[quote="Seregin"]GRRRREAT!!!!! :) Another job well done!
What about beer, Helifax? ;)[/quote]
Thanks;)) I can't say no to beer can I?:)) Thought well received;))
[quote="DHR"]I play about 2 hours...and i have to say that this game is awesome and the 3D add a lot, really great experience. Thanks helifax for this fix![/quote]
Indeed, that is exactly what I feel!
Playing this game in 3D Surround is purely breath-taking! I really liked the way they made the game;))
The underwater sections are purely awesome!!
I also like that it proves that not only DX games can look awesome, but OpenGL ones too!!
Seregin said:GRRRREAT!!!!! :) Another job well done!
What about beer, Helifax? ;)
Thanks;)) I can't say no to beer can I?:)) Thought well received;))
DHR said:I play about 2 hours...and i have to say that this game is awesome and the 3D add a lot, really great experience. Thanks helifax for this fix!
Indeed, that is exactly what I feel!
Playing this game in 3D Surround is purely breath-taking! I really liked the way they made the game;))
The underwater sections are purely awesome!!
I also like that it proves that not only DX games can look awesome, but OpenGL ones too!!
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
Wow,you have updated the mod, splendid! Kudos again,
going to test it now.
(I want to remind you to change -if possible- the title of the .rar's link as it still says
"SOMA. Last Update: 26/09/2015") :-)
DHR, answer the personal message please.
Do you really run the game in 3D without SBS TV mode?? I edit properties and run the game as admin, but still have two images. Maybe you have changed something else, please bethink.
Sorry for my english, not my native language
DHR, answer the personal message please.
Do you really run the game in 3D without SBS TV mode?? I edit properties and run the game as admin, but still have two images. Maybe you have changed something else, please bethink.
Sorry for my english, not my native language
Intel Xeon E5430 @ 3.6GHz
GTX 960
8GB RAM
Windows 10
Gamepad xbox 360
@helifax
For the Depth of Field, maybe you can disable that effect disabling one shader. Underwater, you can see DOF acting in some red lights dots far away that become 2D (in case you want to hunt)
For the text cut off (i see in the loading screen), you can hunt another UI kind shader related to that and apply the same fixing code that the Main UI. Sometimes HUD have some transparent shader that produce that, and other times is the Scissor-cut stuff
For the main UI, you can try using this code....this game have the zero convergence in front, so for the interactive UI elements is better pop-out. For some reason the parameter used in the ini wrapper don't work for me, so i edit the shader. I'm using 99 FOV and 1.35 convergence.
[code]gl_Position.x += g_eye * g_eye_separation * -0.85;[/code]
For 3D Surround, i suppose will be another value
For the Depth of Field, maybe you can disable that effect disabling one shader. Underwater, you can see DOF acting in some red lights dots far away that become 2D (in case you want to hunt)
For the text cut off (i see in the loading screen), you can hunt another UI kind shader related to that and apply the same fixing code that the Main UI. Sometimes HUD have some transparent shader that produce that, and other times is the Scissor-cut stuff
For the main UI, you can try using this code....this game have the zero convergence in front, so for the interactive UI elements is better pop-out. For some reason the parameter used in the ini wrapper don't work for me, so i edit the shader. I'm using 99 FOV and 1.35 convergence.
@DHR
I tried comparing gl_Position.w/z to 0 as normally the UI should be at zero depth. However this didn't solve much:(
I haven't tried to look for another shader for the main menus text crop part though. I'll give it a look and see maybe I can spot it, but from what I remember searching it was just one shader that was influencing this.... Maybe I missed something;))
Strange that the settings in the ini file don't work for you. I'll double check that;))
Edit: Just one vertex shader controls the UI drawing. No other shader attached. So, nothing I can do about the clipping of the text on the left:( except:
[code]
if (gl_Position.z == 0)
gl_Position.x += g_eye * g_eye_separation * g_custom_params.x;
[/code]
This will make the whole UI in depth except for the text and Main menu. Maybe this will help?
Regarding the DOF are you using the latest fix or a previous one? I know I fixed quite a few things related to this. If you are using the last fix can you make a screenshot so I can see exactly what you mean?
@spanian77:
Good catch;)) forgot about that one hahaha:) I'll make the update:))
I tried comparing gl_Position.w/z to 0 as normally the UI should be at zero depth. However this didn't solve much:(
I haven't tried to look for another shader for the main menus text crop part though. I'll give it a look and see maybe I can spot it, but from what I remember searching it was just one shader that was influencing this.... Maybe I missed something;))
Strange that the settings in the ini file don't work for you. I'll double check that;))
Edit: Just one vertex shader controls the UI drawing. No other shader attached. So, nothing I can do about the clipping of the text on the left:( except:
This will make the whole UI in depth except for the text and Main menu. Maybe this will help?
Regarding the DOF are you using the latest fix or a previous one? I know I fixed quite a few things related to this. If you are using the last fix can you make a screenshot so I can see exactly what you mean?
@spanian77:
Good catch;)) forgot about that one hahaha:) I'll make the update:))
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
Let me check with the new version....i see that DOF issue with the previous fix.
When you search for the second UI shader, you have to look with the fix already applied at the first UI shader.
It works! Though gpu usage on both cards maxed ~70% while fps were ~100 in same spots that it happens. Also even when 120fps it feels some stuttering but nevertheless 3D is excellent, I did have to lower a bit conv. due to double tool or some other stuff like watching some panels which they come near your face.
THANK YOU !
It works! Though gpu usage on both cards maxed ~70% while fps were ~100 in same spots that it happens. Also even when 120fps it feels some stuttering but nevertheless 3D is excellent, I did have to lower a bit conv. due to double tool or some other stuff like watching some panels which they come near your face.
I do notice some eye-sync artifacts, even though game reports 180 FPS... (via MSI Afterburner) Have tried all available in-game VSYNC settings, but nothing changes. Any suggestions? Thanks.
I do notice some eye-sync artifacts, even though game reports 180 FPS... (via MSI Afterburner) Have tried all available in-game VSYNC settings, but nothing changes. Any suggestions? Thanks.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Seregin"]I do notice some eye-sync artifacts, even though game reports 180 FPS... (via MSI Afterburner) Have tried all available in-game VSYNC settings, but nothing changes. Any suggestions? Thanks.[/quote]
i have the same problem :-( just like in Wolfenstein, is the problem in similar engine/fix or what ?
Seregin said:I do notice some eye-sync artifacts, even though game reports 180 FPS... (via MSI Afterburner) Have tried all available in-game VSYNC settings, but nothing changes. Any suggestions? Thanks.
i have the same problem :-( just like in Wolfenstein, is the problem in similar engine/fix or what ?
You never mentioned if you found SwapInterval in the config file.
AFAIK SwapInterval = V-Sync in OpenGL, the only variance is the addition of extensions in the naming.
But Helifax's wrapper uses both OpenGL and DirectX, so I'm not sure which would control screen tearing in this case.
Fixed ticrate functions as a frame rate limiter in OpenGL, there may be others, but this is the only one I've altered in the past. So see if this can be set in the config file.
I'd try the values in 2D first to see if they work, and then in 3D.
You never mentioned if you found SwapInterval in the config file.
AFAIK SwapInterval = V-Sync in OpenGL, the only variance is the addition of extensions in the naming.
But Helifax's wrapper uses both OpenGL and DirectX, so I'm not sure which would control screen tearing in this case.
Fixed ticrate functions as a frame rate limiter in OpenGL, there may be others, but this is the only one I've altered in the past. So see if this can be set in the config file.
I'd try the values in 2D first to see if they work, and then in 3D.
Better limit fps to 120 and check again playing. Having a stable fps limit helps syncing.
I have V-sync disabled and to my nice surprise there is NO tearing at all due to OGL and it's different syncing method..
I also have triple buffer enabled.
Better limit fps to 120 and check again playing. Having a stable fps limit helps syncing.
I have V-sync disabled and to my nice surprise there is NO tearing at all due to OGL and it's different syncing method..
[quote="Seregin"]I do notice some eye-sync artifacts, even though game reports 180 FPS... (via MSI Afterburner) Have tried all available in-game VSYNC settings, but nothing changes. Any suggestions? Thanks.[/quote]
First of all don't use MSI afterburner or VGA precission OR ANY overlay tool. Those HOOK into an already HOOKED engine and 100% sure they add stuff that will make the renderer behave strange.
In the game's cfg file you can enable the FPS. Just split that value by 2.
If you can see eye-sync issues at 180fps/2 = 90fps per frame than I am really sorry for you. Although something is strange... I have it capped at 60fps. This is done by the nvidia 3D Vision driver when enabled so I am unsure how you get 180 as maximum you can get is 120. Something definitely doesn't work there... I am wondering if not a maxwell issue as numerous people reported vsync options don't work on maxwells but I had zero issues on Kepler cards...
I wonder...
Yes, there is no Additional EYE-SYNC mechanism in place and I am rendering sequential frames to left and right eye, although at 120FPS /2 = 60FPS per eye you shouldn't notice them (unless you are EXTREAMLY sensitive to motion movement in general... in which case even 2D games (with artifical movement) can have a strange impact on you...) Don't get me the wrong way or anything, please.
I do not mean to insult or say anything except some known facts:)
Wolfies game were very different as the renderer was capped at 60 NO matter what you did... that gave you 30fps BEST CASE!
I am playing this game in 3D Surround and my FPS is 90/2 = 45 fps per eye and I can't see/am not affected by the eye sync issue... (but this might be me...less susceptible to horizontal parallax).
Just try to disable MSI and see if things work better;))
Unfortunatelly, I tried many times to duplicate the Framebuffers and DUPLICATE the EXACT same frame (as 3D Vision Automatic does in DX) but without any proper result :(
Thing is OpenGL works like a state machine (is C based) while DX is object-oriented (C++ based). Anyone with knowledge in both C and C++ can understand why this is problematic...:(
If nvidia would have kept some of the legacy OGL code for 3D Vision probably this issue would be avoidable (OR if I would have access to the GAME's ENGINE CODE, I could add proper 3D Vision rendering).
Thing is I am doing alot of reverse engineering in the back to make it work like now;) And by a lot I mean ALOT:)) (Like nvidia says about their driver base-code. HUGE) :))
Seregin said:I do notice some eye-sync artifacts, even though game reports 180 FPS... (via MSI Afterburner) Have tried all available in-game VSYNC settings, but nothing changes. Any suggestions? Thanks.
First of all don't use MSI afterburner or VGA precission OR ANY overlay tool. Those HOOK into an already HOOKED engine and 100% sure they add stuff that will make the renderer behave strange.
In the game's cfg file you can enable the FPS. Just split that value by 2.
If you can see eye-sync issues at 180fps/2 = 90fps per frame than I am really sorry for you. Although something is strange... I have it capped at 60fps. This is done by the nvidia 3D Vision driver when enabled so I am unsure how you get 180 as maximum you can get is 120. Something definitely doesn't work there... I am wondering if not a maxwell issue as numerous people reported vsync options don't work on maxwells but I had zero issues on Kepler cards...
I wonder...
Yes, there is no Additional EYE-SYNC mechanism in place and I am rendering sequential frames to left and right eye, although at 120FPS /2 = 60FPS per eye you shouldn't notice them (unless you are EXTREAMLY sensitive to motion movement in general... in which case even 2D games (with artifical movement) can have a strange impact on you...) Don't get me the wrong way or anything, please.
I do not mean to insult or say anything except some known facts:)
Wolfies game were very different as the renderer was capped at 60 NO matter what you did... that gave you 30fps BEST CASE!
I am playing this game in 3D Surround and my FPS is 90/2 = 45 fps per eye and I can't see/am not affected by the eye sync issue... (but this might be me...less susceptible to horizontal parallax).
Just try to disable MSI and see if things work better;))
Unfortunatelly, I tried many times to duplicate the Framebuffers and DUPLICATE the EXACT same frame (as 3D Vision Automatic does in DX) but without any proper result :(
Thing is OpenGL works like a state machine (is C based) while DX is object-oriented (C++ based). Anyone with knowledge in both C and C++ can understand why this is problematic...:(
If nvidia would have kept some of the legacy OGL code for 3D Vision probably this issue would be avoidable (OR if I would have access to the GAME's ENGINE CODE, I could add proper 3D Vision rendering).
Thing is I am doing alot of reverse engineering in the back to make it work like now;) And by a lot I mean ALOT:)) (Like nvidia says about their driver base-code. HUGE) :))
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
Thanks for the fix Helifax and helpers. Another great fix.
I had a few problems getting into full screen at first but it seems to work fine now.
Cheers!
Thanks for the fix Helifax and helpers. Another great fix.
I had a few problems getting into full screen at first but it seems to work fine now.
Cheers!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thanks;)) I can't say no to beer can I?:)) Thought well received;))
Indeed, that is exactly what I feel!
Playing this game in 3D Surround is purely breath-taking! I really liked the way they made the game;))
The underwater sections are purely awesome!!
I also like that it proves that not only DX games can look awesome, but OpenGL ones too!!
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)
going to test it now.
(I want to remind you to change -if possible- the title of the .rar's link as it still says
"SOMA. Last Update: 26/09/2015") :-)
i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0
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
Do you really run the game in 3D without SBS TV mode?? I edit properties and run the game as admin, but still have two images. Maybe you have changed something else, please bethink.
Sorry for my english, not my native language
Intel Xeon E5430 @ 3.6GHz
GTX 960
8GB RAM
Windows 10
Gamepad xbox 360
For the Depth of Field, maybe you can disable that effect disabling one shader. Underwater, you can see DOF acting in some red lights dots far away that become 2D (in case you want to hunt)
For the text cut off (i see in the loading screen), you can hunt another UI kind shader related to that and apply the same fixing code that the Main UI. Sometimes HUD have some transparent shader that produce that, and other times is the Scissor-cut stuff
For the main UI, you can try using this code....this game have the zero convergence in front, so for the interactive UI elements is better pop-out. For some reason the parameter used in the ini wrapper don't work for me, so i edit the shader. I'm using 99 FOV and 1.35 convergence.
For 3D Surround, i suppose will be another value
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I tried comparing gl_Position.w/z to 0 as normally the UI should be at zero depth. However this didn't solve much:(
I haven't tried to look for another shader for the main menus text crop part though. I'll give it a look and see maybe I can spot it, but from what I remember searching it was just one shader that was influencing this.... Maybe I missed something;))
Strange that the settings in the ini file don't work for you. I'll double check that;))
Edit: Just one vertex shader controls the UI drawing. No other shader attached. So, nothing I can do about the clipping of the text on the left:( except:
This will make the whole UI in depth except for the text and Main menu. Maybe this will help?
Regarding the DOF are you using the latest fix or a previous one? I know I fixed quite a few things related to this. If you are using the last fix can you make a screenshot so I can see exactly what you mean?
@spanian77:
Good catch;)) forgot about that one hahaha:) I'll make the update:))
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)
When you search for the second UI shader, you have to look with the fix already applied at the first UI shader.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
THANK YOU !
i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
i have the same problem :-( just like in Wolfenstein, is the problem in similar engine/fix or what ?
AFAIK SwapInterval = V-Sync in OpenGL, the only variance is the addition of extensions in the naming.
But Helifax's wrapper uses both OpenGL and DirectX, so I'm not sure which would control screen tearing in this case.
Fixed ticrate functions as a frame rate limiter in OpenGL, there may be others, but this is the only one I've altered in the past. So see if this can be set in the config file.
I'd try the values in 2D first to see if they work, and then in 3D.
I have V-sync disabled and to my nice surprise there is NO tearing at all due to OGL and it's different syncing method..
I also have triple buffer enabled.
i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0
First of all don't use MSI afterburner or VGA precission OR ANY overlay tool. Those HOOK into an already HOOKED engine and 100% sure they add stuff that will make the renderer behave strange.
In the game's cfg file you can enable the FPS. Just split that value by 2.
If you can see eye-sync issues at 180fps/2 = 90fps per frame than I am really sorry for you. Although something is strange... I have it capped at 60fps. This is done by the nvidia 3D Vision driver when enabled so I am unsure how you get 180 as maximum you can get is 120. Something definitely doesn't work there... I am wondering if not a maxwell issue as numerous people reported vsync options don't work on maxwells but I had zero issues on Kepler cards...
I wonder...
Yes, there is no Additional EYE-SYNC mechanism in place and I am rendering sequential frames to left and right eye, although at 120FPS /2 = 60FPS per eye you shouldn't notice them (unless you are EXTREAMLY sensitive to motion movement in general... in which case even 2D games (with artifical movement) can have a strange impact on you...) Don't get me the wrong way or anything, please.
I do not mean to insult or say anything except some known facts:)
Wolfies game were very different as the renderer was capped at 60 NO matter what you did... that gave you 30fps BEST CASE!
I am playing this game in 3D Surround and my FPS is 90/2 = 45 fps per eye and I can't see/am not affected by the eye sync issue... (but this might be me...less susceptible to horizontal parallax).
Just try to disable MSI and see if things work better;))
Unfortunatelly, I tried many times to duplicate the Framebuffers and DUPLICATE the EXACT same frame (as 3D Vision Automatic does in DX) but without any proper result :(
Thing is OpenGL works like a state machine (is C based) while DX is object-oriented (C++ based). Anyone with knowledge in both C and C++ can understand why this is problematic...:(
If nvidia would have kept some of the legacy OGL code for 3D Vision probably this issue would be avoidable (OR if I would have access to the GAME's ENGINE CODE, I could add proper 3D Vision rendering).
Thing is I am doing alot of reverse engineering in the back to make it work like now;) And by a lot I mean ALOT:)) (Like nvidia says about their driver base-code. HUGE) :))
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)
I had a few problems getting into full screen at first but it seems to work fine now.
Cheers!