Zombi from Ubisoft
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Did anyone try this title with 3d vision? playable?
Did anyone try this title with 3d vision? playable?

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#1
Posted 08/19/2015 02:18 PM   
Saw it was made by Ubisoft......no thanks
Saw it was made by Ubisoft......no thanks

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#2
Posted 08/19/2015 02:53 PM   
They should publish a demo like on the WiiU, to see for us if it works with 3D Vision. I played the Demo on the WiiU, but the permanent change in looking to the pad, then to the screen, etc. is very annoying and distracting from immersion. So it would actually be interesting playing in 3D on PC. I will put this game on hold and wait for a 75% plus sale. No rush here.
They should publish a demo like on the WiiU, to see for us if it works with 3D Vision.

I played the Demo on the WiiU, but the permanent change in looking to the pad, then to the screen, etc. is very annoying and distracting from immersion. So it would actually be interesting playing in 3D on PC.

I will put this game on hold and wait for a 75% plus sale. No rush here.

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#3
Posted 08/19/2015 04:29 PM   
Got potential but the shadows are broken. DX9 so shouldn't be too difficult to helix mod, will try to have a go myself next week if noone else does!
Got potential but the shadows are broken. DX9 so shouldn't be too difficult to helix mod, will try to have a go myself next week if noone else does!

#4
Posted 08/19/2015 05:39 PM   
It works..with some shader problems. Tweaking converenge you can see some objects change completely to the left or right, like watching a picture in a monitor depending your distance it goes left and right which is very annoying, or the shadows. A Helix-mod is needed and I assume it will be easy. Hoping ofc,not demanding (*lol). Oldie graphics but hey,survivor game it is..more care for gameplay than grapchics. It seems optimized really very well. [img]http://i.imgur.com/n9QP0FOh.jpg[/img] [url]http://i.imgur.com/n9QP0FO.jpg[/url]
It works..with some shader problems. Tweaking converenge you can see some objects change completely to the left or right, like watching a picture in a monitor depending your distance it goes left and right which is very annoying, or the shadows. A Helix-mod is needed and I assume it will be easy. Hoping ofc,not demanding (*lol).
Oldie graphics but hey,survivor game it is..more care for gameplay than grapchics. It seems optimized really very well.

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#5
Posted 08/19/2015 06:20 PM   
Does anyone know what engine it uses?
Does anyone know what engine it uses?

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#6
Posted 08/19/2015 08:54 PM   
[quote=""]Does anyone know what engine it uses?[/quote] https://en.wikipedia.org/wiki/ZombiU The game uses the LyN engine other games which use the engine •2009 - Turtles in Time: Re-Shelled [citation needed] •2009 - Rabbids Go Home. •2010 - Red Steel 2. •2010 - Raving Rabbids: Travel in Time. •2011 - From Dust. •2011 - The Adventures of Tintin: The Game. •2012 - Zombi. •TBA - Beyond Good & Evil 2.
said:Does anyone know what engine it uses?


https://en.wikipedia.org/wiki/ZombiU


The game uses the LyN engine other games which use the engine
•2009 - Turtles in Time: Re-Shelled [citation needed]
•2009 - Rabbids Go Home.
•2010 - Red Steel 2.
•2010 - Raving Rabbids: Travel in Time.
•2011 - From Dust.
•2011 - The Adventures of Tintin: The Game.
•2012 - Zombi.
•TBA - Beyond Good & Evil 2.

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#7
Posted 08/19/2015 09:02 PM   
Wow it's only $20? I lost interest in Zombi U due to the cumbersome gamepad aka lack of Wii FPS controls, like in the Multiplayer mode, and the obvious lack of 3D ... the control/gamepad wouldn't have bothered me so much on a PS/XB but the Wii had such great FPS controls and then on top of that they 'tease' you by letting you play MP with the Wiimote/Nunchuk combo, just not SP. Graphically though the game looked decent, it has this filter. Not even really sure how to describe it or what it'd be called but to me anyway it gave it a more realistic look. It has this sort of rainbow-ish-edges look about it, similar to what they used in PT.
Wow it's only $20? I lost interest in Zombi U due to the cumbersome gamepad aka lack of Wii FPS controls, like in the Multiplayer mode, and the obvious lack of 3D ... the control/gamepad wouldn't have bothered me so much on a PS/XB but the Wii had such great FPS controls and then on top of that they 'tease' you by letting you play MP with the Wiimote/Nunchuk combo, just not SP.

Graphically though the game looked decent, it has this filter. Not even really sure how to describe it or what it'd be called but to me anyway it gave it a more realistic look. It has this sort of rainbow-ish-edges look about it, similar to what they used in PT.
#8
Posted 08/20/2015 03:33 AM   
[quote="TsaebehT"]Graphically though the game looked decent, it has this filter. Not even really sure how to describe it or what it'd be called but to me anyway it gave it a more realistic look. It has this sort of rainbow-ish-edges look about it, similar to what they used in PT.[/quote] I think you're talking about chromatic aberration. It's an effect you get when you use crappy lenses on a camera, and it should be banned from games forever. :P I'm interested in this one though, if anyone fixes it.
TsaebehT said:Graphically though the game looked decent, it has this filter. Not even really sure how to describe it or what it'd be called but to me anyway it gave it a more realistic look. It has this sort of rainbow-ish-edges look about it, similar to what they used in PT.


I think you're talking about chromatic aberration. It's an effect you get when you use crappy lenses on a camera, and it should be banned from games forever. :P

I'm interested in this one though, if anyone fixes it.

#9
Posted 08/20/2015 02:56 PM   
Lol. Thanks for that, I should have really known that was what it's called ... growing up around photography and dabbling in it myself, I've known about chromatic aberration and it's evils since I was a kid. I don't know what I find it so appealing and why it seems to add a layer of realism to me ... this and white lit areas in 3D games just seem to look more realistic. Maybe it has something to do with the red/blue edges and growing up a huge fan of anything anaglyph. :)
Lol. Thanks for that, I should have really known that was what it's called ... growing up around photography and dabbling in it myself, I've known about chromatic aberration and it's evils since I was a kid.

I don't know what I find it so appealing and why it seems to add a layer of realism to me ... this and white lit areas in 3D games just seem to look more realistic. Maybe it has something to do with the red/blue edges and growing up a huge fan of anything anaglyph. :)
#10
Posted 08/20/2015 04:24 PM   
I've disabled a couple of shaders to make it kinda playable ..ish. Stops the torch from working and other glitches. I'm trying to get my head around how to fix, but I think it might be beyond me... Anyway here's the shaders I've found so far if anyones interested!
I've disabled a couple of shaders to make it kinda playable ..ish.

Stops the torch from working and other glitches.

I'm trying to get my head around how to fix, but I think it might be beyond me...

Anyway here's the shaders I've found so far if anyones interested!

#11
Posted 08/20/2015 07:00 PM   
Nice ! Hoping for a "all-fixed" fix..if possible.
Nice ! Hoping for a "all-fixed" fix..if possible.

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#12
Posted 08/21/2015 12:08 PM   
yes a fix would be good news. if someone has the capability.
yes a fix would be good news. if someone has the capability.

#13
Posted 08/24/2015 09:55 PM   
[quote=""]I've disabled a couple of shaders to make it kinda playable ..ish. Stops the torch from working and other glitches. I'm trying to get my head around how to fix, but I think it might be beyond me... Anyway here's the shaders I've found so far if anyones interested![/quote] This is awesome for you take a look! If you have some shaders you've hunted but aren't quite sure how to fix, post them here, and we can provide insights to help fix them. It's a great way to learn. Post pictures too, so we can see what the problem looks like.
said:I've disabled a couple of shaders to make it kinda playable ..ish.

Stops the torch from working and other glitches.

I'm trying to get my head around how to fix, but I think it might be beyond me...

Anyway here's the shaders I've found so far if anyones interested!

This is awesome for you take a look! If you have some shaders you've hunted but aren't quite sure how to fix, post them here, and we can provide insights to help fix them. It's a great way to learn. Post pictures too, so we can see what the problem looks like.

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#14
Posted 08/25/2015 06:57 AM   
Hi bo3b! That would be very helpful! I've had a look at some of the tutorials, but I must admit to not really understanding them! But I'm keen to learn! There are quite a few things wrong in different places but the most important thing is fixing the torch which I can disable by disabling this vertex shader: VertexShader_33_CRC32_B2A74F43 [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 VS_ProjWidthHeight; // float4 VS_Quad2DScaleAndOffset[3]; // float4 VS_TexCentroid; // // // Registers: // // Name Reg Size // ----------------------- ----- ---- // VS_TexCentroid c0 1 // VS_ProjWidthHeight c235 1 // VS_Quad2DScaleAndOffset c236 3 // vs_3_0 def c1, 2, -2, -1, 1 def c2, 0.5, -0.5, 0, 0 dcl_position v0 dcl_texcoord v1 dcl_position o0 dcl_texcoord o1 dcl_texcoord1 o2.xyz dcl_texcoord2 o3.xy mad r0.xy, v1, c236, c236.zwzw mad o2.xy, r0, c235, c235.zwzw add o1.zw, r0.xyxy, c0.xyxy mov o1.xy, r0 mad r0.xy, v0, c237, c237.zwzw mad r0.xy, r0, c1, c1.zwzw mad o3.xy, r0, c2, c2.x mov o0.xy, r0 mov o0.zw, c238.xyxy mov o2.z, c1.w // approximately 10 instruction slots used [/code] Then there's a weird effect on use-able objects which is linked to a pixel shader: PixelShader_209_CRC32_3BB24084 [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // sampler2D samp_BackBufferCopy; // // // Registers: // // Name Reg Size // ------------------- ----- ---- // samp_BackBufferCopy s5 1 // ps_3_0 def c0, 1, 0, 0, 0 dcl_texcoord4 v0.xyw dcl_2d s5 rcp r0.x, v0.w mul_pp r0.xy, r0.x, v0 texld_pp r0, r0, s5 mov_pp oC0.xyz, r0 mov_pp oC0.w, c0.x // approximately 5 instruction slots used (1 texture, 4 arithmetic) [/code] I'll start on these first! What's my next move?
Hi bo3b!

That would be very helpful! I've had a look at some of the tutorials, but I must admit to not really understanding them! But I'm keen to learn!

There are quite a few things wrong in different places but the most important thing is fixing the torch which I can disable by disabling this vertex shader:

VertexShader_33_CRC32_B2A74F43

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 VS_ProjWidthHeight;
// float4 VS_Quad2DScaleAndOffset[3];
// float4 VS_TexCentroid;
//
//
// Registers:
//
// Name Reg Size
// ----------------------- ----- ----
// VS_TexCentroid c0 1
// VS_ProjWidthHeight c235 1
// VS_Quad2DScaleAndOffset c236 3
//

vs_3_0
def c1, 2, -2, -1, 1
def c2, 0.5, -0.5, 0, 0
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_texcoord o1
dcl_texcoord1 o2.xyz
dcl_texcoord2 o3.xy
mad r0.xy, v1, c236, c236.zwzw
mad o2.xy, r0, c235, c235.zwzw
add o1.zw, r0.xyxy, c0.xyxy
mov o1.xy, r0
mad r0.xy, v0, c237, c237.zwzw
mad r0.xy, r0, c1, c1.zwzw
mad o3.xy, r0, c2, c2.x
mov o0.xy, r0
mov o0.zw, c238.xyxy
mov o2.z, c1.w

// approximately 10 instruction slots used


Then there's a weird effect on use-able objects which is linked to a pixel shader:

PixelShader_209_CRC32_3BB24084

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// sampler2D samp_BackBufferCopy;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// samp_BackBufferCopy s5 1
//

ps_3_0
def c0, 1, 0, 0, 0
dcl_texcoord4 v0.xyw
dcl_2d s5
rcp r0.x, v0.w
mul_pp r0.xy, r0.x, v0
texld_pp r0, r0, s5
mov_pp oC0.xyz, r0
mov_pp oC0.w, c0.x

// approximately 5 instruction slots used (1 texture, 4 arithmetic)


I'll start on these first! What's my next move?

#15
Posted 08/26/2015 11:43 AM   
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