Rise of the Tomb Raider (3D Vision Ready Support)
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[quote="helifax"]I also noticed that some shaders are generated only in SOME cutscenes...[/quote] I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting. [quote="helifax"] So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...[/quote] I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)
helifax said:I also noticed that some shaders are generated only in SOME cutscenes...

I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting.


helifax said:
So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...

I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/08/2016 07:06 PM   
[quote="3d4dd"][quote="helifax"]I also noticed that some shaders are generated only in SOME cutscenes...[/quote] I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting. [quote="helifax"] So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...[/quote] I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)[/quote] Shhhh;)) Don't let everyone know about our Cheat Engine technique... SHH;)) Actually I have been using the speedhack for quite a while now;) In a lot of fixes where I need that 1 FPS speed to catch the culprit;)) Both me and Mike are aiming to make it as 3D Vision Ready as possible. We made some progress on Tile Lighting and the blockiness is LESS visible, but there are some locations where they are still visible. Now this profile fix makes the game from completely unplayable due to weird BLACK blocks appearing in one eye to actually fully playable with some minor annoyances in some places;) Mike is taking a look at the tile lighting to see if he can fix it once and for all;) I have tried previously but in compute shaders I have no idea how to fix :(
3d4dd said:
helifax said:I also noticed that some shaders are generated only in SOME cutscenes...

I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting.


helifax said:
So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...

I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)


Shhhh;)) Don't let everyone know about our Cheat Engine technique... SHH;)) Actually I have been using the speedhack for quite a while now;) In a lot of fixes where I need that 1 FPS speed to catch the culprit;))

Both me and Mike are aiming to make it as 3D Vision Ready as possible. We made some progress on Tile Lighting and the blockiness is LESS visible, but there are some locations where they are still visible.
Now this profile fix makes the game from completely unplayable due to weird BLACK blocks appearing in one eye to actually fully playable with some minor annoyances in some places;)

Mike is taking a look at the tile lighting to see if he can fix it once and for all;) I have tried previously but in compute shaders I have no idea how to fix :(

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)

Posted 02/08/2016 07:39 PM   
[quote="3d4dd"][quote="helifax"]I also noticed that some shaders are generated only in SOME cutscenes...[/quote] I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting. [quote="helifax"] So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...[/quote] I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)[/quote] This game, so far, requires something like 22,000 shader fixes, so manually tracking things is a no go. My script fixes most stuff, but there are two extra patterns that I need to implement that I had not encountered before, and this will speed things up as well. Further, there are some 'false positives', whereby in very specific cases, a stereo correction is not needed. So the manual effort to check it all is significant. I still need to go back and look at the Tile Lighting. With the profile setting that Helifax identified, the tile lighting problems are reduced, but not eliminated. The game can be played at 65% depth and looks great, but anything higher and the blocky shadows become visible again. I don't like that, I like 100% depth. I need a block of time to figure this out, the compute shader is about 1000 lines long and pretty complicated, so I don't know when it will be done, and I may need to rally the troops from other modders to increase the brain power on it. I'd like to try and work it out though, it's part of learning this stuff ready for the next game that has this.
3d4dd said:
helifax said:I also noticed that some shaders are generated only in SOME cutscenes...

I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting.


helifax said:
So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...

I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)

This game, so far, requires something like 22,000 shader fixes, so manually tracking things is a no go. My script fixes most stuff, but there are two extra patterns that I need to implement that I had not encountered before, and this will speed things up as well. Further, there are some 'false positives', whereby in very specific cases, a stereo correction is not needed. So the manual effort to check it all is significant.

I still need to go back and look at the Tile Lighting. With the profile setting that Helifax identified, the tile lighting problems are reduced, but not eliminated. The game can be played at 65% depth and looks great, but anything higher and the blocky shadows become visible again. I don't like that, I like 100% depth. I need a block of time to figure this out, the compute shader is about 1000 lines long and pretty complicated, so I don't know when it will be done, and I may need to rally the troops from other modders to increase the brain power on it. I'd like to try and work it out though, it's part of learning this stuff ready for the next game that has this.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/08/2016 07:42 PM   
[quote="mike_ar69"][quote="3d4dd"][quote="helifax"]I also noticed that some shaders are generated only in SOME cutscenes...[/quote] I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting. [quote="helifax"] So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...[/quote] I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)[/quote] This game, so far, requires something like 22,000 shader fixes, so manually tracking things is a no go. My script fixes most stuff, but there are two extra patterns that I need to implement that I had not encountered before, and this will speed things up as well. Further, there are some 'false positives', whereby in very specific cases, a stereo correction is not needed. So the manual effort to check it all is significant. I still need to go back and look at the Tile Lighting. With the profile setting that Helifax identified, the tile lighting problems are reduced, but not eliminated. The game can be played at 65% depth and looks great, but anything higher and the blocky shadows become visible again. I don't like that, I like 100% depth. I need a block of time to figure this out, the compute shader is about 1000 lines long and pretty complicated, so I don't know when it will be done, and I may need to rally the troops from other modders to increase the brain power on it. I'd like to try and work it out though, it's part of learning this stuff ready for the next game that has this.[/quote] Completely agree!!! I was looking today at Witcher 3 fix. It has a Compute shader FIX inside .I noticed One test is disabled to always pass and later on a stereo correction is done. But I fail to understand how and what inside there;)) Basically why in that spot and why not later on or in a different location;) I hate compute shaders...lol:)) PS: Just sent you a PM with some things;)
mike_ar69 said:
3d4dd said:
helifax said:I also noticed that some shaders are generated only in SOME cutscenes...

I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting.


helifax said:
So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...

I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)

This game, so far, requires something like 22,000 shader fixes, so manually tracking things is a no go. My script fixes most stuff, but there are two extra patterns that I need to implement that I had not encountered before, and this will speed things up as well. Further, there are some 'false positives', whereby in very specific cases, a stereo correction is not needed. So the manual effort to check it all is significant.

I still need to go back and look at the Tile Lighting. With the profile setting that Helifax identified, the tile lighting problems are reduced, but not eliminated. The game can be played at 65% depth and looks great, but anything higher and the blocky shadows become visible again. I don't like that, I like 100% depth. I need a block of time to figure this out, the compute shader is about 1000 lines long and pretty complicated, so I don't know when it will be done, and I may need to rally the troops from other modders to increase the brain power on it. I'd like to try and work it out though, it's part of learning this stuff ready for the next game that has this.


Completely agree!!!
I was looking today at Witcher 3 fix. It has a Compute shader FIX inside .I noticed One test is disabled to always pass and later on a stereo correction is done. But I fail to understand how and what inside there;)) Basically why in that spot and why not later on or in a different location;)

I hate compute shaders...lol:))
PS: Just sent you a PM with some things;)

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)

Posted 02/08/2016 08:01 PM   
Wasn't going to post on here but thought that this was interesting. Someone messed around with the config files and found hidden options for enabling stereoscopic 3D and direct X 12. https://www.reddit.com/r/pcgaming/comments/44n4vf/directx_12_accidentally_appeared_in_rise_of_the/ http://puu.sh/mZrpX/95af622b99.png http://puu.sh/mZpXX/e3bc95060f.png I know it won't help with the fix but it's interesting none the less and 3D must have been on their radar at some point. Seems the files for direct X 12 have been there from version 1.0. Maybe they'll add direct X 12 in a patch as a showcase for giving us higher frame rates. I hope so as my 980ti is crying trying to play this in 4k!
Wasn't going to post on here but thought that this was interesting.
Someone messed around with the config files and found hidden options for enabling stereoscopic 3D and direct X 12.


https://www.reddit.com/r/pcgaming/comments/44n4vf/directx_12_accidentally_appeared_in_rise_of_the/

http://puu.sh/mZrpX/95af622b99.png

http://puu.sh/mZpXX/e3bc95060f.png


I know it won't help with the fix but it's interesting none the less and 3D must have been on their radar at some point.
Seems the files for direct X 12 have been there from version 1.0.
Maybe they'll add direct X 12 in a patch as a showcase for giving us higher frame rates.
I hope so as my 980ti is crying trying to play this in 4k!

Posted 02/08/2016 08:49 PM   
According to the link the "3D stereo option" opens a webpage....maybe in a later patch they add 3D stereo support....who knows! [quote]"Stereoscopic 3D" opens the Square Enix support page.[/quote]
According to the link the "3D stereo option" opens a webpage....maybe in a later patch they add 3D stereo support....who knows!

"Stereoscopic 3D" opens the Square Enix support page.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 02/08/2016 09:05 PM   
Yeah I never said it worked! :D I made a thread on their forums. Maybe try and add some comments on that might help also. http://forums.eu.square-enix.com/showthread.php?t=185904
Yeah I never said it worked! :D
I made a thread on their forums.
Maybe try and add some comments on that might help also.


http://forums.eu.square-enix.com/showthread.php?t=185904

Posted 02/08/2016 09:30 PM   
[quote="helifax"][quote="mike_ar69"][quote="3d4dd"][quote="helifax"]I also noticed that some shaders are generated only in SOME cutscenes...[/quote] I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting. [quote="helifax"] So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...[/quote] I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)[/quote] This game, so far, requires something like 22,000 shader fixes, so manually tracking things is a no go. My script fixes most stuff, but there are two extra patterns that I need to implement that I had not encountered before, and this will speed things up as well. Further, there are some 'false positives', whereby in very specific cases, a stereo correction is not needed. So the manual effort to check it all is significant. I still need to go back and look at the Tile Lighting. With the profile setting that Helifax identified, the tile lighting problems are reduced, but not eliminated. The game can be played at 65% depth and looks great, but anything higher and the blocky shadows become visible again. I don't like that, I like 100% depth. I need a block of time to figure this out, the compute shader is about 1000 lines long and pretty complicated, so I don't know when it will be done, and I may need to rally the troops from other modders to increase the brain power on it. I'd like to try and work it out though, it's part of learning this stuff ready for the next game that has this.[/quote] Completely agree!!! I was looking today at Witcher 3 fix. It has a Compute shader FIX inside .I noticed One test is disabled to always pass and later on a stereo correction is done. But I fail to understand how and what inside there;)) Basically why in that spot and why not later on or in a different location;) I hate compute shaders...lol:)) PS: Just sent you a PM with some things;)[/quote] Which compute shader is it, I can't see it lol. I know the reason, it was the odd clipping in certain areas. I could definitely try that trick in ROTTR.
helifax said:
mike_ar69 said:
3d4dd said:
helifax said:I also noticed that some shaders are generated only in SOME cutscenes...

I don't know if You manually have to switch through the shaders to hunt down the one You have to fix. As You often see issues in cutscenes for only a few split seconds I would recommend to use CheatEngine and its speedhack function. This allows You to extremely slow down cutscenes so that You have enough time to hunt a shader. Especially when pausing the cut scene causes issues for hunting.


helifax said:
So, I have started the game again, progressing slowly and fixing all the shaders I come across. While I can't say exactly when it will be ready, I expect sometime around the end of the month (as unfortunately my time is limited)...

I expected sometime around the end of this year! So I'm very happy to see that You have made so much progess. But of course no pressure. "It's done when it's done" ;)

This game, so far, requires something like 22,000 shader fixes, so manually tracking things is a no go. My script fixes most stuff, but there are two extra patterns that I need to implement that I had not encountered before, and this will speed things up as well. Further, there are some 'false positives', whereby in very specific cases, a stereo correction is not needed. So the manual effort to check it all is significant.

I still need to go back and look at the Tile Lighting. With the profile setting that Helifax identified, the tile lighting problems are reduced, but not eliminated. The game can be played at 65% depth and looks great, but anything higher and the blocky shadows become visible again. I don't like that, I like 100% depth. I need a block of time to figure this out, the compute shader is about 1000 lines long and pretty complicated, so I don't know when it will be done, and I may need to rally the troops from other modders to increase the brain power on it. I'd like to try and work it out though, it's part of learning this stuff ready for the next game that has this.


Completely agree!!!
I was looking today at Witcher 3 fix. It has a Compute shader FIX inside .I noticed One test is disabled to always pass and later on a stereo correction is done. But I fail to understand how and what inside there;)) Basically why in that spot and why not later on or in a different location;)

I hate compute shaders...lol:))
PS: Just sent you a PM with some things;)

Which compute shader is it, I can't see it lol. I know the reason, it was the odd clipping in certain areas. I could definitely try that trick in ROTTR.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/08/2016 09:40 PM   
Interesting find:) I really hope all this effort (to create a 3D Fix) doesn't prove for nothing if they want to add stereo 3D later on;) I mean, is 2016! Last 3D Vision Ready game... was...2 years ago? If I am not mistaken? The 2013 Tomb Raider STILL has broken things to this DAY! (is not 100% 3D Vision Ready). Oh and let's not forget Hitman Absolution and the official 3D Vision 3D support... (I wonder why we have a patch for it...)
Interesting find:)

I really hope all this effort (to create a 3D Fix) doesn't prove for nothing if they want to add stereo 3D later on;)

I mean, is 2016! Last 3D Vision Ready game... was...2 years ago? If I am not mistaken? The 2013 Tomb Raider STILL has broken things to this DAY! (is not 100% 3D Vision Ready).

Oh and let's not forget Hitman Absolution and the official 3D Vision 3D support... (I wonder why we have a patch for it...)

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)

Posted 02/08/2016 09:41 PM   
@helifax and mike_ar69: Thank You for providing some insight into Your work. Sounds very complicated and demanding. So all my respect! @GibsonRed: I have mentioned some time ago that there are several registry entries for ROTTR and LCTOO regarding stereoscopic 3D. They have no effect but indicate that at least the engine originally was designed with support for S3D in mind. Regarding Your thread in the square enix forum - I have always avoided to point developers (and especially other "2D gamers"!) in official game forums directly to Helixmod and 3Dmigoto. ROTTR has no competitive multiplayer part so the developers might not suspect that these "shader hacking tools" could be misapplied for cheating. But in context with online shooter or MMOGs You should be careful with Your threads ;)
@helifax and mike_ar69: Thank You for providing some insight into Your work. Sounds very complicated and demanding. So all my respect!

@GibsonRed: I have mentioned some time ago that there are several registry entries for ROTTR and LCTOO regarding stereoscopic 3D. They have no effect but indicate that at least the engine originally was designed with support for S3D in mind.
Regarding Your thread in the square enix forum - I have always avoided to point developers (and especially other "2D gamers"!) in official game forums directly to Helixmod and 3Dmigoto. ROTTR has no competitive multiplayer part so the developers might not suspect that these "shader hacking tools" could be misapplied for cheating. But in context with online shooter or MMOGs You should be careful with Your threads ;)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/08/2016 09:57 PM   
Quit update: New patch today. Version 4... basically BROKE and all the 30.000 shaders fixed (a lot of them manually) are now OBSOLETE. What is more, it seems the game generates the shaders differently now... with a new pattern. Luckly, the devs pushed version 2 as a Beta version on Steam. The fix still works there. I will continue finishing the fix on that version. I am definitely not in the MOOD to spend another 2-3 weeks refixing everything (once Mike discovers the new patterns) for a game/engine that is literally a Shader Generator... Just wanted to let everyone know where things stand:)
Quit update:

New patch today. Version 4... basically BROKE and all the 30.000 shaders fixed (a lot of them manually) are now OBSOLETE. What is more, it seems the game generates the shaders differently now... with a new pattern.

Luckly, the devs pushed version 2 as a Beta version on Steam. The fix still works there. I will continue finishing the fix on that version. I am definitely not in the MOOD to spend another 2-3 weeks refixing everything (once Mike discovers the new patterns) for a game/engine that is literally a Shader Generator...

Just wanted to let everyone know where things stand:)

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)

Posted 02/12/2016 11:27 AM   
Thanks for the update helifax. Do u have a ETA for fix?
Thanks for the update helifax.

Do u have a ETA for fix?

Posted 02/12/2016 11:42 AM   
[quote="helifax"]Quit update: New patch today. Version 4... basically BROKE and all the 30.000 shaders fixed (a lot of them manually) are now OBSOLETE. What is more, it seems the game generates the shaders differently now... with a new pattern. Luckly, the devs pushed version 2 as a Beta version on Steam. The fix still works there. I will continue finishing the fix on that version. I am definitely not in the MOOD to spend another 2-3 weeks refixing everything (once Mike discovers the new patterns) for a game/engine that is literally a Shader Generator... Just wanted to let everyone know where things stand:)[/quote] Wow That is a bad news.
helifax said:Quit update:

New patch today. Version 4... basically BROKE and all the 30.000 shaders fixed (a lot of them manually) are now OBSOLETE. What is more, it seems the game generates the shaders differently now... with a new pattern.

Luckly, the devs pushed version 2 as a Beta version on Steam. The fix still works there. I will continue finishing the fix on that version. I am definitely not in the MOOD to spend another 2-3 weeks refixing everything (once Mike discovers the new patterns) for a game/engine that is literally a Shader Generator...

Just wanted to let everyone know where things stand:)


Wow That is a bad news.

Posted 02/12/2016 12:13 PM   
Ouch, that really sucks. If the devs are going to do patches this way, maybe it would be better to wait a month or two until all the patches are done, or until new patches aren't changing shaders any more? There's no guarantee that they'll keep the old version accessible via those betas - in fact, there's a pretty good chance they won't. If you continue down this path, you might very well be throwing away time and effort on something no-one will be able to use.
Ouch, that really sucks.

If the devs are going to do patches this way, maybe it would be better to wait a month or two until all the patches are done, or until new patches aren't changing shaders any more? There's no guarantee that they'll keep the old version accessible via those betas - in fact, there's a pretty good chance they won't.

If you continue down this path, you might very well be throwing away time and effort on something no-one will be able to use.

Posted 02/12/2016 12:57 PM   
[quote="Pirateguybrush"]Ouch, that really sucks. If the devs are going to do patches this way, maybe it would be better to wait a month or two until all the patches are done, or until new patches aren't changing shaders any more? There's no guarantee that they'll keep the old version accessible via those betas - in fact, there's a pretty good chance they won't. If you continue down this path, you might very well be throwing away time and effort on something no-one will be able to use.[/quote] Well I am not going to redo 91hours:) I for one will make a backup of this version. Also I don't think they will remove the version from steam as the first version is still there marked as beta 1... If you want to redo the work, please be my guest:) This was and will be the first and last time I will touch a game that basically generates billions of shaders... If all the games will start using this pattern well then by-by 3D Vision fixes:) Also Look at the original Tomb Raider (2013). Under the BETA tab... ALL their patches are still there;) For other versions CM will suffice:) The fix will be locked to SPECIFIC settings in-game ANYWAY. The moment you change some of the them the fix breaks... that is cause till now I have dumped 600.000 shaders! and are NOT all of them.. They keep on coming and dumping and this is only for the SETTINGS I am USING... It would take me literally a YEAR only to play the game on all possible combinations of settings to get all the shaders it generates and run the script + a lot of manual fixing... So, yeah.. thanks but no thanks! (Next time I'll avoid a game like this like the plague! CM will be enough for me). I only continue because I started and said I will finish the game up.... Didn't imagine it will be like this:)) I thought after a couple of levels the shaders will stop dumping and by that time I would have fixed all of them...guess what... NOPE..they keep on coming ^_^
Pirateguybrush said:Ouch, that really sucks.

If the devs are going to do patches this way, maybe it would be better to wait a month or two until all the patches are done, or until new patches aren't changing shaders any more? There's no guarantee that they'll keep the old version accessible via those betas - in fact, there's a pretty good chance they won't.

If you continue down this path, you might very well be throwing away time and effort on something no-one will be able to use.


Well I am not going to redo 91hours:) I for one will make a backup of this version. Also I don't think they will remove the version from steam as the first version is still there marked as beta 1...

If you want to redo the work, please be my guest:) This was and will be the first and last time I will touch a game that basically generates billions of shaders...
If all the games will start using this pattern well then by-by 3D Vision fixes:)

Also Look at the original Tomb Raider (2013). Under the BETA tab... ALL their patches are still there;)

For other versions CM will suffice:) The fix will be locked to SPECIFIC settings in-game ANYWAY. The moment you change some of the them the fix breaks... that is cause till now I have dumped 600.000 shaders! and are NOT all of them.. They keep on coming and dumping and this is only for the SETTINGS I am USING...
It would take me literally a YEAR only to play the game on all possible combinations of settings to get all the shaders it generates and run the script + a lot of manual fixing...

So, yeah.. thanks but no thanks! (Next time I'll avoid a game like this like the plague! CM will be enough for me).

I only continue because I started and said I will finish the game up.... Didn't imagine it will be like this:)) I thought after a couple of levels the shaders will stop dumping and by that time I would have fixed all of them...guess what... NOPE..they keep on coming ^_^

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)

Posted 02/12/2016 01:18 PM   
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