Resident Evil 2 Remake
  14 / 26    
1080ti .. Initially I downloaded some custom SLI profile which allowed me to play 4k in 50 fps with my 2 1080ti But after one of masterotaku fix I started to have problems so I went down to 1440p. Actually these days I play most of my games in 1440p cuze I hate playing 30 fps I prefer high fps on high resolution.
1080ti ..
Initially I downloaded some custom SLI profile which allowed me to play 4k in 50 fps with my 2 1080ti
But after one of masterotaku fix I started to have problems so I went down to 1440p.
Actually these days I play most of my games in 1440p cuze I hate playing 30 fps
I prefer high fps on high resolution.

Posted 02/10/2019 08:03 PM   
WIP 6: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP6.7z Changes: - Automatic low convergence (0.333333) for cutscenes/inventory [b]if depth of field is enabled[/b]. It makes inspecting items in the inventory easier. When this is triggered, the HUD is at static depth, to make subtitles easier to read. - Volumetric lighting is now useable, and it looks at least very decent. It's an approximate fix because (apparently) the effect doesn't have proper depth information. I made it scale a bit with convergence, but it's "fake". - Lens flares are at proper depth now, although they have some forwards/backwards tilting that may not be what was expected, although in some situations it's a cool result. - Better stability. I have removed some generic fixes that caused crashes (lickers, helicopter cutscene, and a few more), and replaced them with individual and carefully chosen fixes. In the story, Mr X is already chasing me and I'm at the police station again.
WIP 6: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP6.7z

Changes:

- Automatic low convergence (0.333333) for cutscenes/inventory if depth of field is enabled. It makes inspecting items in the inventory easier. When this is triggered, the HUD is at static depth, to make subtitles easier to read.
- Volumetric lighting is now useable, and it looks at least very decent. It's an approximate fix because (apparently) the effect doesn't have proper depth information. I made it scale a bit with convergence, but it's "fake".
- Lens flares are at proper depth now, although they have some forwards/backwards tilting that may not be what was expected, although in some situations it's a cool result.
- Better stability. I have removed some generic fixes that caused crashes (lickers, helicopter cutscene, and a few more), and replaced them with individual and carefully chosen fixes.


In the story, Mr X is already chasing me and I'm at the police station again.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 02/10/2019 11:03 PM   
I just installed the WIP6 to see how it looks, its looking really good. But I uninstalled it to wait for full release. But now HDR does not activate now. Any ideas?
I just installed the WIP6 to see how it looks, its looking really good. But I uninstalled it to wait for full release. But now HDR does not activate now. Any ideas?

Posted 02/11/2019 02:40 AM   
Hey masterotaku, thanks for all your hard work. It's looking awesome, I've been enjoying it in the station. This game is incredible in 3d. Just wanted to give you a heads up that the sewers are unfortunately a random crash paradise for me since wip4 or so. It seems that anything with electricity or fire has a high chance of crashing directly to desktop (no errors, just poof, welcome to desktop), or freezing with audio. I've tried dropping the graphics to lowest levels, but no luck there. If I turn off 3dvision by using a borderless window, I have no more random crashing, so I have a feeling there's something in the 3dvision fix that might be affecting it. As there are no errors shown, I'm at a loss to what is the problem, but if there are any logs I can pull for you to help out, send a holler.
Hey masterotaku, thanks for all your hard work. It's looking awesome, I've been enjoying it in the station. This game is incredible in 3d.

Just wanted to give you a heads up that the sewers are unfortunately a random crash paradise for me since wip4 or so. It seems that anything with electricity or fire has a high chance of crashing directly to desktop (no errors, just poof, welcome to desktop), or freezing with audio.

I've tried dropping the graphics to lowest levels, but no luck there. If I turn off 3dvision by using a borderless window, I have no more random crashing, so I have a feeling there's something in the 3dvision fix that might be affecting it.

As there are no errors shown, I'm at a loss to what is the problem, but if there are any logs I can pull for you to help out, send a holler.

Posted 02/11/2019 07:22 AM   
[quote="jhgator1777"]But now HDR does not activate now. Any ideas? [/quote] I can't try it directly because I don't have an HDR monitor or TV. If "UseOptimizeShader=Enable" is enough to enable HDR, then it's good (I'll have to test the game more with it, but it's as fixable as with the "Disable" option). If it needs "UseVendorExtention=Enable", then HDR will be incompatible with 3D maybe until this issue is solved: https://github.com/bo3b/3Dmigoto/issues/103 Edit: yep, according to this (https://steamcommunity.com/app/883710/discussions/0/1780513643846331396/), UseVendorExtention is needed for HDR.
jhgator1777 said:But now HDR does not activate now. Any ideas?

I can't try it directly because I don't have an HDR monitor or TV.

If "UseOptimizeShader=Enable" is enough to enable HDR, then it's good (I'll have to test the game more with it, but it's as fixable as with the "Disable" option).

If it needs "UseVendorExtention=Enable", then HDR will be incompatible with 3D maybe until this issue is solved: https://github.com/bo3b/3Dmigoto/issues/103

Edit: yep, according to this (https://steamcommunity.com/app/883710/discussions/0/1780513643846331396/), UseVendorExtention is needed for HDR.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 02/11/2019 07:25 AM   
[quote="someotherguyoverthere"] As there are no errors shown, I'm at a loss to what is the problem, but if there are any logs I can pull for you to help out, send a holler. [/quote] Did it happen with WIP6 too? Near the top of "d3dx.ini", if you set "calls=1" and "unbuffered=1", the game will generate a "d3d11_log.txt". When the game crashes, the last few lines will probably say that a certain hash was stereoized by a specific TextureOverride. I need to know both. I'll do more tests in the sewers when I can. However, enabling logging usually gives me problems when I change convergence. Sometimes it will make all shader adjustments 2D (suddenly broken graphics untill you reboot the game).
someotherguyoverthere said:
As there are no errors shown, I'm at a loss to what is the problem, but if there are any logs I can pull for you to help out, send a holler.


Did it happen with WIP6 too?

Near the top of "d3dx.ini", if you set "calls=1" and "unbuffered=1", the game will generate a "d3d11_log.txt". When the game crashes, the last few lines will probably say that a certain hash was stereoized by a specific TextureOverride. I need to know both. I'll do more tests in the sewers when I can.

However, enabling logging usually gives me problems when I change convergence. Sometimes it will make all shader adjustments 2D (suddenly broken graphics untill you reboot the game).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 02/11/2019 07:30 AM   
    I've been working on a UseVendorExtention=Enable solution for a while now that has passed the proof of concept stage. I'll PM you it when it's finished so you can try it if you want. My hunch is it will be done by Friday.
    I've been working on a UseVendorExtention=Enable solution for a while now that has passed the proof of concept stage. I'll PM you it when it's finished so you can try it if you want. My hunch is it will be done by Friday.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 02/11/2019 08:33 AM   
[quote="Schwing."]I've been working on a UseVendorExtention=Enable solution for a while now that has passed the proof of concept stage.[/quote] Cool! Is it a RE2 mod, some drivers configuration, or something in 3Dmigoto? Edit: extra info about the fix: interrogations room, mirror. Not fixed yet (it's kind of reverse 3D).
Schwing. said:I've been working on a UseVendorExtention=Enable solution for a while now that has passed the proof of concept stage.

Cool! Is it a RE2 mod, some drivers configuration, or something in 3Dmigoto?


Edit: extra info about the fix: interrogations room, mirror. Not fixed yet (it's kind of reverse 3D).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 02/11/2019 08:37 AM   
    It's a mod consisting of added code to d3d11.dll and a new Mod_RE2.dll. The first one loads and frees the other, and MultiDraw() has been added as an exported function. The other one reroutes RE2's call from using the [i]original[/i] nvapi64.dll's MultiDraw() to the exported one. Meaning this wraps MultiDraw() to have 3dmigoto's d3d11.dll get the Draw() calls instead of the [i]original[/i] d3d11.dll.     The game looks good with WIP6 after wrapping MultiDraw(), but I don't think my setup supports HDR: that menu option is still disabled. Someone who sees the option as enabled will have to try it.
    It's a mod consisting of added code to d3d11.dll and a new Mod_RE2.dll. The first one loads and frees the other, and MultiDraw() has been added as an exported function. The other one reroutes RE2's call from using the original nvapi64.dll's MultiDraw() to the exported one. Meaning this wraps MultiDraw() to have 3dmigoto's d3d11.dll get the Draw() calls instead of the original d3d11.dll.

    The game looks good with WIP6 after wrapping MultiDraw(), but I don't think my setup supports HDR: that menu option is still disabled. Someone who sees the option as enabled will have to try it.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 02/11/2019 09:21 AM   
Awesome. The less compromises and instructions for users, the better. [quote="Schwing."]The game looks good with WIP6 after wrapping MultiDraw(), but I don't think my setup supports HDR: it's still disabled. Someone who sees the option enabled will have to try it.[/quote] It's impossible for us to not get a greyed out option (it happens in every HDR game I have, which aren't many) because of our monitors. So we'll have to wait until you release this mod.
Awesome. The less compromises and instructions for users, the better.

Schwing. said:The game looks good with WIP6 after wrapping MultiDraw(), but I don't think my setup supports HDR: it's still disabled. Someone who sees the option enabled will have to try it.


It's impossible for us to not get a greyed out option (it happens in every HDR game I have, which aren't many) because of our monitors. So we'll have to wait until you release this mod.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 02/11/2019 09:25 AM   
What would cause the shadows to break when using the DOF convergence/depth feature? I have no choice but to turn it off. Is it a graphics option I am using? I don't appear to be using anything forbidden. Case scenario. Picking up the bolt cutters.
What would cause the shadows to break when using the DOF convergence/depth feature? I have no choice but to turn it off. Is it a graphics option I am using?

I don't appear to be using anything forbidden. Case scenario. Picking up the bolt cutters.

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

Posted 02/11/2019 10:09 AM   
    You're right, Windows 10 shows it's in SDR mode under Display Settings. For the mod, I'll PM you a hardcoded version sooner that takes less time to finish. I realize the better version won't be a noticeable difference anyway.
    You're right, Windows 10 shows it's in SDR mode under Display Settings. For the mod, I'll PM you a hardcoded version sooner that takes less time to finish. I realize the better version won't be a noticeable difference anyway.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 02/11/2019 10:17 AM   
[quote="Necropants"]What would cause the shadows to break when using the DOF convergence/depth feature? I have no choice but to turn it off. Is it a graphics option I am using? I don't appear to be using anything forbidden. Case scenario. Picking up the bolt cutters.[/quote] That problem happens to me when I enable logging in 3Dmigoto (it depends on the location (the main hall of the police station is very sensitive to this), and it happens most of the times. Never at the title screens, though), but not when it's disabled. Kaimasta reported that too without logging. I'll try to reproduce it somehow. In both cases (logging and not logging), I rebooted the game a lot of times. When not logging, it never happened. With logging, >75% of the time.
Necropants said:What would cause the shadows to break when using the DOF convergence/depth feature? I have no choice but to turn it off. Is it a graphics option I am using?

I don't appear to be using anything forbidden. Case scenario. Picking up the bolt cutters.


That problem happens to me when I enable logging in 3Dmigoto (it depends on the location (the main hall of the police station is very sensitive to this), and it happens most of the times. Never at the title screens, though), but not when it's disabled. Kaimasta reported that too without logging. I'll try to reproduce it somehow.

In both cases (logging and not logging), I rebooted the game a lot of times. When not logging, it never happened. With logging, >75% of the time.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 02/11/2019 10:22 AM   
[quote="masterotaku"]WIP 6: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP6.7z Changes: - Automatic low convergence (0.333333) for cutscenes/inventory [b]if depth of field is enabled[/b]. It makes inspecting items in the inventory easier. When this is triggered, the HUD is at static depth, to make subtitles easier to read. - Volumetric lighting is now useable, and it looks at least very decent. It's an approximate fix because (apparently) the effect doesn't have proper depth information. I made it scale a bit with convergence, but it's "fake". - Lens flares are at proper depth now, although they have some forwards/backwards tilting that may not be what was expected, although in some situations it's a cool result. - Better stability. I have removed some generic fixes that caused crashes (lickers, helicopter cutscene, and a few more), and replaced them with individual and carefully chosen fixes. In the story, Mr X is already chasing me and I'm at the police station again.[/quote] Your Wip6 fix is very good in 3d vision compared to the versionwip5 which gave me strange reflections Thanks again !!
masterotaku said:WIP 6: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP6.7z


Changes:

- Automatic low convergence (0.333333) for cutscenes/inventory if depth of field is enabled. It makes inspecting items in the inventory easier. When this is triggered, the HUD is at static depth, to make subtitles easier to read.
- Volumetric lighting is now useable, and it looks at least very decent. It's an approximate fix because (apparently) the effect doesn't have proper depth information. I made it scale a bit with convergence, but it's "fake".
- Lens flares are at proper depth now, although they have some forwards/backwards tilting that may not be what was expected, although in some situations it's a cool result.
- Better stability. I have removed some generic fixes that caused crashes (lickers, helicopter cutscene, and a few more), and replaced them with individual and carefully chosen fixes.


In the story, Mr X is already chasing me and I'm at the police station again.



Your Wip6 fix is very good in 3d vision compared to the versionwip5 which gave me strange reflections
Thanks again !!

Posted 02/11/2019 10:32 AM   
Great work, masterotaku! Using WIP6 the lickers are no problem anymore and I could go on without any issues! (just found all three medallions and took the elevator down)! I couldn't use depth of field with its fix-included low-convergence mechanic though. The convergence switch somehow messes up everything so when the low-convergence switches back to its normal value the reticule while aiming is at screen depth, enemies suddenly render in just one eye and the flashlight's light cone is also messed up. No problem for me as I usually have depth of field deactivated in my 3D Vision games and being a sucker for genereally high convergence the higher convergence in menus and cutscenes doesn't really bother me. Just wanted to let you know.... Also it seems I am the only one with that issue as no one elese has mentioned it yet!
Great work, masterotaku!

Using WIP6 the lickers are no problem anymore and I could go on without any issues! (just found all three medallions and took the elevator down)!

I couldn't use depth of field with its fix-included low-convergence mechanic though. The convergence switch somehow messes up everything so when the low-convergence switches back to its normal value the reticule while aiming is at screen depth, enemies suddenly render in just one eye and the flashlight's light cone is also messed up.

No problem for me as I usually have depth of field deactivated in my 3D Vision games and being a sucker for genereally high convergence the higher convergence in menus and cutscenes doesn't really bother me. Just wanted to let you know....

Also it seems I am the only one with that issue as no one elese has mentioned it yet!

Posted 02/11/2019 02:10 PM   
  14 / 26    
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