Observer [Unreal Engine 4]
  3 / 6    
@DHR I am not seeing the fix kick in either. I am on WIN10. What happens is that I see the initial window for launching the game, then eventually the game starts and I have to press the 3DVision button or Ctrl-T to turn 3DVision on, but it is the unfixed game, with no modified overlay.
@DHR I am not seeing the fix kick in either. I am on WIN10. What happens is that I see the initial window for launching the game, then eventually the game starts and I have to press the 3DVision button or Ctrl-T to turn 3DVision on, but it is the unfixed game, with no modified overlay.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#31
Posted 08/24/2017 12:42 AM   
Make sure you have selected the "Full Screen" icon in the Video Option. If that don't work, try using this in the d3dx.ini: [code]full_screen=1[/code] Also you can try commenting this line in the d3dx.ini, like this: [code];allow_create_device=2[/code] Also for win10...disable the Game mode....i read that fix a few stuff. I'm using win7, so i can suggest stuff. **EDit: Also without the fix..the game behave the same way? @mike If you pres CTRL+ALT+INS to enable the nvidia overlay...you see the "3Dfix by DHR"?
Make sure you have selected the "Full Screen" icon in the Video Option.

If that don't work, try using this in the d3dx.ini:
full_screen=1


Also you can try commenting this line in the d3dx.ini, like this:
;allow_create_device=2


Also for win10...disable the Game mode....i read that fix a few stuff.
I'm using win7, so i can suggest stuff.

**EDit: Also without the fix..the game behave the same way?

@mike
If you pres CTRL+ALT+INS to enable the nvidia overlay...you see the "3Dfix by DHR"?

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#32
Posted 08/24/2017 12:43 AM   
Sorry, I was being a bit dumb, I put the files in the wrong directory! They need to go in here "\SteamLibrary\steamapps\common\Observer\TheObserver\Binaries\Win64", where the exe is called TheObserver-Win64-Shipping. It might be worth updating the Blog Post for this :-)
Sorry, I was being a bit dumb, I put the files in the wrong directory! They need to go in here "\SteamLibrary\steamapps\common\Observer\TheObserver\Binaries\Win64", where the exe is called TheObserver-Win64-Shipping. It might be worth updating the Blog Post for this :-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#33
Posted 08/24/2017 12:49 AM   
@mike Now is working? i will update the blog, forgot to put that info.
@mike
Now is working?

i will update the blog, forgot to put that info.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#34
Posted 08/24/2017 01:12 AM   
3DV is not activating for me too, tried several settings to force fullscreen, but no luck. When forced game minimize itself or stuck with black screen. I'm guessing this issue is related to using 3DTV and also probably related to Unreal Engine's strange behaviour to VR devices (Idon't have any VR). @whyme466, are you using TV too? I'll continue to experiment with different ini settings, if there's any success, will let you now.
3DV is not activating for me too, tried several settings to force fullscreen, but no luck. When forced game minimize itself or stuck with black screen. I'm guessing this issue is related to using 3DTV and also probably related to Unreal Engine's strange behaviour to VR devices (Idon't have any VR).

@whyme466, are you using TV too?

I'll continue to experiment with different ini settings, if there's any success, will let you now.

Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z

#35
Posted 08/24/2017 02:25 AM   
After trying lots of combinations be able to activate 3DV, only thing working for me is: Disabling fullscreen while in game (not in start menu, while playing) and then reenabling it. "Alt+Enter" doesn't give the same result.
After trying lots of combinations be able to activate 3DV, only thing working for me is:

Disabling fullscreen while in game (not in start menu, while playing) and then reenabling it. "Alt+Enter" doesn't give the same result.

Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z

#36
Posted 08/24/2017 03:03 AM   
mike_ar69's guidance for the fix location and lacuna's suggestion to toggle fullscreen mode while in-game worked for me (4K TV with EDID). Because of the game's current coupling to VR devices, I am forced to use Windows 8.1 for now.
mike_ar69's guidance for the fix location and lacuna's suggestion to toggle fullscreen mode while in-game worked for me (4K TV with EDID). Because of the game's current coupling to VR devices, I am forced to use Windows 8.1 for now.

#37
Posted 08/24/2017 04:29 AM   
@DHR I managed to fix an extra reflection shader. I think it might be one that you referred to - when the hlsl file is dumped the effect is removed (because there is presumably a decompiler error in the file). So I fixed the ASM file instead. I will try and attach the shader file and a before and after screenshot. I am guessing that you could to the same thing with any more shaders that have this same problem (I literally only got as far as the first room, so no idea what lies ahead). The shader is 416b6d576c5efa25-ps.txt, and its contents (upto the point that I do the fix) are: [code] // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.64 on Thu Aug 24 00:41:33 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 10 xyzw 0 NONE float xyz // TEXCOORD 11 xyzw 1 NONE float xyzw // TEXCOORD 0 xyzw 2 NONE float xy // TEXCOORD 4 xyzw 3 NONE float xyzw // TEXCOORD 7 xyzw 4 NONE float xyzw // SV_Position 0 xyzw 5 POS float xyzw // SV_IsFrontFace 0 x 6 FFACE uint x // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[29], dynamicIndexed dcl_constantbuffer cb1[162], immediateIndexed dcl_constantbuffer cb2[17], immediateIndexed dcl_constantbuffer cb3[22], immediateIndexed dcl_constantbuffer cb4[7], immediateIndexed dcl_constantbuffer cb5[2728], dynamicIndexed dcl_constantbuffer cb6[10], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_sampler s4, mode_default dcl_sampler s5, mode_default dcl_sampler s6, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_texture2d (float,float,float,float) t3 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture2d (float,float,float,float) t6 dcl_resource_buffer (uint,uint,uint,uint) t7 dcl_resource_buffer (uint,uint,uint,uint) t8 dcl_resource_buffer (float,float,float,float) t9 dcl_resource_texturecubearray (float,float,float,float) t10 dcl_input_ps linear centroid v0.xyz dcl_input_ps linear centroid v1.xyzw dcl_input_ps linear v2.xy dcl_input_ps linear v3.xyzw dcl_input_ps linear v4.xyzw dcl_input_ps_siv linear noperspective v5.xyzw, position dcl_input_ps_sgv v6.x, is_front_face dcl_output o0.xyzw // dcl_temps 24 dcl_temps 30 // 3DMigoto StereoParams: dcl_resource_texture2d (float,float,float,float) t125 ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw mul r0.xyz, v0.zxyz, v1.xyzx mad r0.xyz, v1.zxyz, v0.xyzx, -r0.xyzx mul r0.xyz, r0.xyzx, v1.wwww mul r1.xyzw, v5.yyyy, cb1[37].xyzw mad r1.xyzw, v5.xxxx, cb1[36].xyzw, r1.xyzw mad r1.xyzw, v5.zzzz, cb1[38].xyzw, r1.xyzw add r1.xyzw, r1.xyzw, cb1[39].xyzw div r1.xyz, r1.xyzx, r1.wwww //Translate r1.xyz (world) to clip cb1[0,1,2,3] mul r26.xyzw, r1.yyyy, cb1[1].xyzw mad r26.xyzw, r1.xxxx, cb1[0].xyzw, r26.xyzw mad r26.xyzw, r1.zzzz, cb1[2].xyzw, r26.xyzw add r26.xyzw, r26.xyzw, cb1[3].xyzw //Fix Clip add r25.w, r26.w, -r25.y mul r25.w, r25.x, r25.w add r26.x, r26.x, -r25.w //Translate r26.xyz (Clip) to world cb1[32,33,34,35] mul r1.xyzw, r26.yyyy, cb1[33].xyzw mad r1.xyzw, r26.xxxx, cb1[32].xyzw, r1.xyzw mad r1.xyzw, r26.zzzz, cb1[34].xyzw, r1.xyzw mad r1.xyzw, r26.wwww, cb1[35].xyzw, r1.xyzw add r2.xyz, r1.xyzx, -cb1[58].xyzx [/code] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73611/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73612/[/img]
@DHR I managed to fix an extra reflection shader. I think it might be one that you referred to - when the hlsl file is dumped the effect is removed (because there is presumably a decompiler error in the file). So I fixed the ASM file instead. I will try and attach the shader file and a before and after screenshot. I am guessing that you could to the same thing with any more shaders that have this same problem (I literally only got as far as the first room, so no idea what lies ahead). The shader is 416b6d576c5efa25-ps.txt, and its contents (upto the point that I do the fix) are:
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.64 on Thu Aug 24 00:41:33 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 10 xyzw 0 NONE float xyz
// TEXCOORD 11 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float xy
// TEXCOORD 4 xyzw 3 NONE float xyzw
// TEXCOORD 7 xyzw 4 NONE float xyzw
// SV_Position 0 xyzw 5 POS float xyzw
// SV_IsFrontFace 0 x 6 FFACE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[29], dynamicIndexed
dcl_constantbuffer cb1[162], immediateIndexed
dcl_constantbuffer cb2[17], immediateIndexed
dcl_constantbuffer cb3[22], immediateIndexed
dcl_constantbuffer cb4[7], immediateIndexed
dcl_constantbuffer cb5[2728], dynamicIndexed
dcl_constantbuffer cb6[10], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_buffer (uint,uint,uint,uint) t7
dcl_resource_buffer (uint,uint,uint,uint) t8
dcl_resource_buffer (float,float,float,float) t9
dcl_resource_texturecubearray (float,float,float,float) t10
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps_siv linear noperspective v5.xyzw, position
dcl_input_ps_sgv v6.x, is_front_face
dcl_output o0.xyzw
// dcl_temps 24
dcl_temps 30
// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r0.xyz, v0.zxyz, v1.xyzx
mad r0.xyz, v1.zxyz, v0.xyzx, -r0.xyzx
mul r0.xyz, r0.xyzx, v1.wwww
mul r1.xyzw, v5.yyyy, cb1[37].xyzw
mad r1.xyzw, v5.xxxx, cb1[36].xyzw, r1.xyzw
mad r1.xyzw, v5.zzzz, cb1[38].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb1[39].xyzw
div r1.xyz, r1.xyzx, r1.wwww
//Translate r1.xyz (world) to clip cb1[0,1,2,3]
mul r26.xyzw, r1.yyyy, cb1[1].xyzw
mad r26.xyzw, r1.xxxx, cb1[0].xyzw, r26.xyzw
mad r26.xyzw, r1.zzzz, cb1[2].xyzw, r26.xyzw
add r26.xyzw, r26.xyzw, cb1[3].xyzw
//Fix Clip
add r25.w, r26.w, -r25.y
mul r25.w, r25.x, r25.w
add r26.x, r26.x, -r25.w
//Translate r26.xyz (Clip) to world cb1[32,33,34,35]
mul r1.xyzw, r26.yyyy, cb1[33].xyzw
mad r1.xyzw, r26.xxxx, cb1[32].xyzw, r1.xyzw
mad r1.xyzw, r26.zzzz, cb1[34].xyzw, r1.xyzw
mad r1.xyzw, r26.wwww, cb1[35].xyzw, r1.xyzw

add r2.xyz, r1.xyzx, -cb1[58].xyzx

Image
Image

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#38
Posted 08/24/2017 05:13 AM   
@DHR Another couple 5aedb121b23c53df-ps.txt, 712cc4f3ee97c9fc-ps.txt. Exact same fix pattern as I showed earlier. I guess there may be a few of them!
@DHR Another couple 5aedb121b23c53df-ps.txt, 712cc4f3ee97c9fc-ps.txt. Exact same fix pattern as I showed earlier. I guess there may be a few of them!

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#39
Posted 08/24/2017 05:25 AM   
Hello, guys, thanks for the fix, DHR ! how can I change crosshair more deep in screen ? I tried changing parameters - no luck. tnx
Hello, guys, thanks for the fix, DHR ! how can I change crosshair more deep in screen ? I tried changing parameters - no luck. tnx

#40
Posted 08/24/2017 08:22 AM   
.
.

#41
Posted 08/24/2017 08:23 AM   
Thanks mike...if i remember correcly there are like 4 or 5 shaders with that behavior, the rest of the reflections shaders are working...i also try the asm and also the effect disappear, i will check again. @mistersvin21 I put the value for depth in the shader. I will put in the ini so can be changed. you can search the "Dot Crosshair" shader (write in the top part of the shader) and change 0.1 for another value. i will update the fix during day with those reflecions shaders and the ini file for custom depth of the crosshair.
Thanks mike...if i remember correcly there are like 4 or 5 shaders with that behavior, the rest of the reflections shaders are working...i also try the asm and also the effect disappear, i will check again.

@mistersvin21
I put the value for depth in the shader. I will put in the ini so can be changed.
you can search the "Dot Crosshair" shader (write in the top part of the shader) and change 0.1 for another value.


i will update the fix during day with those reflecions shaders and the ini file for custom depth of the crosshair.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#42
Posted 08/24/2017 10:42 AM   
big thanks for your work, i'll wait for the update
big thanks for your work, i'll wait for the update

#43
Posted 08/24/2017 11:10 AM   
thanks for the fix DHR
thanks for the fix DHR

#44
Posted 08/24/2017 11:44 AM   
Thanks for the fix DHR and all who help make these fixes :) I have a problem though, is it possible to add two depth/convergence settings binded to keys? I like to play with high depth/convergence values but this game requires that you look at stuff very closely a lot of the time and at high depth convergence it causes double vision. Two depth/convergence settings would be perfect. I tried messing around with the .ini but nothing I try saves. The game is awesome btw, so much detail.
Thanks for the fix DHR and all who help make these fixes :)

I have a problem though, is it possible to add two depth/convergence settings binded to keys?
I like to play with high depth/convergence values but this game requires that you look at stuff very closely a lot of the time and at high depth convergence it causes double vision. Two depth/convergence settings would be perfect. I tried messing around with the .ini but nothing I try saves.

The game is awesome btw, so much detail.

#45
Posted 08/24/2017 02:01 PM   
  3 / 6    
Scroll To Top