[quote="Seregin"][quote="NateDogg24"]On a side note if you want Hairworks but don't want it to kill your fps go into \The Witcher 3 Wild Hunt\bin\config\base, edit rendering config file.
Lower hairAA to 2 instead of 8 and you will get hairworks without it overly killing fps. [/quote]
Kudos, man! :)[/quote]
+1
NateDogg24 said:On a side note if you want Hairworks but don't want it to kill your fps go into \The Witcher 3 Wild Hunt\bin\config\base, edit rendering config file.
Lower hairAA to 2 instead of 8 and you will get hairworks without it overly killing fps.
[quote="knowledgeDK"][quote="SKAUT"][quote="knowledgeDK"]Hmmm, i guess I have to wait for a fix..[/quote]
Just go through those few steps from Page 15 and you`ll be good for a while. CM looks really good for now. That 3D fixing might take up to few months to get all this mess right. [/quote]
I tried to follow your steps and downloaded your profiles.txt and it WORKED.
No idea why it did not work when i tried to do it myself, where exactly do you need to put the lines ?? (I just put them at end before Endprofile)
CM looks amazing !! This is the first time i try it, how can i do this in FIFA 15 or MK X ?
I am running the newest drivers btw, lets see if crashes will occur.
Only thing i noticed to be rendered wrong so far is some text when exiting game.
Also, i can't change convergence ?[/quote]
Maybe after re-installing drivers you forgot to Enable advanced in-game settings with adjustment for Convergence or maybe you just have to keep it pressed a little bit longer to see it changing. Anyway Convergence is unlocked for me.
knowledgeDK said:Hmmm, i guess I have to wait for a fix..
Just go through those few steps from Page 15 and you`ll be good for a while. CM looks really good for now. That 3D fixing might take up to few months to get all this mess right.
I tried to follow your steps and downloaded your profiles.txt and it WORKED.
No idea why it did not work when i tried to do it myself, where exactly do you need to put the lines ?? (I just put them at end before Endprofile)
CM looks amazing !! This is the first time i try it, how can i do this in FIFA 15 or MK X ?
I am running the newest drivers btw, lets see if crashes will occur.
Only thing i noticed to be rendered wrong so far is some text when exiting game.
Also, i can't change convergence ?
Maybe after re-installing drivers you forgot to Enable advanced in-game settings with adjustment for Convergence or maybe you just have to keep it pressed a little bit longer to see it changing. Anyway Convergence is unlocked for me.
[quote="knowledgeDK"][quote="SKAUT"][quote="knowledgeDK"]Hmmm, i guess I have to wait for a fix..[/quote]
Just go through those few steps from Page 15 and you`ll be good for a while. CM looks really good for now. That 3D fixing might take up to few months to get all this mess right. [/quote]
I tried to follow your steps and downloaded your profiles.txt and it WORKED.
No idea why it did not work when i tried to do it myself, where exactly do you need to put the lines ?? (I just put them at end before Endprofile)
CM looks amazing !! This is the first time i try it, how can i do this in FIFA 15 or MK X ?
I am running the newest drivers btw, lets see if crashes will occur.
Only thing i noticed to be rendered wrong so far is some text when exiting game.
Also, i can't change convergance ?[/quote]
Hi knowledgeDK, there actually is a way to play FIFA 15 in 3D, only ground water when raining and some stadium lights aren't rendering correct: use notepad++ to change all nvapi to nvbpi in fifa.exe , and You are fine. I always play in pro view, which I LOVE in 3D.
hope that helps
knowledgeDK said:Hmmm, i guess I have to wait for a fix..
Just go through those few steps from Page 15 and you`ll be good for a while. CM looks really good for now. That 3D fixing might take up to few months to get all this mess right.
I tried to follow your steps and downloaded your profiles.txt and it WORKED.
No idea why it did not work when i tried to do it myself, where exactly do you need to put the lines ?? (I just put them at end before Endprofile)
CM looks amazing !! This is the first time i try it, how can i do this in FIFA 15 or MK X ?
I am running the newest drivers btw, lets see if crashes will occur.
Only thing i noticed to be rendered wrong so far is some text when exiting game.
Also, i can't change convergance ?
Hi knowledgeDK, there actually is a way to play FIFA 15 in 3D, only ground water when raining and some stadium lights aren't rendering correct: use notepad++ to change all nvapi to nvbpi in fifa.exe , and You are fine. I always play in pro view, which I LOVE in 3D.
[quote="Mzsk"][quote="knowledgeDK"][quote="SKAUT"][quote="knowledgeDK"]Hmmm, i guess I have to wait for a fix..[/quote]
Just go through those few steps from Page 15 and you`ll be good for a while. CM looks really good for now. That 3D fixing might take up to few months to get all this mess right. [/quote]
I tried to follow your steps and downloaded your profiles.txt and it WORKED.
No idea why it did not work when i tried to do it myself, where exactly do you need to put the lines ?? (I just put them at end before Endprofile)
CM looks amazing !! This is the first time i try it, how can i do this in FIFA 15 or MK X ?
I am running the newest drivers btw, lets see if crashes will occur.
Only thing i noticed to be rendered wrong so far is some text when exiting game.
Also, i can't change convergance ?[/quote]
Hi knowledgeDK, there actually is a way to play FIFA 15 in 3D, only ground water when raining and some stadium lights aren't rendering correct: use notepad++ to change all nvapi to nvbpi in fifa.exe , and You are fine. I always play in pro view, which I LOVE in 3D.
hope that helps[/quote]
Aha, thanks for the info, i will look into that asap, do I need to enable CM or use another profile or wth ? I am a bit confused as there are many different guides..
http://helixmod.blogspot.dk/2014/08/guide-how-to-get-depth-bufferfake-3d-to.html
There is this one and now for the first time i see the one mentioned in this post which seems to be better (since nvinspector dont work correct or wth)
Point me in a direction someone :)
(Should i just do the steps in this guide for FIFA and MK X since they dont have 3D out of the box and there is no fix as of now - https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/post/4374239/#4374239)
(I fixed the settings in FIFA.exe - sorry for staying off topic)
knowledgeDK said:Hmmm, i guess I have to wait for a fix..
Just go through those few steps from Page 15 and you`ll be good for a while. CM looks really good for now. That 3D fixing might take up to few months to get all this mess right.
I tried to follow your steps and downloaded your profiles.txt and it WORKED.
No idea why it did not work when i tried to do it myself, where exactly do you need to put the lines ?? (I just put them at end before Endprofile)
CM looks amazing !! This is the first time i try it, how can i do this in FIFA 15 or MK X ?
I am running the newest drivers btw, lets see if crashes will occur.
Only thing i noticed to be rendered wrong so far is some text when exiting game.
Also, i can't change convergance ?
Hi knowledgeDK, there actually is a way to play FIFA 15 in 3D, only ground water when raining and some stadium lights aren't rendering correct: use notepad++ to change all nvapi to nvbpi in fifa.exe , and You are fine. I always play in pro view, which I LOVE in 3D.
There is this one and now for the first time i see the one mentioned in this post which seems to be better (since nvinspector dont work correct or wth)
Point me in a direction someone :)
(Should i just do the steps in this guide for FIFA and MK X since they dont have 3D out of the box and there is no fix as of now - https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/post/4374239/#4374239)
(I fixed the settings in FIFA.exe - sorry for staying off topic)
[quote="NateDogg24"][quote="Seregin"]Could anyone on 352.86 driver export Witcher 3 profile and drop it here? Thanks.
[b]UPDATE:[/b] No need... Game crashed with older driver just as happily as with newest... It crashes every f*** time I load game after I die :/[/quote]
This is happening to me also. The weird thing is it never happened in the White Orchard intro area. Hopefully we get a patch soon.
On a side note if you want Hairworks but don't want it to kill your fps go into \The Witcher 3 Wild Hunt\bin\config\base, edit rendering config file.
Lower hairAA to 2 instead of 8 and you will get hairworks without it overly killing fps. [/quote]
Good STUFF! Now I know why I was getting the red warning message in Surround (about the AA being higher than 2x and downgrading to 2x;)) )
Awesome stuff;)
Seregin said:Could anyone on 352.86 driver export Witcher 3 profile and drop it here? Thanks. UPDATE: No need... Game crashed with older driver just as happily as with newest... It crashes every f*** time I load game after I die :/
This is happening to me also. The weird thing is it never happened in the White Orchard intro area. Hopefully we get a patch soon.
On a side note if you want Hairworks but don't want it to kill your fps go into \The Witcher 3 Wild Hunt\bin\config\base, edit rendering config file.
Lower hairAA to 2 instead of 8 and you will get hairworks without it overly killing fps.
Good STUFF! Now I know why I was getting the red warning message in Surround (about the AA being higher than 2x and downgrading to 2x;)) )
Awesome stuff;)
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
I just could play in the second world now for 2 hours without any crash. I also turned all overclocking in NV Inspector off and only let the fan run on 80%. If it really helped I cannot say. Mybe luck, maybe not...
I just could play in the second world now for 2 hours without any crash. I also turned all overclocking in NV Inspector off and only let the fan run on 80%. If it really helped I cannot say. Mybe luck, maybe not...
I wasn't having any crashes at all until I overclocked GPUs yesterday (though I haven't left the white orchard). I also came to the conclusion that it's better off.
I just tested CM vs no 3D driver at all (thanks very much for the guides, Helifax!). The performance hit is very reasonable indeed. I tested in three areas, and the FPS decrease when averaged was only -15%.
Despite the weird CM flatness, the 3D dopes actually look pretty decent. But the haloing and glitching text is another story. I think I'll wait for a real fix or play in 2D. In my book, perfect 2D is better than glitchy 3D. As bad as 2D looks initially, you get used to it after a couple of days - but glitchiness is harder to ignore.
I wasn't having any crashes at all until I overclocked GPUs yesterday (though I haven't left the white orchard). I also came to the conclusion that it's better off.
I just tested CM vs no 3D driver at all (thanks very much for the guides, Helifax!). The performance hit is very reasonable indeed. I tested in three areas, and the FPS decrease when averaged was only -15%.
Despite the weird CM flatness, the 3D dopes actually look pretty decent. But the haloing and glitching text is another story. I think I'll wait for a real fix or play in 2D. In my book, perfect 2D is better than glitchy 3D. As bad as 2D looks initially, you get used to it after a couple of days - but glitchiness is harder to ignore.
[quote="Volnaiskra"]I wasn't having any crashes at all until I overclocked GPUs yesterday (though I haven't left the white orchard). I also came to the conclusion that it's better off.
I just tested CM vs no 3D driver at all (thanks very much for the guides, Helifax!). The performance hit is very reasonable indeed. I tested in three areas, and the FPS decrease when averaged was only -15%.
Despite the weird CM flatness, the 3D dopes actually look pretty decent. But the haloing and glitching text is another story. I think I'll wait for a real fix or play in 2D. In my book, perfect 2D is better than glitchy 3D. As bad as 2D looks initially, you get used to it after a couple of days - but glitchiness is harder to ignore.[/quote]
I came here to post about exactly this (halos and glitchy text)
But I only have this issue when i change the convergance, if i don't touch it everything is fine, if i touch it i get weird glitches and have to restart game (cant tab out for some reason to check if that would work)
Volnaiskra said:I wasn't having any crashes at all until I overclocked GPUs yesterday (though I haven't left the white orchard). I also came to the conclusion that it's better off.
I just tested CM vs no 3D driver at all (thanks very much for the guides, Helifax!). The performance hit is very reasonable indeed. I tested in three areas, and the FPS decrease when averaged was only -15%.
Despite the weird CM flatness, the 3D dopes actually look pretty decent. But the haloing and glitching text is another story. I think I'll wait for a real fix or play in 2D. In my book, perfect 2D is better than glitchy 3D. As bad as 2D looks initially, you get used to it after a couple of days - but glitchiness is harder to ignore.
I came here to post about exactly this (halos and glitchy text)
But I only have this issue when i change the convergance, if i don't touch it everything is fine, if i touch it i get weird glitches and have to restart game (cant tab out for some reason to check if that would work)
[quote="DarkStarSword"]@Flugan I've been thinking about hooking up your assembler for use with automated fixes (like a DX11 version of my shadertool.py). The 3Dmigoto decompiler is great for manual fixes, but far too risky to use in an automated fix where the results are not individually verified (for Unity games I extract all the shaders from the game files and therefore may fix some that I've never seen in use), whereas an assembler is much lower risk.[/quote]
Well, I think we'd be better served by fixing the bugs in the Decompiler.
Especially for known engines, I've been trying to fix the majority of the problems there, so auto-fixes should work fine in that case. If there is something I've missed in prior engines like Unity or UE4, please let me know. Especially anything related to your already known auto-fixes.
For a game like this and Project Cars, on brand new engines- I totally expect to get slammed by new Decompiler bugs.
When you say risky, I don't really understand that- in a bug case it just draws wrong. And these have historically been pretty rare. The dozen or so games that Mike has fixed were done with offline automated scripts on Decompiled shader dumps from ShaderCache. Sight unseen. No one has reported problems.
Might be a best of both worlds case though, where if something is broken on a new engine the ASM is still available.
DarkStarSword said:@Flugan I've been thinking about hooking up your assembler for use with automated fixes (like a DX11 version of my shadertool.py). The 3Dmigoto decompiler is great for manual fixes, but far too risky to use in an automated fix where the results are not individually verified (for Unity games I extract all the shaders from the game files and therefore may fix some that I've never seen in use), whereas an assembler is much lower risk.
Well, I think we'd be better served by fixing the bugs in the Decompiler.
Especially for known engines, I've been trying to fix the majority of the problems there, so auto-fixes should work fine in that case. If there is something I've missed in prior engines like Unity or UE4, please let me know. Especially anything related to your already known auto-fixes.
For a game like this and Project Cars, on brand new engines- I totally expect to get slammed by new Decompiler bugs.
When you say risky, I don't really understand that- in a bug case it just draws wrong. And these have historically been pretty rare. The dozen or so games that Mike has fixed were done with offline automated scripts on Decompiled shader dumps from ShaderCache. Sight unseen. No one has reported problems.
Might be a best of both worlds case though, where if something is broken on a new engine the ASM is still available.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"]When you say risky, I don't really understand that[/quote]I think you answered it yourself:
[quote]For a game like this and Project Cars, on brand new engines- I totally expect to get slammed by new Decompiler bugs.[/quote];-)
[quote]Well, I think we'd be better served by fixing the bugs in the Decompiler.[/quote]I definitely agree that we should still improve the decompiler, but the nature of a decompiler is that it tends not to be verifiable (at least not in all cases) since it is performing the work of a translator, which is inexact (just one example - shader registers are untyped, while variables in HLSL are strongly typed), while an assembler simply transforms assembly to machine code in a 1 to 1 fashion (or should - unless MS did something stupid in their DX11 assembly).
[quote]- in a bug case it just draws wrong. And these have historically been pretty rare. The dozen or so games that Mike has fixed were done with offline automated scripts on Decompiled shader dumps from ShaderCache. Sight unseen. No one has reported problems.[/quote]I don't know - I ran into a lot of rendering issues in shaders that Mike had fixed offline in FC4 and the only reason other people didn't report them after the final release was because I caught them all, or people reported them during the alpha release stage. To be fair, we did fix the decompiler bugs that caused these, but in many cases I had no way to know which shaders that had already been fixed needed to be re-done.
Actually that reminds me - at the moment 3Dmigoto won't decompile a shader into ShaderCache if it is already in ShaderFixes, which means to get the benefit of a decompiler fix we need to remove the ShaderCache and all fixed shaders in ShaderFixes that might have been affected. We could improve that somewhat by decompiling any shader that is not in ShaderCache regardless of whether a fix is in ShaderFixes or not.
[quote]Might be a best of both worlds case though, where if something is broken on a new engine the ASM is still available.[/quote]Agreed :)
bo3b said:When you say risky, I don't really understand that
I think you answered it yourself:
For a game like this and Project Cars, on brand new engines- I totally expect to get slammed by new Decompiler bugs.
;-)
Well, I think we'd be better served by fixing the bugs in the Decompiler.
I definitely agree that we should still improve the decompiler, but the nature of a decompiler is that it tends not to be verifiable (at least not in all cases) since it is performing the work of a translator, which is inexact (just one example - shader registers are untyped, while variables in HLSL are strongly typed), while an assembler simply transforms assembly to machine code in a 1 to 1 fashion (or should - unless MS did something stupid in their DX11 assembly).
- in a bug case it just draws wrong. And these have historically been pretty rare. The dozen or so games that Mike has fixed were done with offline automated scripts on Decompiled shader dumps from ShaderCache. Sight unseen. No one has reported problems.
I don't know - I ran into a lot of rendering issues in shaders that Mike had fixed offline in FC4 and the only reason other people didn't report them after the final release was because I caught them all, or people reported them during the alpha release stage. To be fair, we did fix the decompiler bugs that caused these, but in many cases I had no way to know which shaders that had already been fixed needed to be re-done.
Actually that reminds me - at the moment 3Dmigoto won't decompile a shader into ShaderCache if it is already in ShaderFixes, which means to get the benefit of a decompiler fix we need to remove the ShaderCache and all fixed shaders in ShaderFixes that might have been affected. We could improve that somewhat by decompiling any shader that is not in ShaderCache regardless of whether a fix is in ShaderFixes or not.
Might be a best of both worlds case though, where if something is broken on a new engine the ASM is still available.
Agreed :)
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="knowledgeDK"]
I came here to post about exactly this (halos and glitchy text)
But I only have this issue when i change the convergance, if i don't touch it everything is fine, if i touch it i get weird glitches and have to restart game (cant tab out for some reason to check if that would work)[/quote]
I also found - initially - that if I leave convergence alone the haloing isn't as bad (though I recommend everyone have a go at pulling the covergence out all the way in CM mode, because the results are pretty funny). But after playing around a bit more, loading a few save games, the haloing kept coming back, even when I hadn't touched the convergence at all.
I'm surprised that Mike gets that vram leak when he alt-tabs because, like you, I can't alt-tab at all. I also can't do alt-f4, and I can't use the keyboard volume control while in-game.
I came here to post about exactly this (halos and glitchy text)
But I only have this issue when i change the convergance, if i don't touch it everything is fine, if i touch it i get weird glitches and have to restart game (cant tab out for some reason to check if that would work)
I also found - initially - that if I leave convergence alone the haloing isn't as bad (though I recommend everyone have a go at pulling the covergence out all the way in CM mode, because the results are pretty funny). But after playing around a bit more, loading a few save games, the haloing kept coming back, even when I hadn't touched the convergence at all.
I'm surprised that Mike gets that vram leak when he alt-tabs because, like you, I can't alt-tab at all. I also can't do alt-f4, and I can't use the keyboard volume control while in-game.
CDPR have (kinda) acknowledged the downgrade and plan on doing a lot of patching, FYI.
http://www.eurogamer.net/articles/2015-05-19-cd-projekt-red-tackles-the-witcher-3-graphics-downgrade-issue-head-on
Great news.
I'm going to replay Witcher 2 now, seeing the forks I missed last time, and wait for all these patches to settle. I particularly hope they release a high-res texture pack. Some of the environmental textures are just shit.
Overall, I have to say I'm very impressed with the game and graphics as is, despite the downgrade. I didn't think it'd be this polished on launch. In a couple of months, it'll be amazing.
I'm going to replay Witcher 2 now, seeing the forks I missed last time, and wait for all these patches to settle. I particularly hope they release a high-res texture pack. Some of the environmental textures are just shit.
Overall, I have to say I'm very impressed with the game and graphics as is, despite the downgrade. I didn't think it'd be this polished on launch. In a couple of months, it'll be amazing.
+1
Maybe after re-installing drivers you forgot to Enable advanced in-game settings with adjustment for Convergence or maybe you just have to keep it pressed a little bit longer to see it changing. Anyway Convergence is unlocked for me.
https://steamcommunity.com/profiles/76561198014296177/
Hi knowledgeDK, there actually is a way to play FIFA 15 in 3D, only ground water when raining and some stadium lights aren't rendering correct: use notepad++ to change all nvapi to nvbpi in fifa.exe , and You are fine. I always play in pro view, which I LOVE in 3D.
hope that helps
Aha, thanks for the info, i will look into that asap, do I need to enable CM or use another profile or wth ? I am a bit confused as there are many different guides..
http://helixmod.blogspot.dk/2014/08/guide-how-to-get-depth-bufferfake-3d-to.html
There is this one and now for the first time i see the one mentioned in this post which seems to be better (since nvinspector dont work correct or wth)
Point me in a direction someone :)
(Should i just do the steps in this guide for FIFA and MK X since they dont have 3D out of the box and there is no fix as of now - https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/post/4374239/#4374239)
(I fixed the settings in FIFA.exe - sorry for staying off topic)
Good STUFF! Now I know why I was getting the red warning message in Surround (about the AA being higher than 2x and downgrading to 2x;)) )
Awesome stuff;)
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)
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I just tested CM vs no 3D driver at all (thanks very much for the guides, Helifax!). The performance hit is very reasonable indeed. I tested in three areas, and the FPS decrease when averaged was only -15%.
Despite the weird CM flatness, the 3D dopes actually look pretty decent. But the haloing and glitching text is another story. I think I'll wait for a real fix or play in 2D. In my book, perfect 2D is better than glitchy 3D. As bad as 2D looks initially, you get used to it after a couple of days - but glitchiness is harder to ignore.
I came here to post about exactly this (halos and glitchy text)
But I only have this issue when i change the convergance, if i don't touch it everything is fine, if i touch it i get weird glitches and have to restart game (cant tab out for some reason to check if that would work)
Well, I think we'd be better served by fixing the bugs in the Decompiler.
Especially for known engines, I've been trying to fix the majority of the problems there, so auto-fixes should work fine in that case. If there is something I've missed in prior engines like Unity or UE4, please let me know. Especially anything related to your already known auto-fixes.
For a game like this and Project Cars, on brand new engines- I totally expect to get slammed by new Decompiler bugs.
When you say risky, I don't really understand that- in a bug case it just draws wrong. And these have historically been pretty rare. The dozen or so games that Mike has fixed were done with offline automated scripts on Decompiled shader dumps from ShaderCache. Sight unseen. No one has reported problems.
Might be a best of both worlds case though, where if something is broken on a new engine the ASM is still available.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
;-)
I definitely agree that we should still improve the decompiler, but the nature of a decompiler is that it tends not to be verifiable (at least not in all cases) since it is performing the work of a translator, which is inexact (just one example - shader registers are untyped, while variables in HLSL are strongly typed), while an assembler simply transforms assembly to machine code in a 1 to 1 fashion (or should - unless MS did something stupid in their DX11 assembly).
I don't know - I ran into a lot of rendering issues in shaders that Mike had fixed offline in FC4 and the only reason other people didn't report them after the final release was because I caught them all, or people reported them during the alpha release stage. To be fair, we did fix the decompiler bugs that caused these, but in many cases I had no way to know which shaders that had already been fixed needed to be re-done.
Actually that reminds me - at the moment 3Dmigoto won't decompile a shader into ShaderCache if it is already in ShaderFixes, which means to get the benefit of a decompiler fix we need to remove the ShaderCache and all fixed shaders in ShaderFixes that might have been affected. We could improve that somewhat by decompiling any shader that is not in ShaderCache regardless of whether a fix is in ShaderFixes or not.
Agreed :)
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
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I also found - initially - that if I leave convergence alone the haloing isn't as bad (though I recommend everyone have a go at pulling the covergence out all the way in CM mode, because the results are pretty funny). But after playing around a bit more, loading a few save games, the haloing kept coming back, even when I hadn't touched the convergence at all.
I'm surprised that Mike gets that vram leak when he alt-tabs because, like you, I can't alt-tab at all. I also can't do alt-f4, and I can't use the keyboard volume control while in-game.
http://www.eurogamer.net/articles/2015-05-19-cd-projekt-red-tackles-the-witcher-3-graphics-downgrade-issue-head-on
I'm going to replay Witcher 2 now, seeing the forks I missed last time, and wait for all these patches to settle. I particularly hope they release a high-res texture pack. Some of the environmental textures are just shit.
Overall, I have to say I'm very impressed with the game and graphics as is, despite the downgrade. I didn't think it'd be this polished on launch. In a couple of months, it'll be amazing.