Anyone tried it in Surround?:)
Guess I'll have to be the Guinea Pig:)
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
What am I missing?
All the point lights are 2D in my case...
[url=http://www.iforce.co.nz/View.aspx?i=dqoljszc.0kn.jpg][img]http://iforce.co.nz/i/dqoljszc.0kn.jpg[/img][/url]
It would be also awesome if we would get a tiny comment saying what each key does ^_^.
Currently I have no idea...
[code]
[Key1]
Key = [
Type = toggle
x = 1.0
; Example to support momentary hold type overrides, like aiming.
[Key2]
Key = ]
Type = toggle
y = 1.0
[Key3]
Key = \
Type = toggle
z = 0.5
[Key4]
Key = /
type = hold
w = 1.0
delay = 100
transition = 1000
transition_type = linear
release_delay = 0
release_transition = 500
release_transition_type = cosine
[Key5]
Key = .
Type = cycle
y1 = 0.026, 0.013, 0.00
[/code]
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="helifax"]
It would be also awesome if we would get a tiny comment saying what each key does ^_^.
Currently I have no idea...[/quote]
And as someone with a Spanish keyboard, I don't know if I would have to press the key modifiers needed to type "\", "[" and "]". And "/" is in the numpad but it's also the alternate key of "7".
helifax said:
It would be also awesome if we would get a tiny comment saying what each key does ^_^.
Currently I have no idea...
And as someone with a Spanish keyboard, I don't know if I would have to press the key modifiers needed to type "\", "[" and "]". And "/" is in the numpad but it's also the alternate key of "7".
[quote="Seregin"]Good to know! :) And thanks for the tip on shadows!
BTW, what is your PayPal ID? PayPal.me doesn't work in my country (Lithuania) ;)[/quote]
Oh, interesting. I've just updated my signature to include my Paypal ID as well. Thanks for the heads up on that.
[quote="helifax"]What am I missing?
All the point lights are 2D in my case...
[url=http://www.iforce.co.nz/View.aspx?i=dqoljszc.0kn.jpg][img]http://iforce.co.nz/i/dqoljszc.0kn.jpg[/img][/url][/quote]
So the bloom effect doesn't eventually snap into place? The effect only has a 2D coordinate, so I assume that means it's added through post processing. As a solution I copied the depth buffer from another shader, and use the same code that we use for auto-crosshair depth adjustment here to derive a world z value and correction. For me, it always seems broken for the first second or two when I load the level, but then the auto correction kicks in and then the effect snaps into place. If this doesn't work for you, I'm curious does using the auto-crosshair at least work?
[quote]It would be also awesome if we would get a tiny comment saying what each key does ^_^.
Currently I have no idea...[/quote]
Yeah, for now most of that stuff is just for me during my fixing process. I use separate toggles to turn on/off certain effects as I'm fixing things, and I use the transitional button as a way of testing fixes (makes it easier to see what an effect does when I multiply the correction by a transitional value). In the full release I'll have proper documentation on any keys I set, but for now the main one is simply the enabling/disabling the auto-crosshair/HUD adjustments via the \ key.
Seregin said:Good to know! :) And thanks for the tip on shadows!
BTW, what is your PayPal ID? PayPal.me doesn't work in my country (Lithuania) ;)
Oh, interesting. I've just updated my signature to include my Paypal ID as well. Thanks for the heads up on that.
helifax said:What am I missing?
All the point lights are 2D in my case...
So the bloom effect doesn't eventually snap into place? The effect only has a 2D coordinate, so I assume that means it's added through post processing. As a solution I copied the depth buffer from another shader, and use the same code that we use for auto-crosshair depth adjustment here to derive a world z value and correction. For me, it always seems broken for the first second or two when I load the level, but then the auto correction kicks in and then the effect snaps into place. If this doesn't work for you, I'm curious does using the auto-crosshair at least work?
It would be also awesome if we would get a tiny comment saying what each key does ^_^.
Currently I have no idea...
Yeah, for now most of that stuff is just for me during my fixing process. I use separate toggles to turn on/off certain effects as I'm fixing things, and I use the transitional button as a way of testing fixes (makes it easier to see what an effect does when I multiply the correction by a transitional value). In the full release I'll have proper documentation on any keys I set, but for now the main one is simply the enabling/disabling the auto-crosshair/HUD adjustments via the \ key.
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
Awesome!
Nope doesn't work for me at all... Crosshair is simply 2D:( Although I have lot of experience with this:) and I can focus in 3D space using a 2D crosshair (if that makes sense ^_^). I found a VS that removes that bloom effect. Trying to make any modification in that shader (as you must know) makes 0 difference;) But, I don't mind having it disabled;) The crosshair is a bit of a pain, but I got used to it;)
It seems the Depth buffer doesn't get "valid" for me for some reason. I tried this on both Single/SLI/1Scree/Surround configs. I was never able to get the crosshair to depth:(
Sorry to ask, but can you give me the VS for the crosshair? I can add some static depth to it. Better than plain 2D ^_^ :)
Also, it is good practice to always add a back-up plan to anything related to depth buffer ^_^. In ROTTR I had the same issue. Somethimes the Depth Buffer was missing (zero).
So, I made something like this:
[code]
if (depth)
{
//apply Depth buffer correction
}
else
{
o0.x += stereo.x * 0.5; // WHere 0.5 is a predefined value to fall-back to just in case;)
}
[/code]
In 3D anything "3D" is better than pure 2D ;))
Cheers! and BIG THANK YOU FOR THIS AWESOME FIX! Works awesome in SURROUND as well;) (Have to run 1 GPU at 3840x720) but it works perfectly fine!
The fix is not 100% 3D Vision Ready (but it is 95% ;)) ) and is freaking fantastic! I looked a bit in the shaders and I can see why the rest 5% is happening;) Nothing to be really done about it;) So, for me is more than 100% 3D Vision Ready;)
Big thank you again!
Nope doesn't work for me at all... Crosshair is simply 2D:( Although I have lot of experience with this:) and I can focus in 3D space using a 2D crosshair (if that makes sense ^_^). I found a VS that removes that bloom effect. Trying to make any modification in that shader (as you must know) makes 0 difference;) But, I don't mind having it disabled;) The crosshair is a bit of a pain, but I got used to it;)
It seems the Depth buffer doesn't get "valid" for me for some reason. I tried this on both Single/SLI/1Scree/Surround configs. I was never able to get the crosshair to depth:(
Sorry to ask, but can you give me the VS for the crosshair? I can add some static depth to it. Better than plain 2D ^_^ :)
Also, it is good practice to always add a back-up plan to anything related to depth buffer ^_^. In ROTTR I had the same issue. Somethimes the Depth Buffer was missing (zero).
So, I made something like this:
if (depth)
{
//apply Depth buffer correction
}
else
{
o0.x += stereo.x * 0.5; // WHere 0.5 is a predefined value to fall-back to just in case;)
}
In 3D anything "3D" is better than pure 2D ;))
Cheers! and BIG THANK YOU FOR THIS AWESOME FIX! Works awesome in SURROUND as well;) (Have to run 1 GPU at 3840x720) but it works perfectly fine!
The fix is not 100% 3D Vision Ready (but it is 95% ;)) ) and is freaking fantastic! I looked a bit in the shaders and I can see why the rest 5% is happening;) Nothing to be really done about it;) So, for me is more than 100% 3D Vision Ready;)
Big thank you again!
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
[s]Ok, quick question: Did you press the \ key to enable the auto-crosshair? I have it disabled on startup because I also use the auto-correction code to also adjust objective markers in the game world within the middle portion of the screen. Problem is that the entire HUD are all using the same 2 shaders, so having the auto correction enabled will make the title screen and a few other things all messed up, so I figured it was better to use a toggle to turn it on and off until I can work in a more elegant/seamless solution. The bloom fix, however, does not have a toggle on/off, so I assume that if that's not working then you probably did use the toggle button for the crosshair and that it's just not working for you (but still figured I'd ask just in case).[/s] (Edit: Confirmed issue with depth buffer. See my next post below)
Anyways, assuming you did do that, or otherwise if you still want to do the static fix, the 2 shaders are: 83516430c63b7579 & d07308ca892827c1
And thanks for the suggestion. I kinda did implement an alternative fix as well, but that only gets applied to the HUD stuff on the edges (which is probably what you intend to do to set the crosshair static, so you'll just need to modify the if case to use that instead), but I'll go ahead and modify that to do a failsafe as well.
And you're most welcome! Glad you amongst others are getting enjoyment out of this fix. Thanks for your feedback as well, and surround report. Glad that as long as there are no further outstanding issues that this one seems fit for a release. Just wish I knew how to fix things like the screen space reflections and so on, that stuff always seems to elude me on all the games I've worked on. I've gone through DSS's Git, scouring it for examples and trying to find similarities between the code I'm working on and his stuff, and it's never a 1 to 1 match. Might find a few common similarities, but then generally his shader vs mine will go in completely different directions, it seems. Also, it's one thing when I'm able to work with HLSL code, it's so much easier to just dive in and test against everything, but with ASM (which unfortunately a lot of the heavier shaders in this game give HLSL errors) it's more involved and tedious to try to go through hundreds/thousands of lines of code and try to find the right spot/fix... so yeah, anyway, it's reassuring to hear you say you can understand why the remaining items are as they are, so thanks for that! :)
Ok, quick question: Did you press the \ key to enable the auto-crosshair? I have it disabled on startup because I also use the auto-correction code to also adjust objective markers in the game world within the middle portion of the screen. Problem is that the entire HUD are all using the same 2 shaders, so having the auto correction enabled will make the title screen and a few other things all messed up, so I figured it was better to use a toggle to turn it on and off until I can work in a more elegant/seamless solution. The bloom fix, however, does not have a toggle on/off, so I assume that if that's not working then you probably did use the toggle button for the crosshair and that it's just not working for you (but still figured I'd ask just in case). (Edit: Confirmed issue with depth buffer. See my next post below)
Anyways, assuming you did do that, or otherwise if you still want to do the static fix, the 2 shaders are: 83516430c63b7579 & d07308ca892827c1
And thanks for the suggestion. I kinda did implement an alternative fix as well, but that only gets applied to the HUD stuff on the edges (which is probably what you intend to do to set the crosshair static, so you'll just need to modify the if case to use that instead), but I'll go ahead and modify that to do a failsafe as well.
And you're most welcome! Glad you amongst others are getting enjoyment out of this fix. Thanks for your feedback as well, and surround report. Glad that as long as there are no further outstanding issues that this one seems fit for a release. Just wish I knew how to fix things like the screen space reflections and so on, that stuff always seems to elude me on all the games I've worked on. I've gone through DSS's Git, scouring it for examples and trying to find similarities between the code I'm working on and his stuff, and it's never a 1 to 1 match. Might find a few common similarities, but then generally his shader vs mine will go in completely different directions, it seems. Also, it's one thing when I'm able to work with HLSL code, it's so much easier to just dive in and test against everything, but with ASM (which unfortunately a lot of the heavier shaders in this game give HLSL errors) it's more involved and tedious to try to go through hundreds/thousands of lines of code and try to find the right spot/fix... so yeah, anyway, it's reassuring to hear you say you can understand why the remaining items are as they are, so thanks for that! :)
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
Give us that other 5% helifax as I'm loving this game at the mo! :D
Good work DJ-RK. I'm on act two and apart from a few god rays going funny I've not noticed much else.
Cheers!
[quote="DJ-RK"]Ok, quick question: Did you press the \ key to enable the auto-crosshair? I have it disabled on startup because I also use the auto-correction code to also adjust objective markers in the game world within the middle portion of the screen. Problem is that the entire HUD are all using the same 2 shaders, so having the auto correction enabled will make the title screen and a few other things all messed up, so I figured it was better to use a toggle to turn it on and off until I can work in a more elegant/seamless solution.[/quote]
The auto-crosshair doesn't seem to be working for me either - I've toggled it on and off, but only the other HUD elements move. I tried to shader hunt it, but the only shaders that disabled it were ones that seemed to cut all video output (26ec5a817b773d32-ps_replace.txt or 039f71803e6a6679-vs_replace.txt). Looking inside the shaders, they're pretty short as well, so I don't think they are the ones.
DJ-RK said:Ok, quick question: Did you press the \ key to enable the auto-crosshair? I have it disabled on startup because I also use the auto-correction code to also adjust objective markers in the game world within the middle portion of the screen. Problem is that the entire HUD are all using the same 2 shaders, so having the auto correction enabled will make the title screen and a few other things all messed up, so I figured it was better to use a toggle to turn it on and off until I can work in a more elegant/seamless solution.
The auto-crosshair doesn't seem to be working for me either - I've toggled it on and off, but only the other HUD elements move. I tried to shader hunt it, but the only shaders that disabled it were ones that seemed to cut all video output (26ec5a817b773d32-ps_replace.txt or 039f71803e6a6679-vs_replace.txt). Looking inside the shaders, they're pretty short as well, so I don't think they are the ones.
Ok, I've got a theory: the shader I'm copying the depth buffer from is from the screen space reflections shader. Do you have your screen space reflections set to anything other than High? If so, it may be using a different shader, and therefore not copying the depth buffer because the shader I've set to copy it from isn't loading. If you are using a different screen space reflections setting, can you please change that to High and then let me know if that works or not? If this turns out to be the case then I'll just need to use a different shader to get the depth buffer sampler from.
Edit: Actually, give me a second and I'll do some testing myself on this.
Update: Ok, confirmed it! Auto-crosshair currently only works if you use the High setting for Screen Space Reflections. You need to have the setting set before you load into a level for it to work. I'll work on updating this to not be dependent on this setting (especially since there's about a 5 FPS difference between High and Medium, and then about the same for Medium to Off). Thanks for the feedback and helping me to track that one down.
Ok, I've got a theory: the shader I'm copying the depth buffer from is from the screen space reflections shader. Do you have your screen space reflections set to anything other than High? If so, it may be using a different shader, and therefore not copying the depth buffer because the shader I've set to copy it from isn't loading. If you are using a different screen space reflections setting, can you please change that to High and then let me know if that works or not? If this turns out to be the case then I'll just need to use a different shader to get the depth buffer sampler from.
Edit: Actually, give me a second and I'll do some testing myself on this.
Update: Ok, confirmed it! Auto-crosshair currently only works if you use the High setting for Screen Space Reflections. You need to have the setting set before you load into a level for it to work. I'll work on updating this to not be dependent on this setting (especially since there's about a 5 FPS difference between High and Medium, and then about the same for Medium to Off). Thanks for the feedback and helping me to track that one down.
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
[quote="DJ-RK"]Ok, I've got a theory: the shader I'm copying the depth buffer from is from the screen space reflections shader. Do you have your screen space reflections set to anything other than High? If so, it may be using a different shader, and therefore not copying the depth buffer because the shader I've set to copy it from isn't loading. If you are using a different screen space reflections setting, can you please change that to High and then let me know if that works or not? If this turns out to be the case then I'll just need to use a different shader to get the depth buffer sampler from.[/quote]
Ah, that did fix it. Since you said the screen space reflections were a little wonky, I thought I'd just turn them off (didn't know you could use one shader to fix another like this) to get some performance gain since I can't use SLI.
DJ-RK said:Ok, I've got a theory: the shader I'm copying the depth buffer from is from the screen space reflections shader. Do you have your screen space reflections set to anything other than High? If so, it may be using a different shader, and therefore not copying the depth buffer because the shader I've set to copy it from isn't loading. If you are using a different screen space reflections setting, can you please change that to High and then let me know if that works or not? If this turns out to be the case then I'll just need to use a different shader to get the depth buffer sampler from.
Ah, that did fix it. Since you said the screen space reflections were a little wonky, I thought I'd just turn them off (didn't know you could use one shader to fix another like this) to get some performance gain since I can't use SLI.
Yeah, as you may have seen I updated my last post with some comments. I'll work on updating that next so that way we have the option of getting a bit more performance, especially since SSR's are hit and miss.
Yeah, as you may have seen I updated my last post with some comments. I'll work on updating that next so that way we have the option of getting a bit more performance, especially since SSR's are hit and miss.
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
[quote="DJ-RK"]Quirks:
-All HUD objects share the same 2 shaders, so I use the auto-crosshair depth adjustment to also fix the position of objective markers within a rectangle that covers 60% of the screen. This unfortunately also adjusts the title menu and some of the reading text as well, so you need to enable/disable the auto-crosshair with the \ key. I may rework this to not require input from the user if possible (haven't tried texture filtering as of yet).[/quote]
Just copy and replace this file....now you don't need to toggle autocrosshair on/off.
Also i add another lights fix....catch in cinematics.
[url]https://s3.amazonaws.com/dhr/Quantum.Break_3Dfix.Addon.zip[/url]
I will take a look at Volumetric Lights, but seems to work fine with the aproximante fix (there are a litte off in some spot, but nothing game breaking)...and using SSR to high seems to works well also (again nothing game breaking).
AMAZING GAME!!!!
I think this is the first REAL "next gen" game i play this couple of years. Beatifull game!! and the story OMG.
DJ-RK said:Quirks:
-All HUD objects share the same 2 shaders, so I use the auto-crosshair depth adjustment to also fix the position of objective markers within a rectangle that covers 60% of the screen. This unfortunately also adjusts the title menu and some of the reading text as well, so you need to enable/disable the auto-crosshair with the \ key. I may rework this to not require input from the user if possible (haven't tried texture filtering as of yet).
Just copy and replace this file....now you don't need to toggle autocrosshair on/off.
Also i add another lights fix....catch in cinematics.
I will take a look at Volumetric Lights, but seems to work fine with the aproximante fix (there are a litte off in some spot, but nothing game breaking)...and using SSR to high seems to works well also (again nothing game breaking).
AMAZING GAME!!!!
I think this is the first REAL "next gen" game i play this couple of years. Beatifull game!! and the story OMG.
The 3d did not kick in when extracted into \QuantumBreak\dx11
Is it the wrong folder ?
The constang chogging on the movie parts if really getting under my skin.
But like DHR said, it´s a game really different from what is being used to.
The 3d did not kick in when extracted into \QuantumBreak\dx11
Is it the wrong folder ?
The constang chogging on the movie parts if really getting under my skin.
But like DHR said, it´s a game really different from what is being used to.
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@4.7
TitanX pascal with shitty stock cooler
Win7/10
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Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
Is \QuantumBreak\dx11 the right folder to install this mod?
If i use it, it works great but after some minutes of playing, pixelblocks went black and fill the screen until i see nothing... the only solution is to change the resolution in game to a resolution which isnt 3d supported and then went back to a 3d resolution.
what i am doing wrong?
Is \QuantumBreak\dx11 the right folder to install this mod?
If i use it, it works great but after some minutes of playing, pixelblocks went black and fill the screen until i see nothing... the only solution is to change the resolution in game to a resolution which isnt 3d supported and then went back to a 3d resolution.
Guess I'll have to be the Guinea Pig:)
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)
All the point lights are 2D in my case...
It would be also awesome if we would get a tiny comment saying what each key does ^_^.
Currently I have no idea...
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)
And as someone with a Spanish keyboard, I don't know if I would have to press the key modifiers needed to type "\", "[" and "]". And "/" is in the numpad but it's also the alternate key of "7".
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Oh, interesting. I've just updated my signature to include my Paypal ID as well. Thanks for the heads up on that.
So the bloom effect doesn't eventually snap into place? The effect only has a 2D coordinate, so I assume that means it's added through post processing. As a solution I copied the depth buffer from another shader, and use the same code that we use for auto-crosshair depth adjustment here to derive a world z value and correction. For me, it always seems broken for the first second or two when I load the level, but then the auto correction kicks in and then the effect snaps into place. If this doesn't work for you, I'm curious does using the auto-crosshair at least work?
Yeah, for now most of that stuff is just for me during my fixing process. I use separate toggles to turn on/off certain effects as I'm fixing things, and I use the transitional button as a way of testing fixes (makes it easier to see what an effect does when I multiply the correction by a transitional value). In the full release I'll have proper documentation on any keys I set, but for now the main one is simply the enabling/disabling the auto-crosshair/HUD adjustments via the \ key.
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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Nope doesn't work for me at all... Crosshair is simply 2D:( Although I have lot of experience with this:) and I can focus in 3D space using a 2D crosshair (if that makes sense ^_^). I found a VS that removes that bloom effect. Trying to make any modification in that shader (as you must know) makes 0 difference;) But, I don't mind having it disabled;) The crosshair is a bit of a pain, but I got used to it;)
It seems the Depth buffer doesn't get "valid" for me for some reason. I tried this on both Single/SLI/1Scree/Surround configs. I was never able to get the crosshair to depth:(
Sorry to ask, but can you give me the VS for the crosshair? I can add some static depth to it. Better than plain 2D ^_^ :)
Also, it is good practice to always add a back-up plan to anything related to depth buffer ^_^. In ROTTR I had the same issue. Somethimes the Depth Buffer was missing (zero).
So, I made something like this:
In 3D anything "3D" is better than pure 2D ;))
Cheers! and BIG THANK YOU FOR THIS AWESOME FIX! Works awesome in SURROUND as well;) (Have to run 1 GPU at 3840x720) but it works perfectly fine!
The fix is not 100% 3D Vision Ready (but it is 95% ;)) ) and is freaking fantastic! I looked a bit in the shaders and I can see why the rest 5% is happening;) Nothing to be really done about it;) So, for me is more than 100% 3D Vision Ready;)
Big thank you again!
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Ok, quick question: Did you press the \ key to enable the auto-crosshair? I have it disabled on startup because I also use the auto-correction code to also adjust objective markers in the game world within the middle portion of the screen. Problem is that the entire HUD are all using the same 2 shaders, so having the auto correction enabled will make the title screen and a few other things all messed up, so I figured it was better to use a toggle to turn it on and off until I can work in a more elegant/seamless solution. The bloom fix, however, does not have a toggle on/off, so I assume that if that's not working then you probably did use the toggle button for the crosshair and that it's just not working for you (but still figured I'd ask just in case).(Edit: Confirmed issue with depth buffer. See my next post below)Anyways, assuming you did do that, or otherwise if you still want to do the static fix, the 2 shaders are: 83516430c63b7579 & d07308ca892827c1
And thanks for the suggestion. I kinda did implement an alternative fix as well, but that only gets applied to the HUD stuff on the edges (which is probably what you intend to do to set the crosshair static, so you'll just need to modify the if case to use that instead), but I'll go ahead and modify that to do a failsafe as well.
And you're most welcome! Glad you amongst others are getting enjoyment out of this fix. Thanks for your feedback as well, and surround report. Glad that as long as there are no further outstanding issues that this one seems fit for a release. Just wish I knew how to fix things like the screen space reflections and so on, that stuff always seems to elude me on all the games I've worked on. I've gone through DSS's Git, scouring it for examples and trying to find similarities between the code I'm working on and his stuff, and it's never a 1 to 1 match. Might find a few common similarities, but then generally his shader vs mine will go in completely different directions, it seems. Also, it's one thing when I'm able to work with HLSL code, it's so much easier to just dive in and test against everything, but with ASM (which unfortunately a lot of the heavier shaders in this game give HLSL errors) it's more involved and tedious to try to go through hundreds/thousands of lines of code and try to find the right spot/fix... so yeah, anyway, it's reassuring to hear you say you can understand why the remaining items are as they are, so thanks for that! :)
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Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Good work DJ-RK. I'm on act two and apart from a few god rays going funny I've not noticed much else.
Cheers!
The auto-crosshair doesn't seem to be working for me either - I've toggled it on and off, but only the other HUD elements move. I tried to shader hunt it, but the only shaders that disabled it were ones that seemed to cut all video output (26ec5a817b773d32-ps_replace.txt or 039f71803e6a6679-vs_replace.txt). Looking inside the shaders, they're pretty short as well, so I don't think they are the ones.
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Edit: Actually, give me a second and I'll do some testing myself on this.
Update: Ok, confirmed it! Auto-crosshair currently only works if you use the High setting for Screen Space Reflections. You need to have the setting set before you load into a level for it to work. I'll work on updating this to not be dependent on this setting (especially since there's about a 5 FPS difference between High and Medium, and then about the same for Medium to Off). Thanks for the feedback and helping me to track that one down.
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Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Ah, that did fix it. Since you said the screen space reflections were a little wonky, I thought I'd just turn them off (didn't know you could use one shader to fix another like this) to get some performance gain since I can't use SLI.
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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
Just copy and replace this file....now you don't need to toggle autocrosshair on/off.
Also i add another lights fix....catch in cinematics.
https://s3.amazonaws.com/dhr/Quantum.Break_3Dfix.Addon.zip
I will take a look at Volumetric Lights, but seems to work fine with the aproximante fix (there are a litte off in some spot, but nothing game breaking)...and using SSR to high seems to works well also (again nothing game breaking).
AMAZING GAME!!!!
I think this is the first REAL "next gen" game i play this couple of years. Beatifull game!! and the story OMG.
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Is it the wrong folder ?
The constang chogging on the movie parts if really getting under my skin.
But like DHR said, it´s a game really different from what is being used to.
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If i use it, it works great but after some minutes of playing, pixelblocks went black and fill the screen until i see nothing... the only solution is to change the resolution in game to a resolution which isnt 3d supported and then went back to a 3d resolution.
what i am doing wrong?