I've tried a few more things for the non-SLI issue without success, though apparently this issue is now confirmed as a driver bug so hopefully we will see a fix from nvidia for it at some point. There's also a few more things I have yet to try that might work, but I've had so much stuff I'm working on at the moment I haven't gotten around to writing the code I need to try them.
I figured since I can't make meaningful progress on the shaders thanks to this non-SLI issue I could still help by adding features to 3Dmigoto that I think will be important for this game (and others) - in particular we can now change the convergence while aiming the weapon via right mouse or xbox controller (controller support only just checked in tonight), and use hotkeys to switch between several options for adjusting the weapon sights (we might still need more features like texture filtering for this as the gun sights seem to also affect in-world items).
I've tried a few more things for the non-SLI issue without success, though apparently this issue is now confirmed as a driver bug so hopefully we will see a fix from nvidia for it at some point. There's also a few more things I have yet to try that might work, but I've had so much stuff I'm working on at the moment I haven't gotten around to writing the code I need to try them.
I figured since I can't make meaningful progress on the shaders thanks to this non-SLI issue I could still help by adding features to 3Dmigoto that I think will be important for this game (and others) - in particular we can now change the convergence while aiming the weapon via right mouse or xbox controller (controller support only just checked in tonight), and use hotkeys to switch between several options for adjusting the weapon sights (we might still need more features like texture filtering for this as the gun sights seem to also affect in-world items).
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
Hi - just to add to DarkStarSword's update, *yes* the patch is still fully alive, but it has been in a "coma" for the past two weeks or so as I have not had any time at all to work on it. I think I summarized earlier what is outstanding, and nothing has changed: some lighting and some water shaders (and probably some incremental fixes for small bits I have not encountered yet etc). People seem happy right now with CM for this game, so there does not seem to be a massive urgency. The non-SLI issues have been a demotivator as well - all the grief we have had (and are having) with DAI and LOTF due to game engine and driver issues with 3D and SLI/non-SLI has been very off-putting and energy-draining, so since Nvidia seem to have identified the FC4 issues as a driver problem I would rather wait to see what happens with this anyway lest even my current shader fixes gets screwed up as well.
When I get back on it, I will keep reporting on progress.
Hi - just to add to DarkStarSword's update, *yes* the patch is still fully alive, but it has been in a "coma" for the past two weeks or so as I have not had any time at all to work on it. I think I summarized earlier what is outstanding, and nothing has changed: some lighting and some water shaders (and probably some incremental fixes for small bits I have not encountered yet etc). People seem happy right now with CM for this game, so there does not seem to be a massive urgency. The non-SLI issues have been a demotivator as well - all the grief we have had (and are having) with DAI and LOTF due to game engine and driver issues with 3D and SLI/non-SLI has been very off-putting and energy-draining, so since Nvidia seem to have identified the FC4 issues as a driver problem I would rather wait to see what happens with this anyway lest even my current shader fixes gets screwed up as well.
When I get back on it, I will keep reporting on progress.
Another here that would love to see the Real3D fix for FarCry4.
I just cannot get along with CM mode on ANYGAME.
I've tried to like CM mode but after 30 mins my eyes start to hurt & it just doesn't look right.
I normally play on either a 110" or 140" screen & with 200% depth hack and can play for easily 6+ hours without any issue, but in CM mode 30 mins my eyes are shot (eye strain).. Maybe it's because the halos are so big on a large screen and are distracting, but personally I think it's because the 3D is just wrong in CM mode and my vision just doesn't like it one bit.
AGAIN, NO RUSH AT ALL GUYS & MANY THANKS FOR ALL THE WORK YOU GUYS DO.
I would have stopped playing & buying PC games about a year+ ago if it wasn't for your fixes.
Another here that would love to see the Real3D fix for FarCry4.
I just cannot get along with CM mode on ANYGAME.
I've tried to like CM mode but after 30 mins my eyes start to hurt & it just doesn't look right.
I normally play on either a 110" or 140" screen & with 200% depth hack and can play for easily 6+ hours without any issue, but in CM mode 30 mins my eyes are shot (eye strain).. Maybe it's because the halos are so big on a large screen and are distracting, but personally I think it's because the 3D is just wrong in CM mode and my vision just doesn't like it one bit.
AGAIN, NO RUSH AT ALL GUYS & MANY THANKS FOR ALL THE WORK YOU GUYS DO.
I would have stopped playing & buying PC games about a year+ ago if it wasn't for your fixes.
Add me to the train as well.
I tried CM with Far Cry 4 and just... it looks really off with any game that has a model so close to the screen, like hands or a gun. It just doesn't compare to true 3D.
I tried CM with Far Cry 4 and just... it looks really off with any game that has a model so close to the screen, like hands or a gun. It just doesn't compare to true 3D.
I just found the solution to the NO-SLi setup with Fog and Haze (and maybe others similar shaders that can be found).
People with NO-SLi setup, use Nvidia inspector and add FarCry4.exe to Max Payne 3 profile. This solve the issue for me, so if anyone can test and post back.
Max Payne 3 was "3D vision Ready" DX11 game, so that profile is more clean, don't have any Nvidia profile intervention, so i decide to try with that profile (first try i swear) and works!!
This game also need the Weapon Convergence tweak used in Dying Light.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63549/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63548/[/img]
I just found the solution to the NO-SLi setup with Fog and Haze (and maybe others similar shaders that can be found).
People with NO-SLi setup, use Nvidia inspector and add FarCry4.exe to Max Payne 3 profile. This solve the issue for me, so if anyone can test and post back.
Max Payne 3 was "3D vision Ready" DX11 game, so that profile is more clean, don't have any Nvidia profile intervention, so i decide to try with that profile (first try i swear) and works!!
This game also need the Weapon Convergence tweak used in Dying Light.
ZOMG it works - thankyou!
I tried the same profile on Gat out of Hell and I think I still see the issue there, so this may not be universal but it certainly works here :)
I'm going to go through the settings in this profile and see if I can isolate which one fixed it - maybe there are other values for the setting we can use for SR4 and I've been thinking about seeing if I can get 3Dmigoto to automatically assign these settings when the game is launched.
@mike_ar69 would you mind uploading your current WIP so I don't go and spend time on anything you've already fixed? And let me know if there's anything you would like me to look at.
I'll also clean up my current d3dx.ini and update it in the repository - I've got it set to override the convergence and weapon sight depth while aiming. The sight depth can affect other things in the world so it's only adjusted while aiming for now - I want to investigate the possibility of adding either texture filtering or render target filtering to 3Dmigoto to sort that out properly.
I tried the same profile on Gat out of Hell and I think I still see the issue there, so this may not be universal but it certainly works here :)
I'm going to go through the settings in this profile and see if I can isolate which one fixed it - maybe there are other values for the setting we can use for SR4 and I've been thinking about seeing if I can get 3Dmigoto to automatically assign these settings when the game is launched.
@mike_ar69 would you mind uploading your current WIP so I don't go and spend time on anything you've already fixed? And let me know if there's anything you would like me to look at.
I'll also clean up my current d3dx.ini and update it in the repository - I've got it set to override the convergence and weapon sight depth while aiming. The sight depth can affect other things in the world so it's only adjusted while aiming for now - I want to investigate the possibility of adding either texture filtering or render target filtering to 3Dmigoto to sort that out properly.
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
Ok, the setting that affects this is StereoFlagsDX10 (If you don't have my custom setting names for nVidia Inspector it's setting ID 0x702442FC)
For some reason simply copying this setting from Max Payne 3 into the Far Cry 4 profile broke a bunch of other effects that worked when Far Cry 4 was set to the Max Payne 3 profile - the HUD depth adjustment was reversed, shadows broke and several clouds showed up indoors. On a haunch that the fixes we had done were being applied backwards, I negated the separation value in 3Dmigoto and sure enough it rendered fine :)
I'm not really sure why that happened - even when I changed every setting in the Far Cry 4 profile to match Max Payne 3 this was still reversed :-/ This might be one of the situations where we get different behaviour due to limitations and bugs in nVidia Inspector.
To narrow down exactly which bit was relevant I did a binary search on the bits in the StereoFlagsDX10 setting:
0x1C22FE24 - Max Payne 3. Fine on Max Payne 3 profile, reversed separation on FC4 profile
0x1C220000 - depth buffer broken, Separation not reversed
0x0000FE24 - depth buffer fixed, Separation reversed
0x00000024 - depth buffer broken, Separation reversed
0x0000FE00 - depth buffer fixed, Separation not reversed
0x0000F000 - Depth buffer fixed
0x00003000 - Depth buffer broken
0x0000c000 - Depth buffer fixed
0x00004000 - Depth buffer fixed
Ok, the setting that affects this is StereoFlagsDX10 (If you don't have my custom setting names for nVidia Inspector it's setting ID 0x702442FC)
For some reason simply copying this setting from Max Payne 3 into the Far Cry 4 profile broke a bunch of other effects that worked when Far Cry 4 was set to the Max Payne 3 profile - the HUD depth adjustment was reversed, shadows broke and several clouds showed up indoors. On a haunch that the fixes we had done were being applied backwards, I negated the separation value in 3Dmigoto and sure enough it rendered fine :)
I'm not really sure why that happened - even when I changed every setting in the Far Cry 4 profile to match Max Payne 3 this was still reversed :-/ This might be one of the situations where we get different behaviour due to limitations and bugs in nVidia Inspector.
To narrow down exactly which bit was relevant I did a binary search on the bits in the StereoFlagsDX10 setting:
0x1C22FE24 - Max Payne 3. Fine on Max Payne 3 profile, reversed separation on FC4 profile
0x1C220000 - depth buffer broken, Separation not reversed
0x0000FE24 - depth buffer fixed, Separation reversed
0x00000024 - depth buffer broken, Separation reversed
0x0000FE00 - depth buffer fixed, Separation not reversed
0x0000F000 - Depth buffer fixed
0x00003000 - Depth buffer broken
0x0000c000 - Depth buffer fixed
0x00004000 - Depth buffer fixed
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
[quote="DarkStarSword"]I'll also clean up my current d3dx.ini and update it in the repository - I've got it set to override the convergence and weapon sight depth while aiming. The sight depth can affect other things in the world so it's only adjusted while aiming for now - I want to investigate the possibility of adding either texture filtering or render target filtering to 3Dmigoto to sort that out properly.[/quote]
This is in the 3Dmigoto git repository now. Aiming convergence + sight depth override works with the mouse and any attached controller. Some weapon sights aren't adjusted yet (recurve bow), but it makes the sniper rifle and any weapon with a red dot sight a lot easier to use.
DarkStarSword said:I'll also clean up my current d3dx.ini and update it in the repository - I've got it set to override the convergence and weapon sight depth while aiming. The sight depth can affect other things in the world so it's only adjusted while aiming for now - I want to investigate the possibility of adding either texture filtering or render target filtering to 3Dmigoto to sort that out properly.
This is in the 3Dmigoto git repository now. Aiming convergence + sight depth override works with the mouse and any attached controller. Some weapon sights aren't adjusted yet (recurve bow), but it makes the sniper rifle and any weapon with a red dot sight a lot easier to use.
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
@DarkStarSword
Yesterday i play like 30-40 min with mike's WIP (also add the aiming convergence preset for RBMousse and Left Triger)...don't found any issue in that time...so i don't add any other fixed shader. If you want i can upload this version, but i think will be the same that the respository.
Also i'm experimenting with the weapon convergence tweak... is neccesary to add a different if statement, because this affect to enemies. but looking good!!
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63551/[/img]
Yesterday i play like 30-40 min with mike's WIP (also add the aiming convergence preset for RBMousse and Left Triger)...don't found any issue in that time...so i don't add any other fixed shader. If you want i can upload this version, but i think will be the same that the respository.
Also i'm experimenting with the weapon convergence tweak... is neccesary to add a different if statement, because this affect to enemies. but looking good!!
Nah, don't worry DHR - I'm more interested in Mike's WIP which is not in the repository yet:
[quote="mike_ar69"]I have fixed a fair few more things that are not in GitHub as well, especially (most) water reflections and Decals, but there are some difficult lighting/shadow shaders I have not worked out yet, and a particularly distracting water reflection shader.[/quote]
Nah, don't worry DHR - I'm more interested in Mike's WIP which is not in the repository yet:
mike_ar69 said:I have fixed a fair few more things that are not in GitHub as well, especially (most) water reflections and Decals, but there are some difficult lighting/shadow shaders I have not worked out yet, and a particularly distracting water reflection shader.
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
HOLY SHIT! Those screen shots look so good.
Graphics really do look a step up from FarCry3 & the with the aim & now weapon convergence hacks will no doubt be a truly awesome 3D experience.
You guys deserve a fu(king medal!
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
I figured since I can't make meaningful progress on the shaders thanks to this non-SLI issue I could still help by adding features to 3Dmigoto that I think will be important for this game (and others) - in particular we can now change the convergence while aiming the weapon via right mouse or xbox controller (controller support only just checked in tonight), and use hotkeys to switch between several options for adjusting the weapon sights (we might still need more features like texture filtering for this as the gun sights seem to also affect in-world items).
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
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
When I get back on it, I will keep reporting on progress.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I just cannot get along with CM mode on ANYGAME.
I've tried to like CM mode but after 30 mins my eyes start to hurt & it just doesn't look right.
I normally play on either a 110" or 140" screen & with 200% depth hack and can play for easily 6+ hours without any issue, but in CM mode 30 mins my eyes are shot (eye strain).. Maybe it's because the halos are so big on a large screen and are distracting, but personally I think it's because the 3D is just wrong in CM mode and my vision just doesn't like it one bit.
AGAIN, NO RUSH AT ALL GUYS & MANY THANKS FOR ALL THE WORK YOU GUYS DO.
I would have stopped playing & buying PC games about a year+ ago if it wasn't for your fixes.
I tried CM with Far Cry 4 and just... it looks really off with any game that has a model so close to the screen, like hands or a gun. It just doesn't compare to true 3D.
People with NO-SLi setup, use Nvidia inspector and add FarCry4.exe to Max Payne 3 profile. This solve the issue for me, so if anyone can test and post back.
Max Payne 3 was "3D vision Ready" DX11 game, so that profile is more clean, don't have any Nvidia profile intervention, so i decide to try with that profile (first try i swear) and works!!
This game also need the Weapon Convergence tweak used in Dying Light.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I tried the same profile on Gat out of Hell and I think I still see the issue there, so this may not be universal but it certainly works here :)
I'm going to go through the settings in this profile and see if I can isolate which one fixed it - maybe there are other values for the setting we can use for SR4 and I've been thinking about seeing if I can get 3Dmigoto to automatically assign these settings when the game is launched.
@mike_ar69 would you mind uploading your current WIP so I don't go and spend time on anything you've already fixed? And let me know if there's anything you would like me to look at.
I'll also clean up my current d3dx.ini and update it in the repository - I've got it set to override the convergence and weapon sight depth while aiming. The sight depth can affect other things in the world so it's only adjusted while aiming for now - I want to investigate the possibility of adding either texture filtering or render target filtering to 3Dmigoto to sort that out properly.
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
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
For some reason simply copying this setting from Max Payne 3 into the Far Cry 4 profile broke a bunch of other effects that worked when Far Cry 4 was set to the Max Payne 3 profile - the HUD depth adjustment was reversed, shadows broke and several clouds showed up indoors. On a haunch that the fixes we had done were being applied backwards, I negated the separation value in 3Dmigoto and sure enough it rendered fine :)
I'm not really sure why that happened - even when I changed every setting in the Far Cry 4 profile to match Max Payne 3 this was still reversed :-/ This might be one of the situations where we get different behaviour due to limitations and bugs in nVidia Inspector.
To narrow down exactly which bit was relevant I did a binary search on the bits in the StereoFlagsDX10 setting:
0x1C22FE24 - Max Payne 3. Fine on Max Payne 3 profile, reversed separation on FC4 profile
0x1C220000 - depth buffer broken, Separation not reversed
0x0000FE24 - depth buffer fixed, Separation reversed
0x00000024 - depth buffer broken, Separation reversed
0x0000FE00 - depth buffer fixed, Separation not reversed
0x0000F000 - Depth buffer fixed
0x00003000 - Depth buffer broken
0x0000c000 - Depth buffer fixed
0x00004000 - Depth buffer fixed
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
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
This is in the 3Dmigoto git repository now. Aiming convergence + sight depth override works with the mouse and any attached controller. Some weapon sights aren't adjusted yet (recurve bow), but it makes the sniper rifle and any weapon with a red dot sight a lot easier to use.
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
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
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
Yesterday i play like 30-40 min with mike's WIP (also add the aiming convergence preset for RBMousse and Left Triger)...don't found any issue in that time...so i don't add any other fixed shader. If you want i can upload this version, but i think will be the same that the respository.
Also i'm experimenting with the weapon convergence tweak... is neccesary to add a different if statement, because this affect to enemies. but looking good!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@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
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
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Graphics really do look a step up from FarCry3 & the with the aim & now weapon convergence hacks will no doubt be a truly awesome 3D experience.
You guys deserve a fu(king medal!