear in mind, that I'm still using an ancient driver and yet I'm still getting the driver performance that I would want and expect. Once again, I'll have to assume that you're using one of the latest drivers, or the one most appropriate for the GTX 970.
MilkManEX said:Noted, have updated with relevant info. I've only really played around with Elite Dangerous and Dark Souls II in 3D, but neither have given me any trouble. I recently managed to get The Witness running in 3D using 3Dmigoto as well, which maintains 30-50fps for the most part (80-120 in 2D, so the performance hit there seems mostly normal). What's interesting is that DDDA's performance is tanking like it has 3Dmigoto hunting on. When hunting in The Witness, I get like 15-30 fps.
Firstly, it's great that at least you're getting satisfactory 3D performance from the other games that you've mentioned. I personally can't provide a solution for you I'm afraid, just some things that might be worth considering.
What is known so far;-
- Compared to what you have, even a single top of the range Titan X is struggling to get 60fps after the latest 3D fix, although a requisite CPU would have an obvious bearing on that, but in your case that's not an issue.
- The current SLI profile available for DDDA is apparently of no real benefit, even for top of the range GPU's.
- It's undoubtedly the case that the shader hunting process has slowed DDDA down. Nevertheless it can't solely be the game itself, nor 3Dmigoto that are the only issues here in my own opinion, since I for one am getting 60fps @ 1080p on maxed out settings. Surely I'm not the only one???
- Top of the range 900 Series GPUs should be expected to perform comparatively better at 1440p and above, compared to a 1080p resolution, which cards like mine are better suited for. Excluding specific UHD TV's, only the ROG Swift is available that outputs in 3D above 1080p, and yet I still don't know if it's own 3D/SLI issue was ever really resolved, if getting another 970 was worth your consideration.
- Quality, or lack thereof, of Nvidia's graphics drivers. Bear in mind, that I'm still using an ancient driver and yet I'm still getting the driver performance that I would want and expect. Once again, I'll have to assume that you're using one of the latest drivers, or the one most appropriate for the GTX 970.
If you have hunting or logging enabled in 3DMigoto it WILL have a performance impact.
You can use hunting=2 to enable shader hunting on the fly.
Also disable the logging is most likely from where the performance impact comes from. (If you haven't done it already)
If you have hunting or logging enabled in 3DMigoto it WILL have a performance impact.
You can use hunting=2 to enable shader hunting on the fly.
Also disable the logging is most likely from where the performance impact comes from. (If you haven't done it already)
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="ToThePoint"]- It's undoubtedly the case that the shader hunting process has slowed DDDA down. Nevertheless it can't solely be the game itself, nor 3Dmigoto that are the only issues here in my own opinion, since I for one am getting 60fps @ 1080p on maxed out settings. Surely I'm not the only one???[/quote]
[quote="helifax"]If you have hunting or logging enabled in 3DMigoto it WILL have a performance impact.
You can use hunting=2 to enable shader hunting on the fly.
Also disable the logging is most likely from where the performance impact comes from. (If you haven't done it already)[/quote]
Thought I'd chime in and mention that it's a DX9 game, so it's using the Helix wrapper, not 3DMigoto, so unfortunately Helifax's suggestion doesn't apply here, MilkManEX (didn't want to get your hopes up and start looking for things that don't exist/apply).
I made sure to disable any unnecessary hunting functions in the .ini, and of course, packaged the release DLL to try to reduce as much performance impact as possible. Only thing I could think of is that there is a large number of shaders that are being passed a matrix from another shader, so perhaps that is causing some additional CPU processing overhead. There were about 120+ shaders that I patched through an automated process by searching for matching patterns to known bad shaders... there is the slight possibility that many of those may not even require fixing, but I can't possibly do any sort of reliable trial and error testing to reduce those, since who knows where any given shader could possibly be used, and a game of this size would be ridiculous to try to fix through a completely manual process. So, I'm afraid, this is as good as it gets in terms of processing unless some magical SLI profile comes about that makes things better.
ToThePoint said:- It's undoubtedly the case that the shader hunting process has slowed DDDA down. Nevertheless it can't solely be the game itself, nor 3Dmigoto that are the only issues here in my own opinion, since I for one am getting 60fps @ 1080p on maxed out settings. Surely I'm not the only one???
helifax said:If you have hunting or logging enabled in 3DMigoto it WILL have a performance impact.
You can use hunting=2 to enable shader hunting on the fly.
Also disable the logging is most likely from where the performance impact comes from. (If you haven't done it already)
Thought I'd chime in and mention that it's a DX9 game, so it's using the Helix wrapper, not 3DMigoto, so unfortunately Helifax's suggestion doesn't apply here, MilkManEX (didn't want to get your hopes up and start looking for things that don't exist/apply).
I made sure to disable any unnecessary hunting functions in the .ini, and of course, packaged the release DLL to try to reduce as much performance impact as possible. Only thing I could think of is that there is a large number of shaders that are being passed a matrix from another shader, so perhaps that is causing some additional CPU processing overhead. There were about 120+ shaders that I patched through an automated process by searching for matching patterns to known bad shaders... there is the slight possibility that many of those may not even require fixing, but I can't possibly do any sort of reliable trial and error testing to reduce those, since who knows where any given shader could possibly be used, and a game of this size would be ridiculous to try to fix through a completely manual process. So, I'm afraid, this is as good as it gets in terms of processing unless some magical SLI profile comes about that makes things better.
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
I am currently using the Resident evil 5 profile. As long as Vsync is off, I have no framerate or loading issues whatsoever.
I am using resonant enb from the dragons dogma nexus. for this game 3.00 with advanced shadows disabled (they break the 3dfix). And I think he does have code for loading and performance in this wrapper so it may have an effect.
SLI doesn't appear to work, at all.
Take my system specs as you will.
DJ-RK. 120+ shaders! I might be showing my lack of knowledge, but when I went through and disabled the problem shaders with the shadows I'm sure there were only a handful and the game looked good. Maybe been a bit overzealous, then again I haven't seen a huge amount of the game yet.
I might try a couple of experiments on my copy utilizing your fixes on the shaders I disabled and see how things go on my save.
But I would suggest people with this issue try and mirror my setup as close as possible and see if its a still a factor for you.
I am currently using the Resident evil 5 profile. As long as Vsync is off, I have no framerate or loading issues whatsoever.
I am using resonant enb from the dragons dogma nexus. for this game 3.00 with advanced shadows disabled (they break the 3dfix). And I think he does have code for loading and performance in this wrapper so it may have an effect.
SLI doesn't appear to work, at all.
Take my system specs as you will.
DJ-RK. 120+ shaders! I might be showing my lack of knowledge, but when I went through and disabled the problem shaders with the shadows I'm sure there were only a handful and the game looked good. Maybe been a bit overzealous, then again I haven't seen a huge amount of the game yet.
I might try a couple of experiments on my copy utilizing your fixes on the shaders I disabled and see how things go on my save.
But I would suggest people with this issue try and mirror my setup as close as possible and see if its a still a factor for you.
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="necropants"]... but when I went through and disabled the problem shaders with the shadows I'm sure there were only a handful and the game looked good.[/quote]
Yeah, that's because, based on my understanding all shadows utilize the same vertex shader (or a small set of them) for a shadow map, so disabling that single (or few) shader for the entire shadowmap will then eliminate all shadows, however the issue with shadows not appearing correctly is due to the fact that shadows are calculated and placed in the lighting shader calculations, and this occurs in the pixel shader through deferred rendering... and one lighting vertex shader has potentially many pixel shaders that function from it, hence the need for many fixes in a larger game. Mike's RE6 fix has over 60 shader fixes in it, so it's not out of the question that DD, being presumably a bigger game, will have twice that... but at the same time, I'll bet that Mike did the same thing and found a pattern and fixed all shaders with it, so are all of them necessary? Maybe not, but probably the majority of them are.
Probably not the best explanation in the world of what's going on, but yeah, that covers a few of the reasons that make fixing shadows a more challenging exercise than fixing certain other types of broken effects, however disabling them becomes significantly easier.
With that said, unfortunately I don't think your experiments of combining your disabled fix with mine will have much result, because your disabled vertex shaders will override the fixes occuring in the pixel shaders. If you REALLY want to do some experimentation, you could, say, try removing some of the pixel shaders and see if they have any impact at all, but again, a pixel shader could be used anywhere, so trying it in one area might seem fine, but then a different area will become completely broken.
Oh, and while I'm here, I'll just mention that I finally got to fixing the HUD properly. Just still working on those pesky lens flares and need to confirm my water fix is working in more than one area. Other than that, she's almost done! :)
necropants said:... but when I went through and disabled the problem shaders with the shadows I'm sure there were only a handful and the game looked good.
Yeah, that's because, based on my understanding all shadows utilize the same vertex shader (or a small set of them) for a shadow map, so disabling that single (or few) shader for the entire shadowmap will then eliminate all shadows, however the issue with shadows not appearing correctly is due to the fact that shadows are calculated and placed in the lighting shader calculations, and this occurs in the pixel shader through deferred rendering... and one lighting vertex shader has potentially many pixel shaders that function from it, hence the need for many fixes in a larger game. Mike's RE6 fix has over 60 shader fixes in it, so it's not out of the question that DD, being presumably a bigger game, will have twice that... but at the same time, I'll bet that Mike did the same thing and found a pattern and fixed all shaders with it, so are all of them necessary? Maybe not, but probably the majority of them are.
Probably not the best explanation in the world of what's going on, but yeah, that covers a few of the reasons that make fixing shadows a more challenging exercise than fixing certain other types of broken effects, however disabling them becomes significantly easier.
With that said, unfortunately I don't think your experiments of combining your disabled fix with mine will have much result, because your disabled vertex shaders will override the fixes occuring in the pixel shaders. If you REALLY want to do some experimentation, you could, say, try removing some of the pixel shaders and see if they have any impact at all, but again, a pixel shader could be used anywhere, so trying it in one area might seem fine, but then a different area will become completely broken.
Oh, and while I'm here, I'll just mention that I finally got to fixing the HUD properly. Just still working on those pesky lens flares and need to confirm my water fix is working in more than one area. Other than that, she's almost done! :)
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
Thanks for the explanation. Really nice work. I for one appreciate your efforts to a huge degree and cannot wait to do a proper play-through.
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="DJ-RK"][quote="ToThePoint"]- It's undoubtedly the case that the shader hunting process has slowed DDDA down. Nevertheless it can't solely be the game itself, nor 3Dmigoto that are the only issues here in my own opinion, since I for one am getting 60fps @ 1080p on maxed out settings. Surely I'm not the only one???[/quote]
[quote="helifax"]If you have hunting or logging enabled in 3DMigoto it WILL have a performance impact.
You can use hunting=2 to enable shader hunting on the fly.
Also disable the logging is most likely from where the performance impact comes from. (If you haven't done it already)[/quote]
Thought I'd chime in and mention that it's a DX9 game, so it's using the Helix wrapper, not 3DMigoto, so unfortunately Helifax's suggestion doesn't apply here, MilkManEX (didn't want to get your hopes up and start looking for things that don't exist/apply).
I made sure to disable any unnecessary hunting functions in the .ini, and of course, packaged the release DLL to try to reduce as much performance impact as possible. Only thing I could think of is that there is a large number of shaders that are being passed a matrix from another shader, so perhaps that is causing some additional CPU processing overhead. There were about 120+ shaders that I patched through an automated process by searching for matching patterns to known bad shaders... there is the slight possibility that many of those may not even require fixing, but I can't possibly do any sort of reliable trial and error testing to reduce those, since who knows where any given shader could possibly be used, and a game of this size would be ridiculous to try to fix through a completely manual process. So, I'm afraid, this is as good as it gets in terms of processing unless some magical SLI profile comes about that makes things better.[/quote]
My 10c worth, since I've done this a few times now... I doubt there is much of a performance issue from the shader matrix re-use. I have fixed games with several thousand shader fixes and hundreds of re-used VPM matrices, and I can never tell the difference between having the mod in place or not (running in 3D of course). Which leads me to a test that MilkManEX really needs to do: remove/rename the d3d9.dll and run the game in stereo. It will look like crap of course, but you can reduce the depth to make things easy to see and observe the framerates - all while 3D is enabled. These are the FPS values you need to be comparing with the ones when the fix is applied, not the 2D ones. If there is a big difference in FPS between "non-fix 3D" and "with-fix 3D" then there is something to look at in the fix. Otherwise, it's more likely a driver issue, or VRAM issue - I remember the 970's had this hoo-ha about VRAM and sudden performance issues if more than 3.5GB Vram was used, because the last 0.5GB of VRam was 10x slower or something. If you have nvidia inspector you can monitor your Vram usage and see.
ToThePoint said:- It's undoubtedly the case that the shader hunting process has slowed DDDA down. Nevertheless it can't solely be the game itself, nor 3Dmigoto that are the only issues here in my own opinion, since I for one am getting 60fps @ 1080p on maxed out settings. Surely I'm not the only one???
helifax said:If you have hunting or logging enabled in 3DMigoto it WILL have a performance impact.
You can use hunting=2 to enable shader hunting on the fly.
Also disable the logging is most likely from where the performance impact comes from. (If you haven't done it already)
Thought I'd chime in and mention that it's a DX9 game, so it's using the Helix wrapper, not 3DMigoto, so unfortunately Helifax's suggestion doesn't apply here, MilkManEX (didn't want to get your hopes up and start looking for things that don't exist/apply).
I made sure to disable any unnecessary hunting functions in the .ini, and of course, packaged the release DLL to try to reduce as much performance impact as possible. Only thing I could think of is that there is a large number of shaders that are being passed a matrix from another shader, so perhaps that is causing some additional CPU processing overhead. There were about 120+ shaders that I patched through an automated process by searching for matching patterns to known bad shaders... there is the slight possibility that many of those may not even require fixing, but I can't possibly do any sort of reliable trial and error testing to reduce those, since who knows where any given shader could possibly be used, and a game of this size would be ridiculous to try to fix through a completely manual process. So, I'm afraid, this is as good as it gets in terms of processing unless some magical SLI profile comes about that makes things better.
My 10c worth, since I've done this a few times now... I doubt there is much of a performance issue from the shader matrix re-use. I have fixed games with several thousand shader fixes and hundreds of re-used VPM matrices, and I can never tell the difference between having the mod in place or not (running in 3D of course). Which leads me to a test that MilkManEX really needs to do: remove/rename the d3d9.dll and run the game in stereo. It will look like crap of course, but you can reduce the depth to make things easy to see and observe the framerates - all while 3D is enabled. These are the FPS values you need to be comparing with the ones when the fix is applied, not the 2D ones. If there is a big difference in FPS between "non-fix 3D" and "with-fix 3D" then there is something to look at in the fix. Otherwise, it's more likely a driver issue, or VRAM issue - I remember the 970's had this hoo-ha about VRAM and sudden performance issues if more than 3.5GB Vram was used, because the last 0.5GB of VRam was 10x slower or something. If you have nvidia inspector you can monitor your Vram usage and see.
I did some tests with the settings and fps numbers. The biggest difference seems to come from "Distance scaling". Comparing to high setting, medium gives about +50% and low (= console setting) about +100% more fps. You will lose some distant grass and detail in rocks etc.
I'm finally getting close to 60 fps with the fix + enb + distance scaling low. Oh and comparing 3d with and without the fix, there's only a 1-2 fps difference for me.
I did some tests with the settings and fps numbers. The biggest difference seems to come from "Distance scaling". Comparing to high setting, medium gives about +50% and low (= console setting) about +100% more fps. You will lose some distant grass and detail in rocks etc.
I'm finally getting close to 60 fps with the fix + enb + distance scaling low. Oh and comparing 3d with and without the fix, there's only a 1-2 fps difference for me.
[quote="mike_ar69"]
Which leads me to a test that MilkManEX really needs to do: remove/rename the d3d9.dll and run the game in stereo. It will look like crap of course, but you can reduce the depth to make things easy to see and observe the framerates - all while 3D is enabled. These are the FPS values you need to be comparing with the ones when the fix is applied, not the 2D ones. If there is a big difference in FPS between "non-fix 3D" and "with-fix 3D" then there is something to look at in the fix. Otherwise, it's more likely a driver issue, or VRAM issue - I remember the 970's had this hoo-ha about VRAM and sudden performance issues if more than 3.5GB Vram was used, because the last 0.5GB of VRam was 10x slower or something. If you have nvidia inspector you can monitor your Vram usage and see.[/quote]
Definitely seems like something's up. Total VRAM use never exceeds 1.2 gigs, but the FPS difference while spinning the camera in circles in one particularly problematic area (ruined houses just northwest of Gran Soren) is significant. 24-30 fps without fix, 18-30 with. Problem persists with vsync off, same lows, just a higher top end.
mike_ar69 said:
Which leads me to a test that MilkManEX really needs to do: remove/rename the d3d9.dll and run the game in stereo. It will look like crap of course, but you can reduce the depth to make things easy to see and observe the framerates - all while 3D is enabled. These are the FPS values you need to be comparing with the ones when the fix is applied, not the 2D ones. If there is a big difference in FPS between "non-fix 3D" and "with-fix 3D" then there is something to look at in the fix. Otherwise, it's more likely a driver issue, or VRAM issue - I remember the 970's had this hoo-ha about VRAM and sudden performance issues if more than 3.5GB Vram was used, because the last 0.5GB of VRam was 10x slower or something. If you have nvidia inspector you can monitor your Vram usage and see.
Definitely seems like something's up. Total VRAM use never exceeds 1.2 gigs, but the FPS difference while spinning the camera in circles in one particularly problematic area (ruined houses just northwest of Gran Soren) is significant. 24-30 fps without fix, 18-30 with. Problem persists with vsync off, same lows, just a higher top end.
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82 (Win8.0), Driver 388.71 (Win7), DX11.0
harisukro: "You sir, are 'Steely Eyed Missile Man'" (Quote from Apollo 13)
I agree about the foot shadows. It only appears in certain lighting, and the effect is kinda ugly anyway and doesn't add much. Just disable them.
Great work. man.
My only issue is I love the enb profile that got released and he keeps adding new features to it the game which break in 3d. (shadows for example) I think I might have to roll back and come up with my own tweaked version.
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ASUS Turbo 2080TI
Samsung SSD 840Pro
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Obutto R3volution.
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That doesn't sound normal... Have you tried to disable/enable 3D Vision once the game started?
I noticed the same thing yesterday. On first run 3D Vision kicks automatically and I get 15 fps (in another game as I don't have this one). If I disable it (2D) I get 60fps. Once I re-enable it (3D) I get 30FPS instead of the 15FPS I initially see.
Maybe is unrelated or specific only to that game? But give it a go and see if it helps you with this issue.
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 don't know as to whether or not that's the normal experience for this game in 3D, but my own experience as far as 3D frame rates are concerned, has been a surprisingly good one. I've only ventured into the first encampment so far, so between that point and the starting point of the game, the only area where my frame rate has dipped at all has been where the disused well is located in that first town. It dipped very briefly to between 44-50 fps. All other areas in that town, and basically everywhere else that I've been to so far has been running at 60fps.
It's obviously your choice as to whether to put your own system details in your signature, but it would be helpful to know what GPU you're using, and if you're using more than one. I'm having to assume that any other 3D games that you may be playing at present aren't giving you the same problem.
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82 (Win8.0), Driver 388.71 (Win7), DX11.0
harisukro: "You sir, are 'Steely Eyed Missile Man'" (Quote from Apollo 13)
Intel Core i7 4770k @4.3ghz | 8gb DDR3 | GTX 970 | Acer XB240H
Firstly, it's great that at least you're getting satisfactory 3D performance from the other games that you've mentioned. I personally can't provide a solution for you I'm afraid, just some things that might be worth considering.
What is known so far;-
- Compared to what you have, even a single top of the range Titan X is struggling to get 60fps after the latest 3D fix, although a requisite CPU would have an obvious bearing on that, but in your case that's not an issue.
- The current SLI profile available for DDDA is apparently of no real benefit, even for top of the range GPU's.
- It's undoubtedly the case that the shader hunting process has slowed DDDA down. Nevertheless it can't solely be the game itself, nor 3Dmigoto that are the only issues here in my own opinion, since I for one am getting 60fps @ 1080p on maxed out settings. Surely I'm not the only one???
- Top of the range 900 Series GPUs should be expected to perform comparatively better at 1440p and above, compared to a 1080p resolution, which cards like mine are better suited for. Excluding specific UHD TV's, only the ROG Swift is available that outputs in 3D above 1080p, and yet I still don't know if it's own 3D/SLI issue was ever really resolved, if getting another 970 was worth your consideration.
- Quality, or lack thereof, of Nvidia's graphics drivers. Bear in mind, that I'm still using an ancient driver and yet I'm still getting the driver performance that I would want and expect. Once again, I'll have to assume that you're using one of the latest drivers, or the one most appropriate for the GTX 970.
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82 (Win8.0), Driver 388.71 (Win7), DX11.0
harisukro: "You sir, are 'Steely Eyed Missile Man'" (Quote from Apollo 13)
You can use hunting=2 to enable shader hunting on the fly.
Also disable the logging is most likely from where the performance impact comes from. (If you haven't done it already)
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)
Thought I'd chime in and mention that it's a DX9 game, so it's using the Helix wrapper, not 3DMigoto, so unfortunately Helifax's suggestion doesn't apply here, MilkManEX (didn't want to get your hopes up and start looking for things that don't exist/apply).
I made sure to disable any unnecessary hunting functions in the .ini, and of course, packaged the release DLL to try to reduce as much performance impact as possible. Only thing I could think of is that there is a large number of shaders that are being passed a matrix from another shader, so perhaps that is causing some additional CPU processing overhead. There were about 120+ shaders that I patched through an automated process by searching for matching patterns to known bad shaders... there is the slight possibility that many of those may not even require fixing, but I can't possibly do any sort of reliable trial and error testing to reduce those, since who knows where any given shader could possibly be used, and a game of this size would be ridiculous to try to fix through a completely manual process. So, I'm afraid, this is as good as it gets in terms of processing unless some magical SLI profile comes about that makes things better.
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
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I am using resonant enb from the dragons dogma nexus. for this game 3.00 with advanced shadows disabled (they break the 3dfix). And I think he does have code for loading and performance in this wrapper so it may have an effect.
SLI doesn't appear to work, at all.
Take my system specs as you will.
DJ-RK. 120+ shaders! I might be showing my lack of knowledge, but when I went through and disabled the problem shaders with the shadows I'm sure there were only a handful and the game looked good. Maybe been a bit overzealous, then again I haven't seen a huge amount of the game yet.
I might try a couple of experiments on my copy utilizing your fixes on the shaders I disabled and see how things go on my save.
But I would suggest people with this issue try and mirror my setup as close as possible and see if its a still a factor for you.
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)
Yeah, that's because, based on my understanding all shadows utilize the same vertex shader (or a small set of them) for a shadow map, so disabling that single (or few) shader for the entire shadowmap will then eliminate all shadows, however the issue with shadows not appearing correctly is due to the fact that shadows are calculated and placed in the lighting shader calculations, and this occurs in the pixel shader through deferred rendering... and one lighting vertex shader has potentially many pixel shaders that function from it, hence the need for many fixes in a larger game. Mike's RE6 fix has over 60 shader fixes in it, so it's not out of the question that DD, being presumably a bigger game, will have twice that... but at the same time, I'll bet that Mike did the same thing and found a pattern and fixed all shaders with it, so are all of them necessary? Maybe not, but probably the majority of them are.
Probably not the best explanation in the world of what's going on, but yeah, that covers a few of the reasons that make fixing shadows a more challenging exercise than fixing certain other types of broken effects, however disabling them becomes significantly easier.
With that said, unfortunately I don't think your experiments of combining your disabled fix with mine will have much result, because your disabled vertex shaders will override the fixes occuring in the pixel shaders. If you REALLY want to do some experimentation, you could, say, try removing some of the pixel shaders and see if they have any impact at all, but again, a pixel shader could be used anywhere, so trying it in one area might seem fine, but then a different area will become completely broken.
Oh, and while I'm here, I'll just mention that I finally got to fixing the HUD properly. Just still working on those pesky lens flares and need to confirm my water fix is working in more than one area. Other than that, she's almost done! :)
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
Thanks for the explanation. Really nice work. I for one appreciate your efforts to a huge degree and cannot wait to do a proper play-through.
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)
My 10c worth, since I've done this a few times now... I doubt there is much of a performance issue from the shader matrix re-use. I have fixed games with several thousand shader fixes and hundreds of re-used VPM matrices, and I can never tell the difference between having the mod in place or not (running in 3D of course). Which leads me to a test that MilkManEX really needs to do: remove/rename the d3d9.dll and run the game in stereo. It will look like crap of course, but you can reduce the depth to make things easy to see and observe the framerates - all while 3D is enabled. These are the FPS values you need to be comparing with the ones when the fix is applied, not the 2D ones. If there is a big difference in FPS between "non-fix 3D" and "with-fix 3D" then there is something to look at in the fix. Otherwise, it's more likely a driver issue, or VRAM issue - I remember the 970's had this hoo-ha about VRAM and sudden performance issues if more than 3.5GB Vram was used, because the last 0.5GB of VRam was 10x slower or something. If you have nvidia inspector you can monitor your Vram usage and see.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I'm finally getting close to 60 fps with the fix + enb + distance scaling low. Oh and comparing 3d with and without the fix, there's only a 1-2 fps difference for me.
Win 8.1 | i5 4670k @ 4.6 | GTX 980ti @ 1400/8000 | 16Gb DDR3-1866Mhz | Samsung 850 EVO | ASUS VG278HR
Definitely seems like something's up. Total VRAM use never exceeds 1.2 gigs, but the FPS difference while spinning the camera in circles in one particularly problematic area (ruined houses just northwest of Gran Soren) is significant. 24-30 fps without fix, 18-30 with. Problem persists with vsync off, same lows, just a higher top end.
Intel Core i7 4770k @4.3ghz | 8gb DDR3 | GTX 970 | Acer XB240H