Dragons Dogma: Dark Arisen.
  17 / 18    
[quote="DJ-RK"] However, with such a massive overhaul, I would honestly be surprised if there weren't any new issues reintroduced, so I'll need you guys to test and report back.[/quote] Nice. Thanks. I will test it.
DJ-RK said:

However, with such a massive overhaul, I would honestly be surprised if there weren't any new issues reintroduced, so I'll need you guys to test and report back.


Nice. Thanks. I will test it.

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

Posted 02/11/2016 06:21 PM   
Nice. It works perfect. Thank you very much. Good job. http://www.file-upload.net/download-11299749/DDDA22_50.jps.html
Nice. It works perfect. Thank you very much. Good job.


http://www.file-upload.net/download-11299749/DDDA22_50.jps.html

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

Posted 02/11/2016 08:07 PM   
[quote="mrorange55"]Nice. It works perfect. Thank you very much. Good job. http://www.file-upload.net/download-11299749/DDDA22_50.jps.html[/quote] Great, thanks for reporting back. My initial tests in Gran Soren and BBI were the same, hopefully that will be the same everywhere else, but again, with a game this large I wouldn't be surprised if something somewhere got broken, so please keep an eye out and report any findings. On a side note, having to go back to my 3D Vision 2 monitor to fix this issue has given me a new appreciation for the depth and sharpness that it gives over my projector, which is downscaling 1080P to 720P. I seriously hadn't even used the monitor since getting the projector about maybe 6 months ago, and I thought the projector was giving me more depth than the monitor, but once I viewed this on my monitor it really was like I was looking way far off into the distance (just through a smaller 'window')... it was almost like experiencing 3D for the first time again, lol. I've been using the monitor since, particularly while fixing KF2 (to make sure I didn't run into the same sort of oversight that I did here). Unfortunately the novelty has worn off, though, and I'll probably return to my projector soon enough once I'm pretty much done working on these games, but thought I'd just mention that it was a pretty cool experience, so I'm kinda glad how that all worked out.
mrorange55 said:Nice. It works perfect. Thank you very much. Good job.

http://www.file-upload.net/download-11299749/DDDA22_50.jps.html


Great, thanks for reporting back. My initial tests in Gran Soren and BBI were the same, hopefully that will be the same everywhere else, but again, with a game this large I wouldn't be surprised if something somewhere got broken, so please keep an eye out and report any findings.

On a side note, having to go back to my 3D Vision 2 monitor to fix this issue has given me a new appreciation for the depth and sharpness that it gives over my projector, which is downscaling 1080P to 720P. I seriously hadn't even used the monitor since getting the projector about maybe 6 months ago, and I thought the projector was giving me more depth than the monitor, but once I viewed this on my monitor it really was like I was looking way far off into the distance (just through a smaller 'window')... it was almost like experiencing 3D for the first time again, lol. I've been using the monitor since, particularly while fixing KF2 (to make sure I didn't run into the same sort of oversight that I did here). Unfortunately the novelty has worn off, though, and I'll probably return to my projector soon enough once I'm pretty much done working on these games, but thought I'd just mention that it was a pretty cool experience, so I'm kinda glad how that all worked out.

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Posted 02/11/2016 10:22 PM   
So far its been pretty much perfect. But I started again. There were some small issues in the prologue regarding reflections, but nothing that I am concerned about. (and I am generally very picky about these things.) I going to commit to playing a heap this weekend but I'm playing on hard, so its a bit slower going. All the light source problems appear to be resolved though. Thanks again
So far its been pretty much perfect. But I started again.

There were some small issues in the prologue regarding reflections, but nothing that I am concerned about. (and I am generally very picky about these things.)

I going to commit to playing a heap this weekend but I'm playing on hard, so its a bit slower going. All the light source problems appear to be resolved though.

Thanks again

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Windows 10 pro 64x (Windows 7 Dual boot)

Posted 02/12/2016 12:26 AM   
Yeah, unfortunately those water reflections got me stumped. As DarkStarSword warned earlier in this thread (and I've also seen a few other shader hackers say as well), water reflections can be pretty darn tricky, and now I can see why. Again, I managed to fix some of the reflections in some areas, just to go elsewhere and find them completely broken, and not being able to be fixed the same way. I could just disable the reflections that can't be fixed, but I personally don't find them that badly broken, especially with how fluid the motion is, that I'd rather them gone than there. I guess I could just make a toggle for them, that way everyone has the choice. I'll also post up the code for a VS set of matching PS's (one for the surface reflections, and the other for the water body itself) in here, in case anyone happens to look upon this and wants to make any suggestions, then great, but I didn't want to specifically burden anyone by asking due to how complex it is. VS [code]// Water Surface - reflection // PS: D45CC710 (camp near Shadowfort) & 4991E3E5(Witchwood) & F0AB7861 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float2 fScreenHalfPixelOffset; // row_major float2x4 fUVTransform; // row_major float2x4 fUVTransform2; // row_major float4x4 fViewProj; // row_major float3x4 fWorld; // // // Registers: // // Name Reg Size // ---------------------- ----- ---- // fViewProj c1 4 // fWorld c5 3 // fUVTransform c8 2 // fUVTransform2 c10 2 // fScreenHalfPixelOffset c12 1 // vs_3_0 def c220, 0, 0, 0.0625, 0 dcl_2d s3 def c0, 2, -1, 1.00100005, -0 def c13, 2.20000005, 0, 0, 0 dcl_position v0 dcl_normal v1 dcl_tangent v2 dcl_binormal v3 dcl_texcoord v4 dcl_position o0 dcl_color o1.xy dcl_texcoord o2 dcl_texcoord1 o3 dcl_texcoord2 o4 dcl_texcoord3 o5 dcl_texcoord4 o6 dcl_texcoord5 o7 mad r0.xyz, v1, c0.x, c0.y dp3 r1.x, c5, r0 dp3 r1.y, c6, r0 dp3 r1.z, c7, r0 mad r0, v2, c0.x, c0.y dp3 r2.x, c5, r0 dp3 r2.y, c6, r0 dp3 r2.z, c7, r0 mul r0.xyz, r1.yzxw, r2.zxyw mad r0.xyz, r2.yzxw, r1.zxyw, -r0 mov o5.xyz, r2 // mov r5.xyz, r2 // mov r30, c220.x // texldl r31, c220.z, s3 // add r31.w, r5.z, -r31.y // mul r30.x, r31.w, r31.x // mul r29, r30.x, c170 // mad r29, r30.y, c171, r29 // mad r29, r30.z, c172, r29 // mad r29, r30.w, c173, r29 // add r5.xyz, r5, r29.xyz // mov o5, r5 mul o6.xyz, r0.w, r0 // mul r5.xyz, r0.w, r0 // mov r30, c220.x // texldl r31, c220.z, s3 // add r31.w, r0.w, -r31.y // mul r30.x, r31.w, r31.x // mul r29, r30.x, c170 // mad r29, r30.y, c171, r29 // mad r29, r30.z, c172, r29 // mad r29, r30.w, c173, r29 // add r5.xyz, r5, -r29.xyz // mov o5, r5 dp3 r0.x, r1, r1 rsq r0.x, r0.x mul o3.xyz, r0.x, r1 // mul r7.xyz, r0.x, r1 // texldl r24, c220.z, s3 // add r24.y, r7.z, -r24.y // mul r24.x, r24.x, r24.y // add r7.x, r7.x, r24.x // mov o3, r7 mad r0.xyz, v3.xyxw, -c0.yyww, -c0.wwyw dp3 o7.x, r0, c8.xyww dp3 o7.y, r0, c9.xyww dp3 o7.z, r0, c10.xyww dp3 o7.w, r0, c11.xyww // dp3 r7.x, r0, c8.xyww // dp3 r7.y, r0, c9.xyww // dp3 r7.z, r0, c10.xyww // dp3 r7.w, r0, c11.xyww // texldl r24, c220.z, s3 // add r24.y, r7.w, -r24.y // mul r24.x, r24.x, r24.y // add r7.x, r7.x, r24.x // mov o7, r7 add r0.xyz, c0.z, -v4 rcp r0.x, r0.x mul r0.x, r0.x, v4.x log r1.x, r0.x rcp r0.x, r0.y rcp r0.y, r0.z mul r0.xy, r0, v4.yzzw log r1.z, r0.y log r1.y, r0.x mul r0.xyz, r1, c13.x exp o2.x, r0.x exp o2.y, r0.y exp o2.z, r0.z mad r0, v0.xyzx, -c0.yyyw, -c0.wwwy dp4 r1.y, c6, r0 mul r2, r1.y, c2 dp4 r1.x, c5, r0 dp4 r1.z, c7, r0 mad r0, r1.x, c1, r2 mov o4.xyz, r1 // mov r5.xyz, r1 // mov r30, c220.x // texldl r31, c220.z, s3 // add r31.w, r0.w, -r31.y // mul r30.x, r31.w, r31.x // mul r29, r30.x, c170 // mad r29, r30.y, c171, r29 // mad r29, r30.z, c172, r29 // mad r29, r30.w, c173, r29 // add r5.xyz, r5, r29.xyz // mov o4, r5 mad r0, r1.z, c3, r0 add r0, r0, c4 // texldl r24, c220.z, s3 // add r24.y, r0.w, -r24.y // mul r24.x, r24.x, r24.y // add r0.x, r0.x, -r24.x mad o0.x, c12.x, -r0.w, r0.x mad o0.y, c12.y, r0.w, r0.y mov o0.zw, r0 mov o1.xy, r0.zwzw mov o2.w, v4.w mov o3.w, v1.w mov o4.w, -c0.w mov o5.w, -c0.w mov o6.w, -c0.w // mov o0, c220.x // approximately 51 instruction slots used [/code] PS for reflections [code]// Water Surface / reflection // VS: 4FA152EF // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 CBAppReflect__packed0; // float4 CBDissolve__packed0; // float4 CBFog__packed0; // float4 CBFog__packed1; // float4 CBHDRFactor__packed0; // float4 CBMaterial__packed0; // float4 CBMaterial__packed1; // float4 CBROPTest__packed0; // float4 CBScreen__packed1; // float4 CBViewProjection__packed4; // float4 Globals__packed2; // float4 Globals__packed8; // float4 Globals__packed9; // sampler2D SSAlbedoMap__tAlbedoMap; // sampler2D SSDetailNormalMap__tDetailNormalMap; // sampler2D SSDisolveMap__tNoise; // sampler2D SSLinear__tReflectWaterMap; // sampler2D SSNormalMap__tNormalMap; // sampler2D SSPoint__tDepthMap; // float3 fAlbedoColor; // float fGlobalTransparency; // row_major float4x4 fProj; // float4 fSHCoef[7]; // row_major float4x4 fView; // // struct // { // float4 __packed0; // float4 __packed1; // float4 __packed2; // float4 fAttenuation; // float4 fAttenuation2; // row_major float3x4 fLightRangeMat; // row_major float4x4 fLightProjMat; // // } sLightParam0; // // // Registers: // // Name Reg Size // ----------------------------------- ----- ---- // fSHCoef c1 7 // fProj c8 4 // fView c12 3 // sLightParam0 c15 3 // CBHDRFactor__packed0 c18 1 // CBScreen__packed1 c19 1 // CBROPTest__packed0 c20 1 // fGlobalTransparency c21 1 // CBViewProjection__packed4 c22 1 // CBMaterial__packed0 c23 1 // CBMaterial__packed1 c24 1 // fAlbedoColor c25 1 // Globals__packed2 c26 1 // Globals__packed8 c27 1 // Globals__packed9 c28 1 // CBAppReflect__packed0 c29 1 // CBFog__packed0 c30 1 // CBFog__packed1 c31 1 // CBDissolve__packed0 c32 1 // SSNormalMap__tNormalMap s0 1 // SSDetailNormalMap__tDetailNormalMap s1 1 // SSAlbedoMap__tAlbedoMap s2 1 // SSPoint__tDepthMap s3 1 // SSLinear__tReflectWaterMap s4 1 // SSDisolveMap__tNoise s5 1 // ps_3_0 def c220, 0, 0, 0.0625, 0 dcl_2d s13 def c0, -1, -0, 9.99999997e-007, 1000000 def c33, -0.498039216, 2, -1, -9.99999975e-006 def c34, 0.5, 1, 0.00392156886, 1.53787005e-005 def c35, -16.6096401, 0, 0, 0 dcl_color v0.y dcl_texcoord v1.w dcl_texcoord1 v2 dcl_texcoord2 v3.xyz dcl_texcoord3 v4.xyz dcl_texcoord4 v5.xyz dcl_texcoord5 v6 dcl vPos.xy dcl vFace dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 add r0.xy, c34.x, vPos mul r1.xy, r0, c19.zwzw texld r2, v6, s2 mul r0.z, r2.w, v1.w texld r3, r1, s3 dp3 r0.w, r3, c34.yzww add r0.w, r0.w, c10.z rcp r0.w, r0.w mad r0.w, c11.z, r0.w, -v0.y mov r23.w, r0.w // texldl r24, c220.z, s13 // add r24.y, r0.w, -r24.y // mul r24.x, r24.x, r24.y // add r0.x, r0.x, r24.x rcp r1.y, c24.w mul r0.w, r0_abs.w, r1.y min r1.y, r0.w, c34.y mul r0.z, r0.z, r1.y mul r0.w, r0.z, c23.w mov r1.w, c23.w mad r0.z, r0.z, -r1.w, c20.x cmp r3, r0.z, c0.x, c0.y texkill r3 cmp r3.xyz, vFace, -v2, v2 // texldl r24, c220.z, s13 // add r24.y, r3.z, -r24.y // mul r24.x, r24.x, r24.y // add r3.x, r3.x, -r24.x dp3 r0.z, r3, r3 rsq r0.z, r0.z rcp r1.y, r0.z add r1.y, -r1.y, c0.z dp3 r1.w, v4, v4 rsq r1.w, r1.w rcp r2.w, r1.w add r2.w, -r2.w, c0.z dp3 r3.w, v5, v5 rsq r3.w, r3.w rcp r4.x, r3.w add r4.x, -r4.x, c0.z cmp r0.z, r1.y, c0.w, r0.z mul r3.xyz, r0.z, r3 // texldl r24, c220.z, s13 // add r24.y, r0.z, -r24.y // mul r24.x, r24.x, r24.y // add r3.x, r3.x, -r24.x cmp r0.z, r2.w, c0.w, r1.w mul r4.yzw, r0.z, v4.xxyz // texldl r24, c220.z, s3 // add r24.y, r0.z, -r24.y // mul r24.x, r24.x, r24.y // add r4.y, r4.y, -r24.x cmp r0.z, r4.x, c0.w, r3.w mul r5.xyz, r0.z, v5 // texldl r24, c220.z, s3 // add r24.y, r0.z, -r24.y // mul r24.x, r24.x, r24.y // add r5.x, r5.x, -r24.x add r6.xyz, -c22, v3 dp3 r0.z, r6, r6 rsq r0.z, r0.z mul r7.xyz, r0.z, r6 texld r8, v6, s0 add r1.yw, r8.xwzy, c33.x add r1.yw, r1, r1 mul r8.xy, c26.y, v6.zwzw texld r8, r8, s1 mad r8.xy, r8, c33.y, c33.z mad r1.yw, r8.xxzy, c26.x, r1 mad r2.w, r1.y, -r1.y, c34.y mad r2.w, r1.w, -r1.w, r2.w max r3.w, r2.w, -c0.y rsq r2.w, r3.w rcp r2.w, r2.w mul r5.xyz, r1.w, r5 // texldl r24, c220.z, s3 // add r24.y, r1.w, -r24.y // mul r24.x, r24.x, r24.y // add r5.x, r5.x, -r24.x mad r4.xyz, r4.yzww, r1.y, r5 mad r3.xyz, r3, r2.w, r4 nrm_pp r4.xyz, r3 dp3 r1.y, r7, r4 add r1.y, r1.y, r1.y mad r3.xyz, r4, -r1.y, r7 mul r2.xyz, r2, c25 dp3 r1.y, r4, c16 mul r5.xyz, r1.y, c17 cmp r5.xyz, r1.y, r5, -c0.y mad r6.xyz, r6, -r0.z, c16 nrm r8.xyz, r6 dp3 r0.z, r4, r8 add r1.y, r0.z, c33.w log r0.z, r0.z cmp r0.z, r1.y, r0.z, c35.x mul r0.z, r0.z, c28.w exp r0.z, r0.z mul r6.xyz, r0.z, c17 mov r4.w, c34.y dp4 r8.x, c1, r4 dp4 r8.y, c2, r4 dp4 r8.z, c3, r4 mul r9, r4.yzzx, r4.xyzz dp4 r10.x, c4, r9 dp4 r10.y, c5, r9 dp4 r10.z, c6, r9 mul r0.z, r4.y, r4.y mad r0.z, r4.x, r4.x, -r0.z add r8.xyz, r8, r10 mad r8.xyz, c7, r0.z, r8 add r5.xyz, r5, r8 mul r5.xyz, r5, c23 mul r5.xyz, r5, v2.w mul r8.xyz, r3.y, c13 mad r3.xyw, r3.x, c12.xyzz, r8.xyzz mad r3.xyz, r3.z, c14, r3.xyww // texldl r24, c220.z, s13 // add r24.y, r3.z, -r24.y // mul r24.x, r24.x, r24.y // rcp r24.y, c8.x // mul r24.x, r24.x, r24.y // add r3.x, r3.x, r24.x dp3 r0.z, r3, r3 rsq r0.z, r0.z mul r1.yw, r0.z, r3.xxzy mad r1.yw, r1, c34.x, c34.x mov r3.y, c34.y mad r1.z, r0.y, -c19.w, r3.y mad r1.xy, r1.ywzw, c29.x, r1.xzzw // texldl r24, c220.z, s13 // add r24.y, r1.z, -r24.y // mul r24.x, r24.x, r24.y // rcp r24.y, c8.x // mul r24.x, r24.x, r24.y // add r1.x, r1.x, r24.x texld r1, r1, s4 mul r1.xyz, r1, c24 mad r1.xyz, r6, c28, r1 mul r1.xyz, r1, v2.w dp3 r0.z, r4, -r7 add r0.z, -r0.z, c34.y mul r1.w, r0.z, r0.z mul r1.w, r1.w, r1.w mul r0.z, r0.z, r1.w lrp r1.w, r0.z, r3.y, c27.x mul r1.xyz, r1.w, r1 mad r1.xyz, r2, r5, r1 mul r0.z, r0.w, c21.x add r1.w, -c31.z, v0.y mul_sat r1.w, r1.w, c31.w mul r1.w, r1.w, c30.w lrp r2.xyz, r1.w, c30, r1 add r1.x, -r3.y, c32.z cmp r1.y, -r1_abs.x, -c0.x, -c0.y mul r0.xy, r0, c32 texld r3, r0, s5 mad r0.x, r0.w, c21.x, -r3.x mul r3, r1.y, r0.x texkill r3 cmp r0.w, -r1_abs.x, c34.y, r0.z mul r0.xyz, r2, c18.x mov oC0, r0 // mov oC0, c220.x // approximately 129 instruction slots used (6 texture, 123 arithmetic) [/code] PS for the water body/edge [code]// Water body // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 CBDissolve__packed0; // float4 CBFog__packed0; // float4 CBFog__packed1; // float4 CBHDRFactor__packed0; // float4 CBMaterial__packed0; // float4 CBMaterial__packed1; // float4 CBROPTest__packed0; // float4 CBScreen__packed1; // sampler2D SSAlbedoMap__tAlbedoMap; // sampler2D SSDisolveMap__tNoise; // sampler2D SSPoint__tDepthMap; // float3 fAlbedoColor; // float fGlobalTransparency; // row_major float4x4 fProj; // float4 fSHCoef[7]; // // struct // { // float4 __packed0; // float4 __packed1; // float4 __packed2; // float4 fAttenuation; // float4 fAttenuation2; // row_major float3x4 fLightRangeMat; // row_major float4x4 fLightProjMat; // // } sLightParam0; // // // Registers: // // Name Reg Size // ----------------------- ----- ---- // fSHCoef c1 7 // fProj c8 4 // sLightParam0 c12 3 // CBHDRFactor__packed0 c15 1 // CBScreen__packed1 c16 1 // CBROPTest__packed0 c17 1 // fGlobalTransparency c18 1 // CBMaterial__packed0 c19 1 // CBMaterial__packed1 c20 1 // fAlbedoColor c21 1 // CBFog__packed0 c22 1 // CBFog__packed1 c23 1 // CBDissolve__packed0 c24 1 // SSAlbedoMap__tAlbedoMap s0 1 // SSPoint__tDepthMap s1 1 // SSDisolveMap__tNoise s2 1 // ps_3_0 def c220, 0, 0, 0.0625, 0 dcl_2d s13 def c0, 0.5, 1, 0.00392156886, 1.53787005e-005 def c25, -1, -0, 9.99999997e-007, 1000000 dcl_color v0.y dcl_texcoord v1.w dcl_texcoord1 v2 dcl_texcoord2 v3.xy dcl vPos.xy dcl vFace dcl_2d s0 dcl_2d s1 dcl_2d s2 add r0.xy, c0.x, vPos texld r1, v3, s0 mul r0.z, r1.w, v1.w mul r2.xy, r0, c16.zwzw texld r2, r2, s1 dp3 r0.w, r2, c0.yzww add r0.w, r0.w, c10.z rcp r0.w, r0.w mad r0.w, c11.z, r0.w, -v0.y //mov r23.w, r0.w //texldl r24, c220.z, s13 //add r24.y, r0.w, -r24.y //mul r24.x, r24.x, r24.y //add r0.x, r0.x, -r24.x rcp r1.w, c20.w mul r0.w, r0_abs.w, r1.w min r1.w, r0.w, c0.y mul r0.z, r0.z, r1.w mul r0.w, r0.z, c19.w mov r1.w, c19.w mad r0.z, r0.z, -r1.w, c17.x cmp r2, r0.z, c25.x, c25.y texkill r2 cmp r2.xyz, vFace, -v2, v2 //texldl r24, c220.z, s13 //add r24.y, r23.w, -r24.y //mul r24.x, r24.x, r24.y // add r2.x, r2.x, r24.x dp3 r0.z, r2, r2 rsq r0.z, r0.z rcp r1.w, r0.z add r1.w, -r1.w, c25.z cmp r0.z, r1.w, c25.w, r0.z mul_pp r2.xyz, r0.z, r2 mul r1.xyz, r1, c21 dp3 r0.z, r2, c13 mul r3.xyz, r0.z, c14 cmp r3.xyz, r0.z, r3, -c25.y mov r2.w, c0.y dp4 r4.x, c1, r2 dp4 r4.y, c2, r2 dp4 r4.z, c3, r2 mul r5, r2.yzzx, r2.xyzz dp4 r6.x, c4, r5 dp4 r6.y, c5, r5 dp4 r6.z, c6, r5 mul r0.z, r2.y, r2.y mad r0.z, r2.x, r2.x, -r0.z add r2.xyz, r4, r6 mad r2.xyz, c7, r0.z, r2 add r2.xyz, r2, r3 mul r2.xyz, r2, c19 mul r2.xyz, r2, v2.w mul r1.xyz, r1, r2 mul r0.z, r0.w, c18.x add r1.w, -c23.z, v0.y mul_sat r1.w, r1.w, c23.w mul r1.w, r1.w, c22.w lrp r2.xyz, r1.w, c22, r1 mov r1.y, c0.y add r1.x, -r1.y, c24.z cmp r1.y, -r1_abs.x, -c25.x, -c25.y mul r0.xy, r0, c24 texld r3, r0, s2 mad r0.x, r0.w, c18.x, -r3.x mul r3, r1.y, r0.x texkill r3 cmp r0.w, -r1_abs.x, c0.y, r0.z mul r0.xyz, r2, c15.x mov oC0, r0 // mov oC0, c220.x // approximately 61 instruction slots used (3 texture, 58 arithmetic) [/code]
Yeah, unfortunately those water reflections got me stumped. As DarkStarSword warned earlier in this thread (and I've also seen a few other shader hackers say as well), water reflections can be pretty darn tricky, and now I can see why.

Again, I managed to fix some of the reflections in some areas, just to go elsewhere and find them completely broken, and not being able to be fixed the same way.

I could just disable the reflections that can't be fixed, but I personally don't find them that badly broken, especially with how fluid the motion is, that I'd rather them gone than there. I guess I could just make a toggle for them, that way everyone has the choice.

I'll also post up the code for a VS set of matching PS's (one for the surface reflections, and the other for the water body itself) in here, in case anyone happens to look upon this and wants to make any suggestions, then great, but I didn't want to specifically burden anyone by asking due to how complex it is.

VS
// Water Surface - reflection
// PS: D45CC710 (camp near Shadowfort) & 4991E3E5(Witchwood) & F0AB7861
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float2 fScreenHalfPixelOffset;
// row_major float2x4 fUVTransform;
// row_major float2x4 fUVTransform2;
// row_major float4x4 fViewProj;
// row_major float3x4 fWorld;
//
//
// Registers:
//
// Name Reg Size
// ---------------------- ----- ----
// fViewProj c1 4
// fWorld c5 3
// fUVTransform c8 2
// fUVTransform2 c10 2
// fScreenHalfPixelOffset c12 1
//

vs_3_0
def c220, 0, 0, 0.0625, 0
dcl_2d s3
def c0, 2, -1, 1.00100005, -0
def c13, 2.20000005, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_tangent v2
dcl_binormal v3
dcl_texcoord v4
dcl_position o0
dcl_color o1.xy
dcl_texcoord o2
dcl_texcoord1 o3
dcl_texcoord2 o4
dcl_texcoord3 o5
dcl_texcoord4 o6
dcl_texcoord5 o7
mad r0.xyz, v1, c0.x, c0.y
dp3 r1.x, c5, r0
dp3 r1.y, c6, r0
dp3 r1.z, c7, r0
mad r0, v2, c0.x, c0.y
dp3 r2.x, c5, r0
dp3 r2.y, c6, r0
dp3 r2.z, c7, r0
mul r0.xyz, r1.yzxw, r2.zxyw
mad r0.xyz, r2.yzxw, r1.zxyw, -r0
mov o5.xyz, r2
// mov r5.xyz, r2
// mov r30, c220.x
// texldl r31, c220.z, s3
// add r31.w, r5.z, -r31.y
// mul r30.x, r31.w, r31.x
// mul r29, r30.x, c170
// mad r29, r30.y, c171, r29
// mad r29, r30.z, c172, r29
// mad r29, r30.w, c173, r29
// add r5.xyz, r5, r29.xyz
// mov o5, r5
mul o6.xyz, r0.w, r0
// mul r5.xyz, r0.w, r0
// mov r30, c220.x
// texldl r31, c220.z, s3
// add r31.w, r0.w, -r31.y
// mul r30.x, r31.w, r31.x
// mul r29, r30.x, c170
// mad r29, r30.y, c171, r29
// mad r29, r30.z, c172, r29
// mad r29, r30.w, c173, r29
// add r5.xyz, r5, -r29.xyz
// mov o5, r5
dp3 r0.x, r1, r1
rsq r0.x, r0.x
mul o3.xyz, r0.x, r1
// mul r7.xyz, r0.x, r1
// texldl r24, c220.z, s3
// add r24.y, r7.z, -r24.y
// mul r24.x, r24.x, r24.y
// add r7.x, r7.x, r24.x
// mov o3, r7
mad r0.xyz, v3.xyxw, -c0.yyww, -c0.wwyw
dp3 o7.x, r0, c8.xyww
dp3 o7.y, r0, c9.xyww
dp3 o7.z, r0, c10.xyww
dp3 o7.w, r0, c11.xyww
// dp3 r7.x, r0, c8.xyww
// dp3 r7.y, r0, c9.xyww
// dp3 r7.z, r0, c10.xyww
// dp3 r7.w, r0, c11.xyww
// texldl r24, c220.z, s3
// add r24.y, r7.w, -r24.y
// mul r24.x, r24.x, r24.y
// add r7.x, r7.x, r24.x
// mov o7, r7
add r0.xyz, c0.z, -v4
rcp r0.x, r0.x
mul r0.x, r0.x, v4.x
log r1.x, r0.x
rcp r0.x, r0.y
rcp r0.y, r0.z
mul r0.xy, r0, v4.yzzw
log r1.z, r0.y
log r1.y, r0.x
mul r0.xyz, r1, c13.x
exp o2.x, r0.x
exp o2.y, r0.y
exp o2.z, r0.z
mad r0, v0.xyzx, -c0.yyyw, -c0.wwwy
dp4 r1.y, c6, r0
mul r2, r1.y, c2
dp4 r1.x, c5, r0
dp4 r1.z, c7, r0
mad r0, r1.x, c1, r2
mov o4.xyz, r1
// mov r5.xyz, r1
// mov r30, c220.x
// texldl r31, c220.z, s3
// add r31.w, r0.w, -r31.y
// mul r30.x, r31.w, r31.x
// mul r29, r30.x, c170
// mad r29, r30.y, c171, r29
// mad r29, r30.z, c172, r29
// mad r29, r30.w, c173, r29
// add r5.xyz, r5, r29.xyz
// mov o4, r5
mad r0, r1.z, c3, r0
add r0, r0, c4
// texldl r24, c220.z, s3
// add r24.y, r0.w, -r24.y
// mul r24.x, r24.x, r24.y
// add r0.x, r0.x, -r24.x
mad o0.x, c12.x, -r0.w, r0.x
mad o0.y, c12.y, r0.w, r0.y
mov o0.zw, r0
mov o1.xy, r0.zwzw
mov o2.w, v4.w
mov o3.w, v1.w
mov o4.w, -c0.w
mov o5.w, -c0.w
mov o6.w, -c0.w



// mov o0, c220.x

// approximately 51 instruction slots used


PS for reflections
// Water Surface / reflection
// VS: 4FA152EF
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 CBAppReflect__packed0;
// float4 CBDissolve__packed0;
// float4 CBFog__packed0;
// float4 CBFog__packed1;
// float4 CBHDRFactor__packed0;
// float4 CBMaterial__packed0;
// float4 CBMaterial__packed1;
// float4 CBROPTest__packed0;
// float4 CBScreen__packed1;
// float4 CBViewProjection__packed4;
// float4 Globals__packed2;
// float4 Globals__packed8;
// float4 Globals__packed9;
// sampler2D SSAlbedoMap__tAlbedoMap;
// sampler2D SSDetailNormalMap__tDetailNormalMap;
// sampler2D SSDisolveMap__tNoise;
// sampler2D SSLinear__tReflectWaterMap;
// sampler2D SSNormalMap__tNormalMap;
// sampler2D SSPoint__tDepthMap;
// float3 fAlbedoColor;
// float fGlobalTransparency;
// row_major float4x4 fProj;
// float4 fSHCoef[7];
// row_major float4x4 fView;
//
// struct
// {
// float4 __packed0;
// float4 __packed1;
// float4 __packed2;
// float4 fAttenuation;
// float4 fAttenuation2;
// row_major float3x4 fLightRangeMat;
// row_major float4x4 fLightProjMat;
//
// } sLightParam0;
//
//
// Registers:
//
// Name Reg Size
// ----------------------------------- ----- ----
// fSHCoef c1 7
// fProj c8 4
// fView c12 3
// sLightParam0 c15 3
// CBHDRFactor__packed0 c18 1
// CBScreen__packed1 c19 1
// CBROPTest__packed0 c20 1
// fGlobalTransparency c21 1
// CBViewProjection__packed4 c22 1
// CBMaterial__packed0 c23 1
// CBMaterial__packed1 c24 1
// fAlbedoColor c25 1
// Globals__packed2 c26 1
// Globals__packed8 c27 1
// Globals__packed9 c28 1
// CBAppReflect__packed0 c29 1
// CBFog__packed0 c30 1
// CBFog__packed1 c31 1
// CBDissolve__packed0 c32 1
// SSNormalMap__tNormalMap s0 1
// SSDetailNormalMap__tDetailNormalMap s1 1
// SSAlbedoMap__tAlbedoMap s2 1
// SSPoint__tDepthMap s3 1
// SSLinear__tReflectWaterMap s4 1
// SSDisolveMap__tNoise s5 1
//

ps_3_0
def c220, 0, 0, 0.0625, 0
dcl_2d s13
def c0, -1, -0, 9.99999997e-007, 1000000
def c33, -0.498039216, 2, -1, -9.99999975e-006
def c34, 0.5, 1, 0.00392156886, 1.53787005e-005
def c35, -16.6096401, 0, 0, 0
dcl_color v0.y
dcl_texcoord v1.w
dcl_texcoord1 v2
dcl_texcoord2 v3.xyz
dcl_texcoord3 v4.xyz
dcl_texcoord4 v5.xyz
dcl_texcoord5 v6
dcl vPos.xy
dcl vFace
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
add r0.xy, c34.x, vPos
mul r1.xy, r0, c19.zwzw
texld r2, v6, s2
mul r0.z, r2.w, v1.w
texld r3, r1, s3
dp3 r0.w, r3, c34.yzww
add r0.w, r0.w, c10.z
rcp r0.w, r0.w
mad r0.w, c11.z, r0.w, -v0.y
mov r23.w, r0.w
// texldl r24, c220.z, s13
// add r24.y, r0.w, -r24.y
// mul r24.x, r24.x, r24.y
// add r0.x, r0.x, r24.x
rcp r1.y, c24.w
mul r0.w, r0_abs.w, r1.y
min r1.y, r0.w, c34.y
mul r0.z, r0.z, r1.y
mul r0.w, r0.z, c23.w
mov r1.w, c23.w
mad r0.z, r0.z, -r1.w, c20.x
cmp r3, r0.z, c0.x, c0.y
texkill r3
cmp r3.xyz, vFace, -v2, v2
// texldl r24, c220.z, s13
// add r24.y, r3.z, -r24.y
// mul r24.x, r24.x, r24.y
// add r3.x, r3.x, -r24.x
dp3 r0.z, r3, r3
rsq r0.z, r0.z
rcp r1.y, r0.z
add r1.y, -r1.y, c0.z
dp3 r1.w, v4, v4
rsq r1.w, r1.w
rcp r2.w, r1.w
add r2.w, -r2.w, c0.z
dp3 r3.w, v5, v5
rsq r3.w, r3.w
rcp r4.x, r3.w
add r4.x, -r4.x, c0.z
cmp r0.z, r1.y, c0.w, r0.z
mul r3.xyz, r0.z, r3
// texldl r24, c220.z, s13
// add r24.y, r0.z, -r24.y
// mul r24.x, r24.x, r24.y
// add r3.x, r3.x, -r24.x
cmp r0.z, r2.w, c0.w, r1.w
mul r4.yzw, r0.z, v4.xxyz
// texldl r24, c220.z, s3
// add r24.y, r0.z, -r24.y
// mul r24.x, r24.x, r24.y
// add r4.y, r4.y, -r24.x
cmp r0.z, r4.x, c0.w, r3.w
mul r5.xyz, r0.z, v5
// texldl r24, c220.z, s3
// add r24.y, r0.z, -r24.y
// mul r24.x, r24.x, r24.y
// add r5.x, r5.x, -r24.x
add r6.xyz, -c22, v3
dp3 r0.z, r6, r6
rsq r0.z, r0.z
mul r7.xyz, r0.z, r6
texld r8, v6, s0
add r1.yw, r8.xwzy, c33.x
add r1.yw, r1, r1
mul r8.xy, c26.y, v6.zwzw
texld r8, r8, s1
mad r8.xy, r8, c33.y, c33.z
mad r1.yw, r8.xxzy, c26.x, r1
mad r2.w, r1.y, -r1.y, c34.y
mad r2.w, r1.w, -r1.w, r2.w
max r3.w, r2.w, -c0.y
rsq r2.w, r3.w
rcp r2.w, r2.w
mul r5.xyz, r1.w, r5
// texldl r24, c220.z, s3
// add r24.y, r1.w, -r24.y
// mul r24.x, r24.x, r24.y
// add r5.x, r5.x, -r24.x
mad r4.xyz, r4.yzww, r1.y, r5
mad r3.xyz, r3, r2.w, r4
nrm_pp r4.xyz, r3
dp3 r1.y, r7, r4
add r1.y, r1.y, r1.y
mad r3.xyz, r4, -r1.y, r7
mul r2.xyz, r2, c25
dp3 r1.y, r4, c16
mul r5.xyz, r1.y, c17
cmp r5.xyz, r1.y, r5, -c0.y
mad r6.xyz, r6, -r0.z, c16
nrm r8.xyz, r6
dp3 r0.z, r4, r8
add r1.y, r0.z, c33.w
log r0.z, r0.z
cmp r0.z, r1.y, r0.z, c35.x
mul r0.z, r0.z, c28.w
exp r0.z, r0.z
mul r6.xyz, r0.z, c17
mov r4.w, c34.y
dp4 r8.x, c1, r4
dp4 r8.y, c2, r4
dp4 r8.z, c3, r4
mul r9, r4.yzzx, r4.xyzz
dp4 r10.x, c4, r9
dp4 r10.y, c5, r9
dp4 r10.z, c6, r9
mul r0.z, r4.y, r4.y
mad r0.z, r4.x, r4.x, -r0.z
add r8.xyz, r8, r10
mad r8.xyz, c7, r0.z, r8
add r5.xyz, r5, r8
mul r5.xyz, r5, c23
mul r5.xyz, r5, v2.w
mul r8.xyz, r3.y, c13
mad r3.xyw, r3.x, c12.xyzz, r8.xyzz
mad r3.xyz, r3.z, c14, r3.xyww
// texldl r24, c220.z, s13
// add r24.y, r3.z, -r24.y
// mul r24.x, r24.x, r24.y
// rcp r24.y, c8.x
// mul r24.x, r24.x, r24.y
// add r3.x, r3.x, r24.x
dp3 r0.z, r3, r3
rsq r0.z, r0.z
mul r1.yw, r0.z, r3.xxzy
mad r1.yw, r1, c34.x, c34.x
mov r3.y, c34.y
mad r1.z, r0.y, -c19.w, r3.y
mad r1.xy, r1.ywzw, c29.x, r1.xzzw
// texldl r24, c220.z, s13
// add r24.y, r1.z, -r24.y
// mul r24.x, r24.x, r24.y
// rcp r24.y, c8.x
// mul r24.x, r24.x, r24.y
// add r1.x, r1.x, r24.x
texld r1, r1, s4
mul r1.xyz, r1, c24
mad r1.xyz, r6, c28, r1
mul r1.xyz, r1, v2.w
dp3 r0.z, r4, -r7
add r0.z, -r0.z, c34.y
mul r1.w, r0.z, r0.z
mul r1.w, r1.w, r1.w
mul r0.z, r0.z, r1.w
lrp r1.w, r0.z, r3.y, c27.x
mul r1.xyz, r1.w, r1
mad r1.xyz, r2, r5, r1
mul r0.z, r0.w, c21.x
add r1.w, -c31.z, v0.y
mul_sat r1.w, r1.w, c31.w
mul r1.w, r1.w, c30.w
lrp r2.xyz, r1.w, c30, r1
add r1.x, -r3.y, c32.z
cmp r1.y, -r1_abs.x, -c0.x, -c0.y
mul r0.xy, r0, c32
texld r3, r0, s5
mad r0.x, r0.w, c21.x, -r3.x
mul r3, r1.y, r0.x
texkill r3
cmp r0.w, -r1_abs.x, c34.y, r0.z
mul r0.xyz, r2, c18.x
mov oC0, r0
// mov oC0, c220.x

// approximately 129 instruction slots used (6 texture, 123 arithmetic)


PS for the water body/edge
// Water body
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 CBDissolve__packed0;
// float4 CBFog__packed0;
// float4 CBFog__packed1;
// float4 CBHDRFactor__packed0;
// float4 CBMaterial__packed0;
// float4 CBMaterial__packed1;
// float4 CBROPTest__packed0;
// float4 CBScreen__packed1;
// sampler2D SSAlbedoMap__tAlbedoMap;
// sampler2D SSDisolveMap__tNoise;
// sampler2D SSPoint__tDepthMap;
// float3 fAlbedoColor;
// float fGlobalTransparency;
// row_major float4x4 fProj;
// float4 fSHCoef[7];
//
// struct
// {
// float4 __packed0;
// float4 __packed1;
// float4 __packed2;
// float4 fAttenuation;
// float4 fAttenuation2;
// row_major float3x4 fLightRangeMat;
// row_major float4x4 fLightProjMat;
//
// } sLightParam0;
//
//
// Registers:
//
// Name Reg Size
// ----------------------- ----- ----
// fSHCoef c1 7
// fProj c8 4
// sLightParam0 c12 3
// CBHDRFactor__packed0 c15 1
// CBScreen__packed1 c16 1
// CBROPTest__packed0 c17 1
// fGlobalTransparency c18 1
// CBMaterial__packed0 c19 1
// CBMaterial__packed1 c20 1
// fAlbedoColor c21 1
// CBFog__packed0 c22 1
// CBFog__packed1 c23 1
// CBDissolve__packed0 c24 1
// SSAlbedoMap__tAlbedoMap s0 1
// SSPoint__tDepthMap s1 1
// SSDisolveMap__tNoise s2 1
//

ps_3_0
def c220, 0, 0, 0.0625, 0
dcl_2d s13
def c0, 0.5, 1, 0.00392156886, 1.53787005e-005
def c25, -1, -0, 9.99999997e-007, 1000000
dcl_color v0.y
dcl_texcoord v1.w
dcl_texcoord1 v2
dcl_texcoord2 v3.xy
dcl vPos.xy
dcl vFace
dcl_2d s0
dcl_2d s1
dcl_2d s2
add r0.xy, c0.x, vPos
texld r1, v3, s0
mul r0.z, r1.w, v1.w
mul r2.xy, r0, c16.zwzw
texld r2, r2, s1
dp3 r0.w, r2, c0.yzww
add r0.w, r0.w, c10.z
rcp r0.w, r0.w
mad r0.w, c11.z, r0.w, -v0.y
//mov r23.w, r0.w
//texldl r24, c220.z, s13
//add r24.y, r0.w, -r24.y
//mul r24.x, r24.x, r24.y
//add r0.x, r0.x, -r24.x
rcp r1.w, c20.w
mul r0.w, r0_abs.w, r1.w
min r1.w, r0.w, c0.y
mul r0.z, r0.z, r1.w
mul r0.w, r0.z, c19.w
mov r1.w, c19.w
mad r0.z, r0.z, -r1.w, c17.x
cmp r2, r0.z, c25.x, c25.y
texkill r2
cmp r2.xyz, vFace, -v2, v2
//texldl r24, c220.z, s13
//add r24.y, r23.w, -r24.y
//mul r24.x, r24.x, r24.y
// add r2.x, r2.x, r24.x
dp3 r0.z, r2, r2
rsq r0.z, r0.z
rcp r1.w, r0.z
add r1.w, -r1.w, c25.z
cmp r0.z, r1.w, c25.w, r0.z
mul_pp r2.xyz, r0.z, r2
mul r1.xyz, r1, c21
dp3 r0.z, r2, c13
mul r3.xyz, r0.z, c14
cmp r3.xyz, r0.z, r3, -c25.y
mov r2.w, c0.y
dp4 r4.x, c1, r2
dp4 r4.y, c2, r2
dp4 r4.z, c3, r2
mul r5, r2.yzzx, r2.xyzz
dp4 r6.x, c4, r5
dp4 r6.y, c5, r5
dp4 r6.z, c6, r5
mul r0.z, r2.y, r2.y
mad r0.z, r2.x, r2.x, -r0.z
add r2.xyz, r4, r6
mad r2.xyz, c7, r0.z, r2
add r2.xyz, r2, r3
mul r2.xyz, r2, c19
mul r2.xyz, r2, v2.w
mul r1.xyz, r1, r2
mul r0.z, r0.w, c18.x
add r1.w, -c23.z, v0.y
mul_sat r1.w, r1.w, c23.w
mul r1.w, r1.w, c22.w
lrp r2.xyz, r1.w, c22, r1
mov r1.y, c0.y
add r1.x, -r1.y, c24.z
cmp r1.y, -r1_abs.x, -c25.x, -c25.y
mul r0.xy, r0, c24
texld r3, r0, s2
mad r0.x, r0.w, c18.x, -r3.x
mul r3, r1.y, r0.x
texkill r3
cmp r0.w, -r1_abs.x, c0.y, r0.z
mul r0.xyz, r2, c15.x
mov oC0, r0
// mov oC0, c220.x

// approximately 61 instruction slots used (3 texture, 58 arithmetic)

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/12/2016 09:46 PM   
Hm, cant get it realy working :-( I have uninstaled the old fix and taked the new one. There where the same problems like bevore with the lightening in the night. OK so i have choosen a lower depth for accetance. But MINIMAP was broken. I installed my old SLI profile with Geforce 3D Profile Manager, nothing works but taking your graphic settings seems to help...strange....now it seems to work but the shadows are gone in the day and night from character and obejts.... So, can you help me out whats wrong? Can you post me your DDDA Profile from Geforce 3D Profile Manager extraction ? And your 3D Settings in the driver ?
Hm, cant get it realy working :-(

I have uninstaled the old fix and taked the new one. There where the same problems like bevore with the lightening in the night. OK so i have choosen a lower depth for accetance. But MINIMAP was broken. I installed my old SLI profile with Geforce 3D Profile Manager, nothing works but taking your graphic settings seems to help...strange....now it seems to work but the shadows are gone in the day and night from character and obejts....

So, can you help me out whats wrong?
Can you post me your DDDA Profile from Geforce 3D Profile Manager extraction ? And your 3D Settings in the driver ?

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 02/24/2016 08:44 AM   
You sure you've got the latest v2 fix? I completely redid a great deal of lighting shaders after finally tracking down the root cause of the issue. I really would love to see you get to enjoy this in 3D, but if the new fix doesn't help, then I really don't know what to tell you. Let me link to the latest fix just to make sure you're getting the right one, and make sure you are deleting the entire shaderoverride folder and d9settings.ini files and replacing them. I've since reinstalled my drivers and didn't bother to back up the profile, but I had simply added the ddda.exe to the Resident Evil 6 profile. I really don't think it will have anything to do with the profile, though. Latest fix: [url]https://s3.amazonaws.com/djrking/Dragons+Dogma+3Dfix+by+DJ-RK+v2.zip[/url]
You sure you've got the latest v2 fix? I completely redid a great deal of lighting shaders after finally tracking down the root cause of the issue. I really would love to see you get to enjoy this in 3D, but if the new fix doesn't help, then I really don't know what to tell you. Let me link to the latest fix just to make sure you're getting the right one, and make sure you are deleting the entire shaderoverride folder and d9settings.ini files and replacing them.

I've since reinstalled my drivers and didn't bother to back up the profile, but I had simply added the ddda.exe to the Resident Evil 6 profile. I really don't think it will have anything to do with the profile, though.

Latest fix: https://s3.amazonaws.com/djrking/Dragons+Dogma+3Dfix+by+DJ-RK+v2.zip

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/24/2016 09:25 AM   
[quote="DJ-RK"]You sure you've got the latest v2 fix? I completely redid a great deal of lighting shaders after finally tracking down the root cause of the issue. I really would love to see you get to enjoy this in 3D, but if the new fix doesn't help, then I really don't know what to tell you. Let me link to the latest fix just to make sure you're getting the right one, and make sure you are deleting the entire shaderoverride folder and d9settings.ini files and replacing them. I've since reinstalled my drivers and didn't bother to back up the profile, but I had simply added the ddda.exe to the Resident Evil 6 profile. I really don't think it will have anything to do with the profile, though. Latest fix: [url]https://s3.amazonaws.com/djrking/Dragons+Dogma+3Dfix+by+DJ-RK+v2.zip[/url][/quote] Yeah i do, but the Problem is strange. Sometimes the Lightening is perfect, and changing the camera view, the lightening will get broken. Same vor getting closer and farer to the light source. May be this is only a problem in the first town? I can live with that and enjoy the game in 3D, THX A LOT no misunderstanding of my posts for the faults :-) Ill give you 2 screenshots only to have an idea what i mean. (Zoom in your brwoser to get it bigger ^^) [img]http://img5.fotos-hochladen.net/uploads/ddda0950jpss0zgaq4y27.jpg[/img] [img]http://img5.fotos-hochladen.net/uploads/ddda1050jpss1t5beny8p.jpg[/img]
DJ-RK said:You sure you've got the latest v2 fix? I completely redid a great deal of lighting shaders after finally tracking down the root cause of the issue. I really would love to see you get to enjoy this in 3D, but if the new fix doesn't help, then I really don't know what to tell you. Let me link to the latest fix just to make sure you're getting the right one, and make sure you are deleting the entire shaderoverride folder and d9settings.ini files and replacing them.

I've since reinstalled my drivers and didn't bother to back up the profile, but I had simply added the ddda.exe to the Resident Evil 6 profile. I really don't think it will have anything to do with the profile, though.

Latest fix: https://s3.amazonaws.com/djrking/Dragons+Dogma+3Dfix+by+DJ-RK+v2.zip


Yeah i do, but the Problem is strange. Sometimes the Lightening is perfect, and changing the camera view, the lightening will get broken. Same vor getting closer and farer to the light source. May be this is only a problem in the first town?

I can live with that and enjoy the game in 3D, THX A LOT no misunderstanding of my posts for the faults :-)

Ill give you 2 screenshots only to have an idea what i mean.

(Zoom in your brwoser to get it bigger ^^)

Image
Image

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 02/25/2016 07:24 AM   
Yeah dude, light sources get clipped slightly from extreme angles. It's a very minor issue, one that's not going to get improved any better. The grass disappearing, that's a new one, but to be honest, I can't be bothered to be tracking down minor stuff like this. I've moved onto new projects that are more pressing at this time. I hope you can proceed to enjoy the game in this final state.
Yeah dude, light sources get clipped slightly from extreme angles. It's a very minor issue, one that's not going to get improved any better.

The grass disappearing, that's a new one, but to be honest, I can't be bothered to be tracking down minor stuff like this. I've moved onto new projects that are more pressing at this time.

I hope you can proceed to enjoy the game in this final state.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/25/2016 07:45 AM   
[quote="DJ-RK"]Yeah dude, light sources get clipped slightly from extreme angles. It's a very minor issue, one that's not going to get improved any better. The grass disappearing, that's a new one, but to be honest, I can't be bothered to be tracking down minor stuff like this. I've moved onto new projects that are more pressing at this time. I hope you can proceed to enjoy the game in this final state.[/quote] I can thats for sure, thx mate!! Gras could be a SLI issue may be, in XCOM2 i had disapeared guard symbols for instance. Just want to check if this lightening is "normal" :-) Is there a convergence setting which will "remove" the clipping? I know that i can pull down the depth for it but dont want it :-) BTW putting DDDA to RE6 profile fixes the disapeared shadows, i was on a new driver for XCOM2 so DDDA was not present anymore in RE6. You should add this hint to the helix mod blog (with the profile).
DJ-RK said:Yeah dude, light sources get clipped slightly from extreme angles. It's a very minor issue, one that's not going to get improved any better.

The grass disappearing, that's a new one, but to be honest, I can't be bothered to be tracking down minor stuff like this. I've moved onto new projects that are more pressing at this time.

I hope you can proceed to enjoy the game in this final state.


I can thats for sure, thx mate!! Gras could be a SLI issue may be, in XCOM2 i had disapeared guard symbols for instance.

Just want to check if this lightening is "normal" :-)

Is there a convergence setting which will "remove" the clipping? I know that i can pull down the depth for it but dont want it :-)

BTW putting DDDA to RE6 profile fixes the disapeared shadows, i was on a new driver for XCOM2 so DDDA was not present anymore in RE6. You should add this hint to the helix mod blog (with the profile).

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 02/25/2016 11:21 AM   
I just picked this game up with 25% off on steam the other day and this game has one of the best combat systems. I've got about 5 hours in and now I am hooked. I am using the 3D fix along with an ENB preset and the clarity and fidelity is pretty dam good looking. If you want to try the ENB preset, the easiest thing to do is rename the helix d3d9.dll to to say helix.dll and edit the enblocal.ini file with this. Remember to get the d3d9.dll from ENB website. See link below for this. [code] [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=helix.dll [/code] The while in game, hit keys "shift + enter" and disable shadows within the overlay because they don't look right. You don't lose the original shadows by doing this. I've disabled DOF and no performance loss and looks fantastic with the fix. ENB preset here [url]http://www.nexusmods.com/dragonsdogma/mods/14/?[/url] 3D Fix here of course ;-) [url]http://helixmod.blogspot.ca/2016/02/dragons-dogma.html[/url] Thanks for the fix on this one DJ-RK and necropants for your contribution to this gem of a game. It is a lot of fun and the pawns (companions) add a lot of presence to your travels. Another great 3D RPG title to the list!
I just picked this game up with 25% off on steam the other day and this game has one of the best combat systems. I've got about 5 hours in and now I am hooked.

I am using the 3D fix along with an ENB preset and the clarity and fidelity is pretty dam good looking. If you want to try the ENB preset, the easiest thing to do is rename the helix d3d9.dll to to say helix.dll and edit the enblocal.ini file with this. Remember to get the d3d9.dll from ENB website. See link below for this.

[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=helix.dll


The while in game, hit keys "shift + enter" and disable shadows within the overlay because they don't look right. You don't lose the original shadows by doing this. I've disabled DOF and no performance loss and looks fantastic with the fix.

ENB preset here

http://www.nexusmods.com/dragonsdogma/mods/14/?

3D Fix here of course ;-)

http://helixmod.blogspot.ca/2016/02/dragons-dogma.html

Thanks for the fix on this one DJ-RK and necropants for your contribution to this gem of a game. It is a lot of fun and the pawns (companions) add a lot of presence to your travels. Another great 3D RPG title to the list!

Posted 04/02/2016 04:05 AM   
Interesting choice of ENB. I looked through all of the ones that were available back when I was working on this, and of all of them, this one had me SMH because it looks like it does the exact opposite of what (IMHO) a good ENB/SFX does: it washes out the colours and blurs the image. Meanwhile I was reading in the comments other people were praising it. Just didn't compute in my head, lol. Guess I should have at least tried it since I had a tough time finding a preset that I was completely in love with. Some of them made colours and lighting richer, but then would have pitch black nights (looks great, but not so great for gameplay) and/or grass would be as bright as the sun, or some would have a nicer balance, but then the colour banding in the sky would be visible (which I absolutely abhorred). Should really get back to this game. Once I finished the fix, I was eager to use my newly learned ability to fix games to move onto my next project... and then the next, and the next, and... well, you catch the drift. ;) But my point being this game got put on the backburner, and it's definitely one that I'd rather pick back up and play to completion rather than sit and forget about, thanks to the excellent combat system that you've pointed out. Anyway, glad you're enjoying it!
Interesting choice of ENB. I looked through all of the ones that were available back when I was working on this, and of all of them, this one had me SMH because it looks like it does the exact opposite of what (IMHO) a good ENB/SFX does: it washes out the colours and blurs the image. Meanwhile I was reading in the comments other people were praising it. Just didn't compute in my head, lol. Guess I should have at least tried it since I had a tough time finding a preset that I was completely in love with. Some of them made colours and lighting richer, but then would have pitch black nights (looks great, but not so great for gameplay) and/or grass would be as bright as the sun, or some would have a nicer balance, but then the colour banding in the sky would be visible (which I absolutely abhorred).

Should really get back to this game. Once I finished the fix, I was eager to use my newly learned ability to fix games to move onto my next project... and then the next, and the next, and... well, you catch the drift. ;) But my point being this game got put on the backburner, and it's definitely one that I'd rather pick back up and play to completion rather than sit and forget about, thanks to the excellent combat system that you've pointed out.

Anyway, glad you're enjoying it!

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 04/02/2016 03:23 PM   
Great game, yeah I didn't like the enb. I forget the one I am using. I'm in the same boat as you DJ. Here's a tip probably don't put the game up to hard until new game plus, I made this mistake and its probably harder than dark souls :P I'll start again I think and play on normal this time
Great game, yeah I didn't like the enb. I forget the one I am using. I'm in the same boat as you DJ.

Here's a tip probably don't put the game up to hard until new game plus, I made this mistake and its probably harder than dark souls :P

I'll start again I think and play on normal this time

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 04/02/2016 10:28 PM   
Definitely a good game. I got to it early, though, so didn't get to play much in 3D. I posted a review over yonder at RPG Watch: http://www.rpgwatch.com/forums/showthread.php?p=1061388365
Definitely a good game. I got to it early, though, so didn't get to play much in 3D.

I posted a review over yonder at RPG Watch: http://www.rpgwatch.com/forums/showthread.php?p=1061388365

The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.

-- Doctor Who, "Face of Evil"

Posted 04/03/2016 11:34 PM   
I bought this game yesterday and downloaded it today but I'm having big problems with this fix: - Just the "d3d9.dll" alone (without the shaderoverride folder and DX9SETTINGS.INI file) makes loading times go from 6-8 seconds to more than a minute on my SSD. The game itself takes longer to boot from Steam too. - Using the fix normally, apart from having the long loading times, makes all prerendered movies black (title screen, first cutscene, etc). It isn't because I pressed the "disable HUD" hotkey or anything. This must be because of some shader from the fix. Windows 7, 372.90 drivers, "SLI=ON" and "Stereo=ON" settings correctly set in the config file, I tried rebooting, etc. Am I the only one with these problems? Edit: wmvcore.dll being there or not doesn't make a difference. Edit 2: I see that people using ENB had this same problem until there was an ENB update. They also talked about fps limiters helping. I'm in bed now, so I'll test more tomorrow.
I bought this game yesterday and downloaded it today but I'm having big problems with this fix:

- Just the "d3d9.dll" alone (without the shaderoverride folder and DX9SETTINGS.INI file) makes loading times go from 6-8 seconds to more than a minute on my SSD. The game itself takes longer to boot from Steam too.

- Using the fix normally, apart from having the long loading times, makes all prerendered movies black (title screen, first cutscene, etc). It isn't because I pressed the "disable HUD" hotkey or anything. This must be because of some shader from the fix.


Windows 7, 372.90 drivers, "SLI=ON" and "Stereo=ON" settings correctly set in the config file, I tried rebooting, etc.

Am I the only one with these problems?

Edit: wmvcore.dll being there or not doesn't make a difference.

Edit 2: I see that people using ENB had this same problem until there was an ENB update. They also talked about fps limiters helping. I'm in bed now, so I'll test more tomorrow.

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 10/19/2016 09:37 PM   
  17 / 18    
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