DarkStarSword's TODO list
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I've got a bunch of projects on my TODO list at the moment, and while I tend to work on whatever I want to play I'd be interested to get some feedback and see what other people would like me to work on to help me prioritise things. At the end of the day I'll still work on what I actually want to, and if some new shiny game comes out that I want to play it will trump whatever else I'm working on. I also have some more features in mind for 3Dmigoto and some vague plans to try to get native 3D Vision support into Unity 5 (as a plugin) and Unreal Engine 4 (since the source code is available). This isn't intended to be a place you can ask me to fix your favourite game - you can ask, but unless it's something I'm interested in I'll probably just point you to Bo3b's School for Shaderhackers instead :-p I'll try to keep this top post updated as I add new games or cross them off. [b][color="orange"][u]High Priority[/u][/color][/b] [.] Update Unity scripts for new shader file format in Unity 5.5 / 5.6[/.] [.] Hellblade: Senua's Sacrifice (UE4) [/.] [.] Secret project... [/.] [.] Help Mike out with Arkham Knight scripting and some other remaining issues (I don't actually care about the game, but this is unfinished business) [/.] [.] Help Helifax out with tile lighting in Frostbite 3 engine (Mass Effect: Andromeda) [/.] [b][color="orange"][u]Moderate Priority[/u][/color][/b] [.] Lichdom Battlemage: Investigate occlusion culling and region copy broken again, update 3DMigoto for Win 10 [/.] [.] Investigate SLI issues with CryEngine 3 (this may be working now, need to confirm) [/.] [.] The Witness: Fix depth buffer scaling broken by update[/.] [.] Add SBS / TAB support to 3DMigoto out of the box. This wasn't really planned, but I have a [url=https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/post/4814312/#4814312]working proof of concept[/url] ([url=https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/post/4814688/#4814688]instructions[/url]). Since this worked so well (better than I expected actually) I may as well polish it up a little and ship it with future 3DMigoto releases. Before then there are a few things to test/do (some of these won't matter for most games, but adding it to 3DMigoto means making sure it works universally, or at least doesn't break anything): [list] [.][s]Add a fallback so it doesn't break if 3D Vision is disabled (in game, control panel, different graphics card)[/s][/.] [.][s]Make sure back buffer access works in some problematic games (MGSV)[/s][/.] [.][s]Implement full backup & restore of all render & depth targets in a CustomShader[/s][/.] [.][s]Set state to consistently use clockwise for full_screen.hlsl[/s][/.] [.]Check if there is any other problematic state that a game may have left that might interfere with this[/.] [.][s]Explicitly unbind other shader types[/s][/.] [.]Investigate issues in problematic games: [list] [.]Hitman Absolution (Not working)[/.] [.][s]Crysis 3 (Not working - always suspected something weird with the present calls in this game)[/s][/.] [.]GTAV (Glitches)[/.] [.]Arkham Knight (Partially working, but disabled at certain points - menus, fighting)[/.] [.]Onechambara Z2: Chaos (resolve_msaa before stereo2mono fixes it - want to bundle these)[/.] [/list][/.] [.]Other games with issues not directly related to this support: [list] [.]Elite: Dangerous (General 3DMigoto crash in anything more recent than 1.0)[/.] [.]Dark Souls 2 (Driver issue messing up colours in checkerboard)[/.] [.]Company of Heroes 2 (3DMigoto disables all feature levels the game supports)[/.] [.]Shadows of Mordor (General 3DMigoto regression - possibly related to CoH2 issue?)[/.] [.]Tomb Raider 2013 (Doesn't start with 3DMigoto)[/.] [/list][/.] [/list][/.] [.] DoA5LR: Investigate compatibility issues with AutoLink [/.] [b][color="orange"][u]Game fixes (in rough order of priority)[/u][/color][/b] [.] Life Is Strange: Before The Storm (Unity 5.5) [/.] [.] ARK: Survival Evolved (Mostly want to look at this as it's UE4 and very pretty. Fixed issues in 3Dmigoto causing crashes, worked out ways past the other show stoppers). Game is being updated *way* too often to consider spending much time on this yet... but watch this space.[/.] [.] Submerged (UE4) [/.] [.] Die Young (when out of early access... or maybe sooner, watch this space - UE4) [/.] [.] Rock of Ages 2 (UE4) [/.] [.] Shadow Warrior 2 [/.] [.] Saints Row: Gat out of Hell - SRIV fix already works pretty well on this. This has issues in non-SLI so I won't be able to work on it unless we can resolve this (I've been meaning to try experimenting with StereoFlagsDX10 to see if something can work, and use frame analysis to analyse the problem).[/.] [.] The Solus Project (UE4) [/.] [.] Song of the Deep (may need assembler fixes) [/.] [.] Karmaflow (4everAwake might take over this)[/.] [.] UE4 native 3D Vision plugin (working with Uppercut Games on Submerged) (de-prioritised - too many other projects and UE4 is looking easy to fix with 3DMigoto)[/.] [.][color="orange"] DreadOut Act 2 [s]- I've got a WIP for this, shouldn't take long to finish, but some shadows in cutscenes are unfixable with the current Helix Mod (so far it's still playable)[/s] Unfortunately, an update to DreadOut has switched the game to use borderless windowed mode. Normally this would not be a problem, but it turns out that render target modes can only be forced in exclusive mode full screen, so this update breaks the camera and cannot be fixed. - [S]Optional: Write my own DX9 wrapper (or helper) to try to solve the full screen issue and that has more intelligent matrix copying to allow all shadows in DreadOut to be fixed properly (don't copy identity matrices, separate out matrices based on render targets).[/S][/color] [s]Edit: New plan is to force DX11 and use 3Dmigoto to fix this, but need a few more features in 3DMigoto first. Update: Most of the pieces are in 3DMigoto now and we're getting very close now :)[/s] Update: Looks like this might be a bust after all - although I can fix the problems I had in DX9 there are a number of effects that don't seem to render correctly / at all in DX11[/.] [.] Add automatic crosshair depth to [S]The Long Dark[/S], [S]Stranded Deep[/S], [S]Montague's Mount (has issues preventing this working[/S] - resolved), Legends of Aethereus and maybe other games (Eleusis, Betrayer?)[/.] [b][color="orange"][u]3DMigoto[/u][/color][/b] [.] Add conditional logic to the command lists [/.] [.] SLI performance improvements with SBS / TB output modes [/.] [.] Add support for simple arithmetic to ini param assignment statements [/.] [.] Scripting support (LUA or Python) [/.] [.] Auto convergence [/.] [.] Add an Include Handler to fix reloading shaders with #includes [/.] [.] Heuristics to guess render phase [/.] [.] Automatic heuristic based depth buffer aquisition [/.] [.] Add support for index buffers in the texture filtering code [list] [.] Take offset (buffer offset + draw call offset) and size into consideration[/.] [/list][/.] [.] Append / Consume / Counter Structured Buffers [/.] [.] Raw Buffer Access [/.] [.] Add "stencil" keyword to access stencil side of depth/stencil buffer in a shader resource[/.] [.] Input assembler layout overriding[/.] [.] Allow simple buffers (esp. vertex buffers) to be constructed and populated from the ini file alone [/.] [.] Refactor and debug the big scary shader replacement routines[/.] [.] Rework 3DMigoto texture hashes for more efficient track_texture_hash (More complex than initially thought - discovered issue with mip-maps in FC4, need to solve both with this rework so I don't go and have to change the hashes yet again later) [/.] [.] Improve error handling in disassembler [list] [.] Pre-processor to strip comments & normalise whitespace[/.] [.] Crash when argument missing from instruction[/.] [.] Infinite memory consumption on unclosed bracket[/.] [.] Raise parse errors when encountering malformed instructions[/.] [/list][/.] [.] Add generic support for resolving MSAA textures [list] [.] Already implemented undocumented support, but not generic[/.] [.] Can solve via an injected shader[/.] [.] Make the built in support use such a shader as a fallback[/.] [.] Hook up to stereo2mono[/.] [/list][/.] [.] Add support for dumping formats that DirectTK does not support as jpeg in frame analysis[/.] [.] When dumping an RGBA resource as JPEG, dump A channel to separate file [/.] [.] Add support for dumping 1D + 3D textures [/.] [.] Fall back to dumping resources as mono if reverse stereo blit fails [list] [.]Debug why it fails for some resources in the first place[/.] [/list][/.] [.] Fix copying cube mapped textures (copying by reference works so long as other constraints are met) [list] [.] Possibly addressed by recent resource + view rework - need to test[/.] [/list][/.] [.] Fix Company of Heroes 2 conflict with DX11 only stance of 3DMigoto (need to be careful not to break FC4 on win8.0 (or was that win 10?)). Also affects Mordor. [/.] [.] Fix decompiler crash on shader in DCS world: [url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4805645/#4805645[/url] (Bo3b may have fixed this already?) [/.] [.]Allow StereoParams and IniParams to be set to different registers [list] [.] [s]Globally[/s][/.] [.] [s]Per-shader basis[/s][/.] [.] Add pre-processor macro so individual shaders don't need to be adjusted[/.] [/list][/.] [b][color="orange"][u]Misc[/u][/color][/b] [.] Binary patch Helix Mod to restore replaced samplers after the draw calls - would fix issues with Ceto water in DX9 Unity games like The Forest and Stranded Deep (although for SD it might be easier to switch to 3DMigoto). [/.] [b][color="orange"][u]Done[/u][/color][/b] [.] [s]Update Stranded Deep fix for new stable version (reopened) [list] [.] Update Stranded Deep fix to DX11 with 3DMigoto to fix the DX11 specific effects they introduced [/.] [.] Ceto water is now even more broken after an update. Switch to DX11 so this can be fixed properly.[/.] [/list][/s][/.] [.] [s]The Long Dark: Totally broken by latest update to Unity 5.3 - update scripts and refix[/s][/.] [.] [s]Dreamfall Chapters: Update for The Final Cut / DX11[/s][/.] [.] [s]Help Mike out with Tomb Raider tile lighting [/s][/.] [.] [s]Help DHR out with Just Cause 3 decals [/s][/.] [.] [s]Add command line decompiler / disassembler to 3DMigoto [/s][/.] [.] [s]Port Unity scripts to DX11 (depends on cmd_Decompiler) [/s][/.] [.] [s]Complete Firewatch fix (thinking about changing this to DX11 to avoid overlay problems once scripts are ported)[/s][/.] [.] [s]Implement scene detection in 3DMigoto [/s][/.] [.] [s]Abzu [/s][/.] [.] [s]Watch Dogs 2 [/s][/.] [.] [s]Far Cry 4 update showcasing new 3DMigoto features [/s][/.] [.] [s]Crack UE4 patterns if the plugin approach doesn't pan out or isn't universal (WIP for Submerged and KHOLAT shows this is easy).[/s][/.] [.] [s]Update Dreamfall Chapters fix for Unity 5 update + new chapter due out on December 3![/s] [list] [.][s]Take another crack at the volumetric light shafts.[/s][/.] [/list][/.] [.] [s]Fix a few issues introduced by updates to The Forest (water and lights)[/s] [list] [.]Update introduced new issues with Ceto water. Consider binary patching Helix Mod to resolve this (will break auto UI, but most of the HUD is already 3D, so that would be acceptable)[/.] [/list][/.] [.] [s]Fix using wrong cached view for resources with multiple bind flags[/s][/.] [.] [s]Dump resources as they are updated from the CPU with frame analysis (catch constant buffers used by deferred contexts) [/s][/.] [.] [s]Add support for modifiers to key bindings, including only matching with no modifiers[/s][/.] [.] [s]Access to swap chain buffer through resource copying (would simplify custom debug shaders, allow for SBS->3D / 3D->SBS, etc)[/s][/.] [.] [s]Add mouse support[/s] [list] [.] [s]Intercept mouse cursors used by games with hardware cursors & translate into DX textures[/s][/.] [.] [s]Intercept mouse movement and pass relative + [s]absolute[/s] coordinates to shaders[/s][/.] [.] [s]Implement generic software mouse injected shader[/s][/.] [/list][/.] [.] [s]Implement scene detection[/s][/.] [.] [s]Set initial convergence[/s] (via profile manager, may still be nice to have an alternative means, but low priority)[/.] [.] [s]Auto-set/updating driver profiles[/s][/.] [.] [s]Fix copying depth buffer for use in another depth buffer slot (i.e. generalise format conversion)[/s][/.] [.] [s]Implement custom view creation to handle typeless depth/stencil formats (and maybe other special cases)[/s][/.] [.] [s]Add ability to load buffers from file[/s][/.] [s][.] Add ability to create custom resources [list] [.] Same settings should be able to override resource description if created through resource copying[/.] [.] Want to be able to create any type of resource: [list] [.] UAVs [list] [.] Structured buffers[/.] [.] Append/consume structured buffers[/.] [.] Writable typed buffers / textures[/.] [/list][/.] [.] Regular buffers with a fixed format[/.] [.] Raw buffers (?)[/.] [.] Arbitrary 1D/2D/3D textures[/.] [.] Render targets[/.] [.] Depth targets[/.] [.] Cube mapped textures[/.] [.] Texture arrays[/.] [/list][/.] [/list][/.][/s]Done, but not all combinations are tested [s][.] Add ability to run a custom shader from a command list [list] [.] Resource binding doesn't need to be specialised thanks to arbitrary resource copying[/.] [.] Might want easy save & restore render/depth target feature, but can do this manually[/.] [/list][/.][/s] [.] [s]OM Blend state overriding[/s][/.] [.] [s]Depth/stencil state overriding[/s][/.] [.] [s]Hack Helix Mod to open log.txt sharable if possible[/s][/.] [.] [s]Adapt shadertool.py to work with DX11 shaders[/s][/.]
I've got a bunch of projects on my TODO list at the moment, and while I tend to work on whatever I want to play I'd be interested to get some feedback and see what other people would like me to work on to help me prioritise things. At the end of the day I'll still work on what I actually want to, and if some new shiny game comes out that I want to play it will trump whatever else I'm working on.

I also have some more features in mind for 3Dmigoto and some vague plans to try to get native 3D Vision support into Unity 5 (as a plugin) and Unreal Engine 4 (since the source code is available).

This isn't intended to be a place you can ask me to fix your favourite game - you can ask, but unless it's something I'm interested in I'll probably just point you to Bo3b's School for Shaderhackers instead :-p

I'll try to keep this top post updated as I add new games or cross them off.

High Priority
  • Update Unity scripts for new shader file format in Unity 5.5 / 5.6

  • Hellblade: Senua's Sacrifice (UE4)

  • Secret project...

  • Help Mike out with Arkham Knight scripting and some other remaining issues (I don't actually care about the game, but this is unfinished business)

  • Help Helifax out with tile lighting in Frostbite 3 engine (Mass Effect: Andromeda)

  • Moderate Priority

  • Lichdom Battlemage: Investigate occlusion culling and region copy broken again, update 3DMigoto for Win 10

  • Investigate SLI issues with CryEngine 3 (this may be working now, need to confirm)

  • The Witness: Fix depth buffer scaling broken by update

  • Add SBS / TAB support to 3DMigoto out of the box. This wasn't really planned, but I have a working proof of concept (instructions). Since this worked so well (better than I expected actually) I may as well polish it up a little and ship it with future 3DMigoto releases. Before then there are a few things to test/do (some of these won't matter for most games, but adding it to 3DMigoto means making sure it works universally, or at least doesn't break anything):
    • Add a fallback so it doesn't break if 3D Vision is disabled (in game, control panel, different graphics card)
    • Make sure back buffer access works in some problematic games (MGSV)
    • Implement full backup & restore of all render & depth targets in a CustomShader
    • Set state to consistently use clockwise for full_screen.hlsl
    • Check if there is any other problematic state that a game may have left that might interfere with this
    • Explicitly unbind other shader types
    • Investigate issues in problematic games:
      • Hitman Absolution (Not working)
      • Crysis 3 (Not working - always suspected something weird with the present calls in this game)
      • GTAV (Glitches)
      • Arkham Knight (Partially working, but disabled at certain points - menus, fighting)
      • Onechambara Z2: Chaos (resolve_msaa before stereo2mono fixes it - want to bundle these)
    • Other games with issues not directly related to this support:
      • Elite: Dangerous (General 3DMigoto crash in anything more recent than 1.0)
      • Dark Souls 2 (Driver issue messing up colours in checkerboard)
      • Company of Heroes 2 (3DMigoto disables all feature levels the game supports)
      • Shadows of Mordor (General 3DMigoto regression - possibly related to CoH2 issue?)
      • Tomb Raider 2013 (Doesn't start with 3DMigoto)

  • DoA5LR: Investigate compatibility issues with AutoLink

  • Game fixes (in rough order of priority)

  • Life Is Strange: Before The Storm (Unity 5.5)

  • ARK: Survival Evolved (Mostly want to look at this as it's UE4 and very pretty. Fixed issues in 3Dmigoto causing crashes, worked out ways past the other show stoppers). Game is being updated *way* too often to consider spending much time on this yet... but watch this space.

  • Submerged (UE4)

  • Die Young (when out of early access... or maybe sooner, watch this space - UE4)

  • Rock of Ages 2 (UE4)

  • Shadow Warrior 2

  • Saints Row: Gat out of Hell - SRIV fix already works pretty well on this. This has issues in non-SLI so I won't be able to work on it unless we can resolve this (I've been meaning to try experimenting with StereoFlagsDX10 to see if something can work, and use frame analysis to analyse the problem).

  • The Solus Project (UE4)

  • Song of the Deep (may need assembler fixes)

  • Karmaflow (4everAwake might take over this)

  • UE4 native 3D Vision plugin (working with Uppercut Games on Submerged) (de-prioritised - too many other projects and UE4 is looking easy to fix with 3DMigoto)

  • DreadOut Act 2 - I've got a WIP for this, shouldn't take long to finish, but some shadows in cutscenes are unfixable with the current Helix Mod (so far it's still playable)
    Unfortunately, an update to DreadOut has switched the game to use borderless windowed mode. Normally this would not be a problem, but it turns out that render target modes can only be forced in exclusive mode full screen, so this update breaks the camera and cannot be fixed.
    - Optional: Write my own DX9 wrapper (or helper) to try to solve the full screen issue and that has more intelligent matrix copying to allow all shadows in DreadOut to be fixed properly (don't copy identity matrices, separate out matrices based on render targets).
    Edit: New plan is to force DX11 and use 3Dmigoto to fix this, but need a few more features in 3DMigoto first. Update: Most of the pieces are in 3DMigoto now and we're getting very close now :) Update: Looks like this might be a bust after all - although I can fix the problems I had in DX9 there are a number of effects that don't seem to render correctly / at all in DX11

  • Add automatic crosshair depth to The Long Dark, Stranded Deep, Montague's Mount (has issues preventing this working - resolved), Legends of Aethereus and maybe other games (Eleusis, Betrayer?)

  • 3DMigoto
  • Add conditional logic to the command lists

  • SLI performance improvements with SBS / TB output modes

  • Add support for simple arithmetic to ini param assignment statements

  • Scripting support (LUA or Python)

  • Auto convergence

  • Add an Include Handler to fix reloading shaders with #includes

  • Heuristics to guess render phase

  • Automatic heuristic based depth buffer aquisition

  • Add support for index buffers in the texture filtering code
    • Take offset (buffer offset + draw call offset) and size into consideration

  • Append / Consume / Counter Structured Buffers

  • Raw Buffer Access

  • Add "stencil" keyword to access stencil side of depth/stencil buffer in a shader resource

  • Input assembler layout overriding

  • Allow simple buffers (esp. vertex buffers) to be constructed and populated from the ini file alone

  • Refactor and debug the big scary shader replacement routines

  • Rework 3DMigoto texture hashes for more efficient track_texture_hash (More complex than initially thought - discovered issue with mip-maps in FC4, need to solve both with this rework so I don't go and have to change the hashes yet again later)

  • Improve error handling in disassembler
    • Pre-processor to strip comments & normalise whitespace
    • Crash when argument missing from instruction
    • Infinite memory consumption on unclosed bracket
    • Raise parse errors when encountering malformed instructions

  • Add generic support for resolving MSAA textures
    • Already implemented undocumented support, but not generic
    • Can solve via an injected shader
    • Make the built in support use such a shader as a fallback
    • Hook up to stereo2mono

  • Add support for dumping formats that DirectTK does not support as jpeg in frame analysis

  • When dumping an RGBA resource as JPEG, dump A channel to separate file

  • Add support for dumping 1D + 3D textures

  • Fall back to dumping resources as mono if reverse stereo blit fails
    • Debug why it fails for some resources in the first place

  • Fix copying cube mapped textures (copying by reference works so long as other constraints are met)
    • Possibly addressed by recent resource + view rework - need to test

  • Fix Company of Heroes 2 conflict with DX11 only stance of 3DMigoto (need to be careful not to break FC4 on win8.0 (or was that win 10?)). Also affects Mordor.

  • Fix decompiler crash on shader in DCS world: https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4805645/#4805645 (Bo3b may have fixed this already?)

  • Allow StereoParams and IniParams to be set to different registers
    • Globally
    • Per-shader basis
    • Add pre-processor macro so individual shaders don't need to be adjusted

  • Misc
  • Binary patch Helix Mod to restore replaced samplers after the draw calls - would fix issues with Ceto water in DX9 Unity games like The Forest and Stranded Deep (although for SD it might be easier to switch to 3DMigoto).

  • Done
  • Update Stranded Deep fix for new stable version (reopened)
    • Update Stranded Deep fix to DX11 with 3DMigoto to fix the DX11 specific effects they introduced
    • Ceto water is now even more broken after an update. Switch to DX11 so this can be fixed properly.

  • The Long Dark: Totally broken by latest update to Unity 5.3 - update scripts and refix

  • Dreamfall Chapters: Update for The Final Cut / DX11

  • Help Mike out with Tomb Raider tile lighting

  • Help DHR out with Just Cause 3 decals

  • Add command line decompiler / disassembler to 3DMigoto

  • Port Unity scripts to DX11 (depends on cmd_Decompiler)

  • Complete Firewatch fix (thinking about changing this to DX11 to avoid overlay problems once scripts are ported)

  • Implement scene detection in 3DMigoto

  • Abzu

  • Watch Dogs 2

  • Far Cry 4 update showcasing new 3DMigoto features

  • Crack UE4 patterns if the plugin approach doesn't pan out or isn't universal (WIP for Submerged and KHOLAT shows this is easy).

  • Update Dreamfall Chapters fix for Unity 5 update + new chapter due out on December 3!
    • Take another crack at the volumetric light shafts.

  • Fix a few issues introduced by updates to The Forest (water and lights)
    • Update introduced new issues with Ceto water. Consider binary patching Helix Mod to resolve this (will break auto UI, but most of the HUD is already 3D, so that would be acceptable)

  • Fix using wrong cached view for resources with multiple bind flags

  • Dump resources as they are updated from the CPU with frame analysis (catch constant buffers used by deferred contexts)

  • Add support for modifiers to key bindings, including only matching with no modifiers

  • Access to swap chain buffer through resource copying (would simplify custom debug shaders, allow for SBS->3D / 3D->SBS, etc)

  • Add mouse support
    • Intercept mouse cursors used by games with hardware cursors & translate into DX textures
    • Intercept mouse movement and pass relative + absolute coordinates to shaders
    • Implement generic software mouse injected shader

  • Implement scene detection

  • Set initial convergence (via profile manager, may still be nice to have an alternative means, but low priority)

  • Auto-set/updating driver profiles

  • Fix copying depth buffer for use in another depth buffer slot (i.e. generalise format conversion)

  • Implement custom view creation to handle typeless depth/stencil formats (and maybe other special cases)

  • Add ability to load buffers from file

  • Add ability to create custom resources
    • Same settings should be able to override resource description if created through resource copying
    • Want to be able to create any type of resource:
      • UAVs
        • Structured buffers
        • Append/consume structured buffers
        • Writable typed buffers / textures
      • Regular buffers with a fixed format
      • Raw buffers (?)
      • Arbitrary 1D/2D/3D textures
      • Render targets
      • Depth targets
      • Cube mapped textures
      • Texture arrays
  • Done, but not all combinations are tested

  • Add ability to run a custom shader from a command list
    • Resource binding doesn't need to be specialised thanks to arbitrary resource copying
    • Might want easy save & restore render/depth target feature, but can do this manually


  • OM Blend state overriding

  • Depth/stencil state overriding

  • Hack Helix Mod to open log.txt sharable if possible

  • Adapt shadertool.py to work with DX11 shaders
  • 2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

    Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

    Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
    Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

    #1
    Posted 03/17/2015 01:02 AM   
    The Unreal 3 engine has 3D Vision support built in due to a partnership between Epic and Nvidia. That's why you see AllowNvidiaStereo3d=False in the config files. “Having the number one 3D engine on the planet embrace 3D Vision is fantastic news for UE3 licensees, UDK users and gamers,” says Tony Tamasi, vice president of content and technology at NVIDIA. “It’s now easier than ever to add state-of-the-art stereoscopic 3D effects to your Unreal Engine 3-based creations.” http://www.nvidia.com/object/io_1268372940133.html http://hexus.net/tech/items/graphics/29388-nvidia-epic-games-showcase-dx11-partnership-game-developers-conference/ So I'm surprised that this function simply wasn't carried over to unreal 4.
    The Unreal 3 engine has 3D Vision support built in due to a partnership between Epic and Nvidia.
    That's why you see AllowNvidiaStereo3d=False in the config files.


    “Having the number one 3D engine on the planet embrace 3D Vision is fantastic news for UE3 licensees, UDK users and gamers,” says Tony Tamasi, vice president of content and technology at NVIDIA. “It’s now easier than ever to add state-of-the-art stereoscopic 3D effects to your Unreal Engine 3-based creations.”

    http://www.nvidia.com/object/io_1268372940133.html


    http://hexus.net/tech/items/graphics/29388-nvidia-epic-games-showcase-dx11-partnership-game-developers-conference/

    So I'm surprised that this function simply wasn't carried over to unreal 4.

    #2
    Posted 03/17/2015 02:11 AM   
    Yeah I was surprised as well, but I've looked at the source code and there is no sign of it. It's possible they intend to add it back later, or maybe they plan to implement their own stereo renderer (they already have a SBS test mode) and use that instead.
    Yeah I was surprised as well, but I've looked at the source code and there is no sign of it. It's possible they intend to add it back later, or maybe they plan to implement their own stereo renderer (they already have a SBS test mode) and use that instead.

    2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

    Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

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    #3
    Posted 03/17/2015 02:15 AM   
    Bummer, but they are still teamed up with NVidia for Gameworks in UE4 https://developer.nvidia.com/content/nvidia-gameworks-increases-pace-innovation-unreal-engine-4-games
    Bummer, but they are still teamed up with NVidia for Gameworks in UE4


    https://developer.nvidia.com/content/nvidia-gameworks-increases-pace-innovation-unreal-engine-4-games

    #4
    Posted 03/17/2015 02:45 AM   
    I'm excited for most of these. Specifically, Dreamfall Chapters, Life is Strange, Ryse, and Saint's Row. I'd also love to see support added to Unity and Unreal Engine 4. I have a ridiculously large backlog full of already 3d-fixed games though, so it wouldn't worry me if this stuff takes a while (though given your track record, I don't imagine it will).
    I'm excited for most of these. Specifically, Dreamfall Chapters, Life is Strange, Ryse, and Saint's Row. I'd also love to see support added to Unity and Unreal Engine 4. I have a ridiculously large backlog full of already 3d-fixed games though, so it wouldn't worry me if this stuff takes a while (though given your track record, I don't imagine it will).

    #5
    Posted 03/17/2015 02:54 AM   
    [quote="D-Man11"]Bummer, but they are still teamed up with NVidia for Gameworks in UE4[/quote]That's good news at least - I'm cloning nvidia's fork of UE4 now to take a look at it... it's pretty large given that git is only downloading files that *aren't* in Epic's master repository (1.45GB of additional files). It concerns me a little that they seem to be suggesting that their topic branches on github are the way to integrate gameworks support into UE4 - a topic branch is generally supposed to be a short lived thing while the code is got ready for integration, then deleted once it is merged. If a topic branch lives on it's usually due to being an experimental feature or early attempt that never quite worked out, and it risks becoming much harder to integrate later on as the code base it is forked from moves on. Alternatively it might be to make sure that devs who use it comply with the licensing for gameworks (IIRC they are required to display the gameworks logo). Hopefully it is the former and the topic branches are just a stepping stone to get it properly merged into UE4.
    D-Man11 said:Bummer, but they are still teamed up with NVidia for Gameworks in UE4
    That's good news at least - I'm cloning nvidia's fork of UE4 now to take a look at it... it's pretty large given that git is only downloading files that *aren't* in Epic's master repository (1.45GB of additional files).

    It concerns me a little that they seem to be suggesting that their topic branches on github are the way to integrate gameworks support into UE4 - a topic branch is generally supposed to be a short lived thing while the code is got ready for integration, then deleted once it is merged. If a topic branch lives on it's usually due to being an experimental feature or early attempt that never quite worked out, and it risks becoming much harder to integrate later on as the code base it is forked from moves on. Alternatively it might be to make sure that devs who use it comply with the licensing for gameworks (IIRC they are required to display the gameworks logo).

    Hopefully it is the former and the topic branches are just a stepping stone to get it properly merged into UE4.

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    #6
    Posted 03/17/2015 03:18 AM   
    None of nvidia's topic branches add 3D Vision support to UE4, though I did happen to notice while grepping through the repository that their VXGI library contains the string NvAPI_Stereo_GetConvergence, suggesting that at least it might support 3D Vision (but might not be hooked up - I discovered by chance that their soft shadow implementation in ShadowWorks also supports 3D Vision natively, but the stereo sampler wasn't hooked up in Far Cry 4).
    None of nvidia's topic branches add 3D Vision support to UE4, though I did happen to notice while grepping through the repository that their VXGI library contains the string NvAPI_Stereo_GetConvergence, suggesting that at least it might support 3D Vision (but might not be hooked up - I discovered by chance that their soft shadow implementation in ShadowWorks also supports 3D Vision natively, but the stereo sampler wasn't hooked up in Far Cry 4).

    2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

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    #7
    Posted 03/17/2015 03:52 AM   
    While not surprising, it is disturbing that you are not seeing more stereo support there. Nvidia reposted a pipeline article and relisted some whitepapers that you would find interesting. https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline The Maxwell whitepaper is a good read, if you haven't seen it already.
    While not surprising, it is disturbing that you are not seeing more stereo support there.

    Nvidia reposted a pipeline article and relisted some whitepapers that you would find interesting.


    https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline


    The Maxwell whitepaper is a good read, if you haven't seen it already.

    #8
    Posted 03/17/2015 04:30 AM   
    While you are looking through the UE4 stuff, it would be interesting to know if they support Oculus Rift. I seem to remember there being a similar announcement about Rift support for UE4 (but might be UDK or some other variant). If there is direct support for Rift, we can leverage that. I've thought several times that if push comes to shove and Rift becomes the defacto support that we could pretty easily make a different tool to drop into that pipeline and output to 3D Vision device instead.
    While you are looking through the UE4 stuff, it would be interesting to know if they support Oculus Rift. I seem to remember there being a similar announcement about Rift support for UE4 (but might be UDK or some other variant).

    If there is direct support for Rift, we can leverage that. I've thought several times that if push comes to shove and Rift becomes the defacto support that we could pretty easily make a different tool to drop into that pipeline and output to 3D Vision device instead.

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    #9
    Posted 03/17/2015 06:58 AM   
    Yeah, I've spotted that they already have some support for the Rift, GearVR and SteamVR, though I have no idea how mature any of those are (SteamVR is marked experimental for instance). I have found some documentation on their VR support (plus a lot of forum posts I haven't gone through yet): https://docs.unrealengine.com/latest/INT/Platforms/VR/index.html https://wiki.unrealengine.com/Oculus_Rift I couldn't find anything official on 3D Vision support - there are a couple of (mostly unanswered) forum posts and questions about it, and mostly about 3D Vision Direct, not 3D Vision Automatic. If you're interested in taking a look at the source code for Unreal Engine (and Unreal Tournament) you can follow the 'get unreal' link on unrealengine.com then follow the instructions to link your github account to give you access to it.
    Yeah, I've spotted that they already have some support for the Rift, GearVR and SteamVR, though I have no idea how mature any of those are (SteamVR is marked experimental for instance).

    I have found some documentation on their VR support (plus a lot of forum posts I haven't gone through yet):
    https://docs.unrealengine.com/latest/INT/Platforms/VR/index.html
    https://wiki.unrealengine.com/Oculus_Rift

    I couldn't find anything official on 3D Vision support - there are a couple of (mostly unanswered) forum posts and questions about it, and mostly about 3D Vision Direct, not 3D Vision Automatic.

    If you're interested in taking a look at the source code for Unreal Engine (and Unreal Tournament) you can follow the 'get unreal' link on unrealengine.com then follow the instructions to link your github account to give you access to it.

    2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

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    #10
    Posted 03/17/2015 07:24 AM   
    Another concern I have if we go down the path of making a drop in plugin to replace the Rift support is that it might turn out to only work on games that support VR, and games might assume they need to hit 75-90fps per eye for VR so may start turning off effects that we would rather have enabled for 60fps per eye or lower. Plus if the devs still manage to mess something up in 3D it might be harder (or at least different) for us to fix... On the other hand UE has traditionally been pretty easy to configure and mod and having access to the source code is only going to improve that (though notably we won't necessarily have access to any local hacks a game studio might make to the engine), so maybe my concerns are unfounded. If you search their code for FFakeStereoRenderingDevice they already have a side-by-side stereo renderer (If I'm reading this correctly I think they are using the naive approach of separating the cameras by translating the view matrix rather than using an off-center projection matrix, which suggests that they have a severe case of VR-itis and it won't look very good on a monitor, but this is something we could potentially fix if we add a real 3D Vision direct plugin). I haven't got as far as actually runing anything in UE4 yet, other than a couple of maps shipped with Unreal Tournament, and I haven't tried out their stereo renderer yet.
    Another concern I have if we go down the path of making a drop in plugin to replace the Rift support is that it might turn out to only work on games that support VR, and games might assume they need to hit 75-90fps per eye for VR so may start turning off effects that we would rather have enabled for 60fps per eye or lower. Plus if the devs still manage to mess something up in 3D it might be harder (or at least different) for us to fix...

    On the other hand UE has traditionally been pretty easy to configure and mod and having access to the source code is only going to improve that (though notably we won't necessarily have access to any local hacks a game studio might make to the engine), so maybe my concerns are unfounded.

    If you search their code for FFakeStereoRenderingDevice they already have a side-by-side stereo renderer (If I'm reading this correctly I think they are using the naive approach of separating the cameras by translating the view matrix rather than using an off-center projection matrix, which suggests that they have a severe case of VR-itis and it won't look very good on a monitor, but this is something we could potentially fix if we add a real 3D Vision direct plugin).

    I haven't got as far as actually runing anything in UE4 yet, other than a couple of maps shipped with Unreal Tournament, and I haven't tried out their stereo renderer yet.

    2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

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    #11
    Posted 03/17/2015 07:51 AM   
    Did you check daylight. It's in3D and With unreal engine 4. Is it real 3D ?
    Did you check daylight. It's in3D and With unreal engine 4.
    Is it real 3D ?

    http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

    #12
    Posted 03/17/2015 09:19 AM   
    Did you check daylight. It's in3D and With unreal engine 4. Is it real 3D ?
    Did you check daylight. It's in3D and With unreal engine 4.
    Is it real 3D ?

    http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

    #13
    Posted 03/17/2015 09:20 AM   
    Did you check daylight. It's in3D and With unreal engine 4. Is it real 3D ?
    Did you check daylight. It's in3D and With unreal engine 4.
    Is it real 3D ?

    http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

    #14
    Posted 03/17/2015 09:20 AM   
    [quote="bo3b"]If there is direct support for Rift, we can leverage that. I've thought several times that if push comes to shove and Rift becomes the defacto support that we could pretty easily make a different tool to drop into that pipeline and output to 3D Vision device instead. [/quote]I like the sound of that!
    bo3b said:If there is direct support for Rift, we can leverage that. I've thought several times that if push comes to shove and Rift becomes the defacto support that we could pretty easily make a different tool to drop into that pipeline and output to 3D Vision device instead.
    I like the sound of that!

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    #15
    Posted 03/17/2015 10:18 AM   
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