It's not long before PAYDAY 2 is released (August 2013) and I was wondering if anyone has heard about the possibility of this awesome game supporting 3Dvision? Perhaps this is using a different engine to the first release providing better support!
It's not long before PAYDAY 2 is released (August 2013) and I was wondering if anyone has heard about the possibility of this awesome game supporting 3Dvision? Perhaps this is using a different engine to the first release providing better support!
I understand it uses the same, but improved engine. We were able to make a successful helix fix for Payday The Heist, so were hoping we can do similar with Payday 2.
Links to payday heist SG and Helixmod
[url]http://www.3dsolutiongaming.com/2013/07/pay-day-the-heist/[/url]
[url]http://helixmod.blogspot.co.uk/2013/07/pay-day-heist.html[/url]
I understand it uses the same, but improved engine. We were able to make a successful helix fix for Payday The Heist, so were hoping we can do similar with Payday 2.
I'm going to be pessimistic and say that I expect 3D support to be as bad as PayDay 1, and possibly worse - all the 'enhancements' are highly likely to introduce new rendering issues. I am hoping my fix for Pay Day 1 will be a leg up to fix PayDay 2, but I think it's going to be some work.
I'm going to be pessimistic and say that I expect 3D support to be as bad as PayDay 1, and possibly worse - all the 'enhancements' are highly likely to introduce new rendering issues. I am hoping my fix for Pay Day 1 will be a leg up to fix PayDay 2, but I think it's going to be some work.
We have the Beta. Its the same as the first game - i.e. looks awful. However, my fix for PayDay1 partially transfers over and fixes some things, so I am guessing a full port should be possible.
We have the Beta. Its the same as the first game - i.e. looks awful. However, my fix for PayDay1 partially transfers over and fixes some things, so I am guessing a full port should be possible.
My old PayDay1 fix has been transferred to PayDay2. There are some new issues that I will need to chip away at, and of course this is a Beta so things may change anyway. I will post it up on the Helix Blog.
My old PayDay1 fix has been transferred to PayDay2. There are some new issues that I will need to chip away at, and of course this is a Beta so things may change anyway. I will post it up on the Helix Blog.
I put a WIP fix up here: [url]http://helixmod.blogspot.com/2013/07/payday-2-beta.html[/url]
Same remaining issues as PayDay1, and a couple of extra ones:
1. Shadows from ceiling fans are 2d
2. There is a lot of shadow 'snapping', as you get closer to it it snaps into place, as you get further away it snaps out of place. PayDay1 had this a bit, but its happening a lot in PayDay 2. If you use the "convergence"=1 preset, it stops happening...
Same remaining issues as PayDay1, and a couple of extra ones:
1. Shadows from ceiling fans are 2d
2. There is a lot of shadow 'snapping', as you get closer to it it snaps into place, as you get further away it snaps out of place. PayDay1 had this a bit, but its happening a lot in PayDay 2. If you use the "convergence"=1 preset, it stops happening...
[quote="lumpeh"]thank you for the hard work mike![/quote]
Thanks, and no problem. Please report any issues you find, I've not been able to play many levels yet, so not sure what might still be wrong.
I saw quite a few broken shaders in the new maps, mostly lighting/shadow related. I'd also really appreciate a fix that allows shadows to work at higher convergence, with low convergence for aiming. Is that totally off the table?
I saw quite a few broken shaders in the new maps, mostly lighting/shadow related. I'd also really appreciate a fix that allows shadows to work at higher convergence, with low convergence for aiming. Is that totally off the table?
@Pirateguybrush
Thanks for the feedback. I don't have the full game, and don't plan on buying it, so won't be able to work specifically on new maps. And I really did just port the PayDay1 fix over, rather than invest much (any) effort in specific new issues. That being said, the shadow fix for this game was only ever 'approximate' so I am not surprised you are seeing issues. The approximate fix I use does account for convergence but there comes a point where the approximation just breaks down and becomes very noticeable.
I have one or two last ideas about how to fix them and may pursue them if I get time, but after my current project (Divinity Dragon Commander) I'm taking a break to actually play a few games for a while and work on SolutionGaming website. If anyone else wants to tackle shadows, please feel free to PM me and I can explain what I did, what shaders I looked at etc, and brainstorm suggestions - I made some notes on the Blog about the shaders not seeming to have the right depth information in and that would is where my new idea comes in. Another idea is to do what I have done for the past couple of games (RE6, DDC) and focus more on the Dumps folder to find shaders - I was not aware before just how many shaders simply cannot be identified by manually stepping through, and this seems to be true in particular of shadow and lighting shaders.
So to answer your question, yes there probably is a fix that will work with high convergence, but I have not found it, so it is what it is for now. Sorry.
@Pirateguybrush
Thanks for the feedback. I don't have the full game, and don't plan on buying it, so won't be able to work specifically on new maps. And I really did just port the PayDay1 fix over, rather than invest much (any) effort in specific new issues. That being said, the shadow fix for this game was only ever 'approximate' so I am not surprised you are seeing issues. The approximate fix I use does account for convergence but there comes a point where the approximation just breaks down and becomes very noticeable.
I have one or two last ideas about how to fix them and may pursue them if I get time, but after my current project (Divinity Dragon Commander) I'm taking a break to actually play a few games for a while and work on SolutionGaming website. If anyone else wants to tackle shadows, please feel free to PM me and I can explain what I did, what shaders I looked at etc, and brainstorm suggestions - I made some notes on the Blog about the shaders not seeming to have the right depth information in and that would is where my new idea comes in. Another idea is to do what I have done for the past couple of games (RE6, DDC) and focus more on the Dumps folder to find shaders - I was not aware before just how many shaders simply cannot be identified by manually stepping through, and this seems to be true in particular of shadow and lighting shaders.
So to answer your question, yes there probably is a fix that will work with high convergence, but I have not found it, so it is what it is for now. Sorry.
Can just toggle for shadows. To give option to turn off shadows. I'd trade shadows for convergence in 95% of games, multiplayer game its a no brainer imo.
Release what you did for beta on this board and just let people test it imo. Maybe someone who likes game will help track down issues/shaders.
Can just toggle for shadows. To give option to turn off shadows. I'd trade shadows for convergence in 95% of games, multiplayer game its a no brainer imo.
Release what you did for beta on this board and just let people test it imo. Maybe someone who likes game will help track down issues/shaders.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
That's a good idea, I used to have this toggle in my payday 1 fix anyway. Note that the WIP is already posted on the blog so no need to repost here. I'll put the time in to do this ASAP and report back.
That's a good idea, I used to have this toggle in my payday 1 fix anyway. Note that the WIP is already posted on the blog so no need to repost here. I'll put the time in to do this ASAP and report back.
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Links to payday heist SG and Helixmod
http://www.3dsolutiongaming.com/2013/07/pay-day-the-heist/
http://helixmod.blogspot.co.uk/2013/07/pay-day-heist.html
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Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Same remaining issues as PayDay1, and a couple of extra ones:
1. Shadows from ceiling fans are 2d
2. There is a lot of shadow 'snapping', as you get closer to it it snaps into place, as you get further away it snaps out of place. PayDay1 had this a bit, but its happening a lot in PayDay 2. If you use the "convergence"=1 preset, it stops happening...
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks, and no problem. Please report any issues you find, I've not been able to play many levels yet, so not sure what might still be wrong.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks for the feedback. I don't have the full game, and don't plan on buying it, so won't be able to work specifically on new maps. And I really did just port the PayDay1 fix over, rather than invest much (any) effort in specific new issues. That being said, the shadow fix for this game was only ever 'approximate' so I am not surprised you are seeing issues. The approximate fix I use does account for convergence but there comes a point where the approximation just breaks down and becomes very noticeable.
I have one or two last ideas about how to fix them and may pursue them if I get time, but after my current project (Divinity Dragon Commander) I'm taking a break to actually play a few games for a while and work on SolutionGaming website. If anyone else wants to tackle shadows, please feel free to PM me and I can explain what I did, what shaders I looked at etc, and brainstorm suggestions - I made some notes on the Blog about the shaders not seeming to have the right depth information in and that would is where my new idea comes in. Another idea is to do what I have done for the past couple of games (RE6, DDC) and focus more on the Dumps folder to find shaders - I was not aware before just how many shaders simply cannot be identified by manually stepping through, and this seems to be true in particular of shadow and lighting shaders.
So to answer your question, yes there probably is a fix that will work with high convergence, but I have not found it, so it is what it is for now. Sorry.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Release what you did for beta on this board and just let people test it imo. Maybe someone who likes game will help track down issues/shaders.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I now have unlocked the full game and will test this.
My 3D Vision Gallery
Helix 3D Fixes
Win 7 x64
i7 4960X Extreme Edition
MSI Big Bang XPower II
2x EVGA Titan Z
Silverstone Evo 1200w