Now that some people have an experience with 3dmigoto wrapper , Do we have a chance to see a quickly fixes?
The time taken making a fix for Splinter cell blacklist was 8 months
The time taken making a fix for Watch dogs was 4 months
Is it a matter of experience or a patcher willing?
What do you think will be a good time for a fix?
Thanks,
Now that some people have an experience with 3dmigoto wrapper , Do we have a chance to see a quickly fixes?
The time taken making a fix for Splinter cell blacklist was 8 months
The time taken making a fix for Watch dogs was 4 months
Is it a matter of experience or a patcher willing?
What do you think will be a good time for a fix?
Thanks,
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
There is no schedule, there are no deadlines, and there are no guarantees. Why don't you join the school and learn to help us out?
https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/
Just be Thankful that user's are making fixes for games.
Remember we lost two members and we are all trying are best everyone in this forum wants to play games in 3D.
[quote="dekgol"]Now that some people have an experience with 3dmigoto wrapper , Do we have a chance to see a quickly fixes?
The time taken making a fix for Splinter cell blacklist was 8 months
The time taken making a fix for Watch dogs was 4 months
Is it a matter of experience or a patcher willing?
What do you think will be a good time for a fix?
Thanks, [/quote]
Well most of us are also busy with our lives, family, sleep, work, other various stuff. I can speak about myself. I really try to "squize" more "free time" every day to do more coding & fixing, but well mostly is reduced to 2-3 hours a day and that if you aren't tired already...
Every game is "new". It certainly helps to have experience as the rules are the same. Only the details differ so to speak. But having a lot of different details can produce something totally different so "new":).
Unless someone will do this whole day, I can't see an increase in "production" and decrease in waiting times;))
dekgol said:Now that some people have an experience with 3dmigoto wrapper , Do we have a chance to see a quickly fixes?
The time taken making a fix for Splinter cell blacklist was 8 months
The time taken making a fix for Watch dogs was 4 months
Is it a matter of experience or a patcher willing?
What do you think will be a good time for a fix?
Thanks,
Well most of us are also busy with our lives, family, sleep, work, other various stuff. I can speak about myself. I really try to "squize" more "free time" every day to do more coding & fixing, but well mostly is reduced to 2-3 hours a day and that if you aren't tired already...
Every game is "new". It certainly helps to have experience as the rules are the same. Only the details differ so to speak. But having a lot of different details can produce something totally different so "new":).
Unless someone will do this whole day, I can't see an increase in "production" and decrease in waiting times;))
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="dekgol"]I will lovely do it.
Just asking if the experience cause to shorter time or every game is a "new story". never mind.
Love you all...[/quote]I think that there is no general answer to how long they take.
Some things like WatchDogs required brand new code in 3Dmigoto to make it x64, the first time that had been done, ever. And it also required debugging a hard problem introduced by NVidia's GameWorks api that WatchDogs uses. It was never clear until they were working whether it would even be possible.
Then after the tool was running, I handed it over to Mike, as he's the expert in fixing the shader code. And that's the essence of good teamwork, I do the stuff I'm good at, he does the stuff he's good at, we get cool results. It took Mike about a week of concerted effort to figure out what to do. So in theory, the next generation of WatchDogs would maybe take a week, if nothing changes too much. <cough>
Some things like AC3 took extra long, because the tool was crashing outright, and even after I fixed all the crashes, it would still not find shaders properly, requiring me to invent another mechanism for it. After that was working it took Mike about a month to crack the secrets of the shaders there and get it working.
For AC4, since it was similar engine, it only took another couple of weeks. With AC4 as an example, DHR managed to fix Liberation in about a week.
Saints Row, another freaky problem with shader loading, different than AC. Required me to rewrite chunks of 3Dmigoto to get it to work properly there, and still work properly in AC. Once the tool was working it took Mike 2 weeks to figure out a good fix for the shaders.
Remembering of course that Mike is a genius, and other people are not going to be as fast as he is.
If you look at eqzitara's fixes for Unreal games, he can now make a fix in about a day, because he knows it inside and out, and the engine is the same. That's still his personal time spent on something to share with us.
We saw Helifax took 2 years to get his first OpenGL fix done. :-> Because he had to make a new tool from scratch. After that, he knocked out Wolfenstein in about 2 weeks.
OpenGl games have the same code weirdness of DirectX games. No Star Wars because it uses a different shader technology, so simply not possible right now.
So, the answer is, it depends. :->
If it's a known engine or something we've already hit, it can be as short as a day. If it's a new engine or something no one has a fix for like Crysis, then we may never get a fix.
If no one is motivated to look at a game, like World of Tanks, then it may not happen.
If you are only interested in AAA games, I'd say a good rule of thumb will be 6 months minimum, if it's new. And maybe not doable. I think it's a fairly safe bet that at least one of us would be interested in AAA games to take a look, especially if we have an example to work from.
For me personally, I don't actually care when they came out, the publishers never finish the games nowadays anyway, so I generally still have to wait 6 months for them to finish. Bad SLI profiles, performance glitches, game bugs. Early adopters [i]always [/i]get to take it in the shorts.
Let me flip the question though, as I'm genuinely interested. Why does the speed of the fix matter? I'm not trying to give you a hard time, just curious.
dekgol said:I will lovely do it.
Just asking if the experience cause to shorter time or every game is a "new story". never mind.
Love you all...
I think that there is no general answer to how long they take.
Some things like WatchDogs required brand new code in 3Dmigoto to make it x64, the first time that had been done, ever. And it also required debugging a hard problem introduced by NVidia's GameWorks api that WatchDogs uses. It was never clear until they were working whether it would even be possible.
Then after the tool was running, I handed it over to Mike, as he's the expert in fixing the shader code. And that's the essence of good teamwork, I do the stuff I'm good at, he does the stuff he's good at, we get cool results. It took Mike about a week of concerted effort to figure out what to do. So in theory, the next generation of WatchDogs would maybe take a week, if nothing changes too much. <cough>
Some things like AC3 took extra long, because the tool was crashing outright, and even after I fixed all the crashes, it would still not find shaders properly, requiring me to invent another mechanism for it. After that was working it took Mike about a month to crack the secrets of the shaders there and get it working.
For AC4, since it was similar engine, it only took another couple of weeks. With AC4 as an example, DHR managed to fix Liberation in about a week.
Saints Row, another freaky problem with shader loading, different than AC. Required me to rewrite chunks of 3Dmigoto to get it to work properly there, and still work properly in AC. Once the tool was working it took Mike 2 weeks to figure out a good fix for the shaders.
Remembering of course that Mike is a genius, and other people are not going to be as fast as he is.
If you look at eqzitara's fixes for Unreal games, he can now make a fix in about a day, because he knows it inside and out, and the engine is the same. That's still his personal time spent on something to share with us.
We saw Helifax took 2 years to get his first OpenGL fix done. :-> Because he had to make a new tool from scratch. After that, he knocked out Wolfenstein in about 2 weeks.
OpenGl games have the same code weirdness of DirectX games. No Star Wars because it uses a different shader technology, so simply not possible right now.
So, the answer is, it depends. :->
If it's a known engine or something we've already hit, it can be as short as a day. If it's a new engine or something no one has a fix for like Crysis, then we may never get a fix.
If no one is motivated to look at a game, like World of Tanks, then it may not happen.
If you are only interested in AAA games, I'd say a good rule of thumb will be 6 months minimum, if it's new. And maybe not doable. I think it's a fairly safe bet that at least one of us would be interested in AAA games to take a look, especially if we have an example to work from.
For me personally, I don't actually care when they came out, the publishers never finish the games nowadays anyway, so I generally still have to wait 6 months for them to finish. Bad SLI profiles, performance glitches, game bugs. Early adopters always get to take it in the shorts.
Let me flip the question though, as I'm genuinely interested. Why does the speed of the fix matter? I'm not trying to give you a hard time, just curious.
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
Wow Thanks about the honest and detailed answer.
I think for myself if Nvidia was hired 3 guys like you (for good salary) what would be happen for this community.....
Thanks anyway.
Wow Thanks about the honest and detailed answer.
I think for myself if Nvidia was hired 3 guys like you (for good salary) what would be happen for this community.....
Thanks anyway.
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
The time taken making a fix for Splinter cell blacklist was 8 months
The time taken making a fix for Watch dogs was 4 months
Is it a matter of experience or a patcher willing?
What do you think will be a good time for a fix?
Thanks,
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/
Just asking if the experience cause to shorter time or every game is a "new story". never mind.
Love you all...
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
Remember we lost two members and we are all trying are best everyone in this forum wants to play games in 3D.
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
Well most of us are also busy with our lives, family, sleep, work, other various stuff. I can speak about myself. I really try to "squize" more "free time" every day to do more coding & fixing, but well mostly is reduced to 2-3 hours a day and that if you aren't tired already...
Every game is "new". It certainly helps to have experience as the rules are the same. Only the details differ so to speak. But having a lot of different details can produce something totally different so "new":).
Unless someone will do this whole day, I can't see an increase in "production" and decrease in waiting times;))
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)
Some things like WatchDogs required brand new code in 3Dmigoto to make it x64, the first time that had been done, ever. And it also required debugging a hard problem introduced by NVidia's GameWorks api that WatchDogs uses. It was never clear until they were working whether it would even be possible.
Then after the tool was running, I handed it over to Mike, as he's the expert in fixing the shader code. And that's the essence of good teamwork, I do the stuff I'm good at, he does the stuff he's good at, we get cool results. It took Mike about a week of concerted effort to figure out what to do. So in theory, the next generation of WatchDogs would maybe take a week, if nothing changes too much. <cough>
Some things like AC3 took extra long, because the tool was crashing outright, and even after I fixed all the crashes, it would still not find shaders properly, requiring me to invent another mechanism for it. After that was working it took Mike about a month to crack the secrets of the shaders there and get it working.
For AC4, since it was similar engine, it only took another couple of weeks. With AC4 as an example, DHR managed to fix Liberation in about a week.
Saints Row, another freaky problem with shader loading, different than AC. Required me to rewrite chunks of 3Dmigoto to get it to work properly there, and still work properly in AC. Once the tool was working it took Mike 2 weeks to figure out a good fix for the shaders.
Remembering of course that Mike is a genius, and other people are not going to be as fast as he is.
If you look at eqzitara's fixes for Unreal games, he can now make a fix in about a day, because he knows it inside and out, and the engine is the same. That's still his personal time spent on something to share with us.
We saw Helifax took 2 years to get his first OpenGL fix done. :-> Because he had to make a new tool from scratch. After that, he knocked out Wolfenstein in about 2 weeks.
OpenGl games have the same code weirdness of DirectX games. No Star Wars because it uses a different shader technology, so simply not possible right now.
So, the answer is, it depends. :->
If it's a known engine or something we've already hit, it can be as short as a day. If it's a new engine or something no one has a fix for like Crysis, then we may never get a fix.
If no one is motivated to look at a game, like World of Tanks, then it may not happen.
If you are only interested in AAA games, I'd say a good rule of thumb will be 6 months minimum, if it's new. And maybe not doable. I think it's a fairly safe bet that at least one of us would be interested in AAA games to take a look, especially if we have an example to work from.
For me personally, I don't actually care when they came out, the publishers never finish the games nowadays anyway, so I generally still have to wait 6 months for them to finish. Bad SLI profiles, performance glitches, game bugs. Early adopters always get to take it in the shorts.
Let me flip the question though, as I'm genuinely interested. Why does the speed of the fix matter? I'm not trying to give you a hard time, just curious.
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 think for myself if Nvidia was hired 3 guys like you (for good salary) what would be happen for this community.....
Thanks anyway.
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC