The blocky clipping problem is fixed :). I had to edit two compute shaders (using "ret" in one of them just as it starts, and using some very high numbers in the other instead of some registers). Fixed at least in 99% of the cases I found.
The main problematic CS (the one I mention so many times) can be edited through regex. Now the question is what to do with it. For starters, with DX10 flag at 0 it shows the right eye image for both eyes. With the DX10 flag at 4000 and some others, the right eye is correct as before, and the left eye is now independent, but wrong. But using the flag breaks other shaders to the point of not seeing anything with the left eye indoors.
I'll publish a WIP fix before the end of Sunday (in my time zone).
Remaining problems summary (for now):
- Darkness caused by the lack of that CS.
- Reflections have to be disabled (they have big problems, probably by a mix of that CS and DX10 flags).
- Volumetric lighting is still wrong (I'll try to fix it).
- Maybe something about transparent water, but I'm not sure what it is. I'll keep playing.
The blocky clipping problem is fixed :). I had to edit two compute shaders (using "ret" in one of them just as it starts, and using some very high numbers in the other instead of some registers). Fixed at least in 99% of the cases I found.
The main problematic CS (the one I mention so many times) can be edited through regex. Now the question is what to do with it. For starters, with DX10 flag at 0 it shows the right eye image for both eyes. With the DX10 flag at 4000 and some others, the right eye is correct as before, and the left eye is now independent, but wrong. But using the flag breaks other shaders to the point of not seeing anything with the left eye indoors.
I'll publish a WIP fix before the end of Sunday (in my time zone).
Remaining problems summary (for now):
- Darkness caused by the lack of that CS.
- Reflections have to be disabled (they have big problems, probably by a mix of that CS and DX10 flags).
- Volumetric lighting is still wrong (I'll try to fix it).
- Maybe something about transparent water, but I'm not sure what it is. I'll keep playing.
Those screenhots look pretty good to me. So why is this "unfixable" game suddenly more or less fixable? Is 3dmigoto better now for fixing?
(I wished I would unterstand fixing shaders... how did you get learned into it masterotaku? Bo3b's schaderschool? Or something else?)
Big thx masterotaku!
Those screenhots look pretty good to me. So why is this "unfixable" game suddenly more or less fixable? Is 3dmigoto better now for fixing?
(I wished I would unterstand fixing shaders... how did you get learned into it masterotaku? Bo3b's schaderschool? Or something else?)
Big thx masterotaku!
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
Put it this way. Shaderhacking for 3D is for the most part more like puzzle solving as it is programming, and Masterotaku is good at it. He might have just cracked the puzzle =)
Like i have said many times I think they best way for someone to get into it would be a case example of a fixed Dx11 game that's very popular like maybe Skyrim that has many of the common problems and show shader code examples of each effect that was fixed, why and how. The amount of times I have made a little bit of progress just cause I stumbled across a line or two of code in context of a shader, and had an AHAH moment...
But yeah even that kind of thing is a lot of work.
I skipped this one cause of no 3d fix, but I'm very interested now especially with the resident evil 2 and Devil may cry games on the horizon using this engine.
Put it this way. Shaderhacking for 3D is for the most part more like puzzle solving as it is programming, and Masterotaku is good at it. He might have just cracked the puzzle =)
Like i have said many times I think they best way for someone to get into it would be a case example of a fixed Dx11 game that's very popular like maybe Skyrim that has many of the common problems and show shader code examples of each effect that was fixed, why and how. The amount of times I have made a little bit of progress just cause I stumbled across a line or two of code in context of a shader, and had an AHAH moment...
But yeah even that kind of thing is a lot of work.
I skipped this one cause of no 3d fix, but I'm very interested now especially with the resident evil 2 and Devil may cry games on the horizon using this engine.
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)
[quote="Pauldusler"]Those screenhots look pretty good to me. So why is this "unfixable" game suddenly more or less fixable? Is 3dmigoto better now for fixing?[/quote]
Regex makes things easier when there are almost repeated shaders, I admit. Each 3Dmigoto version added more features that make fixing easier.
In this case, it was probably deemed unfixable because of compute shaders. Disabling this one is just a workaround. What you see looks perfect, but it isn't what you should see. I hope it can get fixed for real in some way. I think DSS or Helifax may know something about it.
[quote="Pauldusler"](I wished I would unterstand fixing shaders... how did you get learned into it masterotaku? Bo3b's schaderschool? Or something else?)[/quote]
In my case:
- Some asking and researching (bo3b wiki included) to learn the basics, like the typical stereo correction formula, how to load iniparams for hotkeys, how to load other resources, how to use shader and texture overrides, how to use texture filtering, syntax of the language, etc. The bo3b guide is more for DX9 than DX11, and I started with 3Dmigoto, so aside from the main fixing formula, it was mostly trial and error at first.
- Knowing what you see vs what you should see. Like "this is at screen depth and it should stick to the surface of geometry / it should be at full depth" or "this has haloing that looks like double depth, it needs to disappear". Over time small differences in what you need to do leads you to...
- Learning patterns. The more you fix the more ideas you have about where the fix has to be done and how it has to be done, and you'll see how shaders in some games are similar. In RE7, the shadows and decals fixes feel like a mix of how I fixed shadows in Dark Souls 2 with how shadows are fixed in Unreal Engine 4.
- Trial and error, lots of it. It's how I discovered "nonsense" methods like fixing Dark Souls 2 shadows (which other games need now) or these RE7 fixes. "Getting 'future' data to use for correction (saved in new variables) before the calculation is done? lol, it works". Now if some future game has a similar pattern, these ideas are going to be already in my head and ready to be applied in minutes.
To sum up, you can say it's just experience (started knowing nothing, and getting better slowly over time. It has to be fun for you). There's a lot I don't know yet, of course. There are other fixers that do things that wouldn't occur to me, like how DJ-RK fixed water in SkyrimSE. And I've never invested hundreds of hours on fixing super complex games like Helifax did.
[quote="Pauldusler"]Big thx masterotaku![/quote]
You're welcome :).
Estimated time for the fix: less than 16 hours.
Pauldusler said:Those screenhots look pretty good to me. So why is this "unfixable" game suddenly more or less fixable? Is 3dmigoto better now for fixing?
Regex makes things easier when there are almost repeated shaders, I admit. Each 3Dmigoto version added more features that make fixing easier.
In this case, it was probably deemed unfixable because of compute shaders. Disabling this one is just a workaround. What you see looks perfect, but it isn't what you should see. I hope it can get fixed for real in some way. I think DSS or Helifax may know something about it.
Pauldusler said:(I wished I would unterstand fixing shaders... how did you get learned into it masterotaku? Bo3b's schaderschool? Or something else?)
In my case:
- Some asking and researching (bo3b wiki included) to learn the basics, like the typical stereo correction formula, how to load iniparams for hotkeys, how to load other resources, how to use shader and texture overrides, how to use texture filtering, syntax of the language, etc. The bo3b guide is more for DX9 than DX11, and I started with 3Dmigoto, so aside from the main fixing formula, it was mostly trial and error at first.
- Knowing what you see vs what you should see. Like "this is at screen depth and it should stick to the surface of geometry / it should be at full depth" or "this has haloing that looks like double depth, it needs to disappear". Over time small differences in what you need to do leads you to...
- Learning patterns. The more you fix the more ideas you have about where the fix has to be done and how it has to be done, and you'll see how shaders in some games are similar. In RE7, the shadows and decals fixes feel like a mix of how I fixed shadows in Dark Souls 2 with how shadows are fixed in Unreal Engine 4.
- Trial and error, lots of it. It's how I discovered "nonsense" methods like fixing Dark Souls 2 shadows (which other games need now) or these RE7 fixes. "Getting 'future' data to use for correction (saved in new variables) before the calculation is done? lol, it works". Now if some future game has a similar pattern, these ideas are going to be already in my head and ready to be applied in minutes.
To sum up, you can say it's just experience (started knowing nothing, and getting better slowly over time. It has to be fun for you). There's a lot I don't know yet, of course. There are other fixers that do things that wouldn't occur to me, like how DJ-RK fixed water in SkyrimSE. And I've never invested hundreds of hours on fixing super complex games like Helifax did.
I've still very limited knowledge about shaders. All I did so far was writing a carpaint shader in GLSL for Three.js in the past - however it was not capable of stereoscopic 3D.
Shader fixing is a very exciting topic. I only tried to disable a shader with helixmod d3d9.dll by using the instructions listed in Bo3b's wiki. So I'm still at the very beginning.
I think I have to jump into shader fixing as soon as I run out of ideas for 3D Fix Manager :). At least doing all the tutorials Bo3b posted and trying to understand the whole thing step by step like you did.
Looking forward for your Resident Evil 7 fix! Keep up the amazing work!
I've still very limited knowledge about shaders. All I did so far was writing a carpaint shader in GLSL for Three.js in the past - however it was not capable of stereoscopic 3D.
Shader fixing is a very exciting topic. I only tried to disable a shader with helixmod d3d9.dll by using the instructions listed in Bo3b's wiki. So I'm still at the very beginning.
I think I have to jump into shader fixing as soon as I run out of ideas for 3D Fix Manager :). At least doing all the tutorials Bo3b posted and trying to understand the whole thing step by step like you did.
Looking forward for your Resident Evil 7 fix! Keep up the amazing work!
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
WIP 2 (WIP 1 was just an old internal backup): https://s3.amazonaws.com/masterotaku/Resident+Evil+7/RE7_WIP2.7z
Hotkeys:
- F1: convergence presets. 4 clicks is what I use. Remember that you can cycle backwards with "shift+F1".
- F2: manual HUD depth presets, if for some reason you want to disable automatic depth (you shouldn't).
- F3: HUD toggle.
- F4: SMAA toggle. It won't work with FXAA, and don't try to use TAA because it looks bad in 3D.
- F5: barrel distortion toggle. I recommend to always use this to disable the effect. Press F5 as soon as the game loads if you want. The effect was making the game look lower resolution.
- ".": dynamic HUD presets. By default, all the HUD gets the depth of what is on the center of the screen. Press it once, and every vertex will have its own depth. Press it twice, and the HUD will be static.
Settings to NOT use ingame:
- Depth of field.
- Motion blur.
- TAA.
- Reflections.
- Volumetric lighting (I want to fix this, but for now I put some at full depth, and some are at screen depth, and others are wrong with the left eye).
I haven't checked shadow cache.
If you want to restore the disabled compute shader that is wrong in 3D, open "d3dx.ini" and search the line "ret\n", under "[ShaderRegexCS1.Pattern.Replace]". Delete it or comment it like "//ret\n" (internal comment) or ";ret\n" (d3dx.ini comment).
I'm at chapter 6, around the middle. I'll keep playing until I finish the game and DLC.
Wrong things you can expect:
- Darker than normal.
- Skyboxes at screen depth (I can't find their shader, argh).
- When inspecting a certain wooden doll, you'll see haloing. Couldn't find a fix for that yet.
Compute shader clipping seems solved, but there are very few instances of some lighting clipping in certain nareas and always at long distances. Not annoying.
Edit: if for some reason the game flickers at boot, just alt+tab out of the game and back inside.
Edit 2: another screenshot showing no clipping: https://u.cubeupload.com/masterotaku/re7066.jpg
- F1: convergence presets. 4 clicks is what I use. Remember that you can cycle backwards with "shift+F1".
- F2: manual HUD depth presets, if for some reason you want to disable automatic depth (you shouldn't).
- F3: HUD toggle.
- F4: SMAA toggle. It won't work with FXAA, and don't try to use TAA because it looks bad in 3D.
- F5: barrel distortion toggle. I recommend to always use this to disable the effect. Press F5 as soon as the game loads if you want. The effect was making the game look lower resolution.
- ".": dynamic HUD presets. By default, all the HUD gets the depth of what is on the center of the screen. Press it once, and every vertex will have its own depth. Press it twice, and the HUD will be static.
Settings to NOT use ingame:
- Depth of field.
- Motion blur.
- TAA.
- Reflections.
- Volumetric lighting (I want to fix this, but for now I put some at full depth, and some are at screen depth, and others are wrong with the left eye).
I haven't checked shadow cache.
If you want to restore the disabled compute shader that is wrong in 3D, open "d3dx.ini" and search the line "ret\n", under "[ShaderRegexCS1.Pattern.Replace]". Delete it or comment it like "//ret\n" (internal comment) or ";ret\n" (d3dx.ini comment).
I'm at chapter 6, around the middle. I'll keep playing until I finish the game and DLC.
Wrong things you can expect:
- Darker than normal.
- Skyboxes at screen depth (I can't find their shader, argh).
- When inspecting a certain wooden doll, you'll see haloing. Couldn't find a fix for that yet.
Compute shader clipping seems solved, but there are very few instances of some lighting clipping in certain nareas and always at long distances. Not annoying.
Edit: if for some reason the game flickers at boot, just alt+tab out of the game and back inside.
thank you master!!
I bought this game back then and I haven't play until today because I couldn't play in 3D..
so i tweaked it a little bit and managed to play in 4k SLI with HDR on 65" oled max setting with no 1 fps dropping from 60 fps.
and i must say this is one of THE most beautiful crazy graphics i saw in gaming. this is the first game i managed playing in HDR and boy the HDR is INSANE. the contrast between dark and light is unbelievable.
the only problem i can see is the volumetric lighting which is kind of broken. hope it could be fixed.
in any case, thank you masterotaku for this magic!!!
donation on the way
thank you master!!
I bought this game back then and I haven't play until today because I couldn't play in 3D..
so i tweaked it a little bit and managed to play in 4k SLI with HDR on 65" oled max setting with no 1 fps dropping from 60 fps.
and i must say this is one of THE most beautiful crazy graphics i saw in gaming. this is the first game i managed playing in HDR and boy the HDR is INSANE. the contrast between dark and light is unbelievable.
the only problem i can see is the volumetric lighting which is kind of broken. hope it could be fixed.
in any case, thank you masterotaku for this magic!!!
donation on the way
I've finished the main game and played some of the short DLCs. For now, here are new corrections:
- Open "d3dx.ini", look for this code:
[code]
[ShaderOverrideHair2VS]
Hash=60dcb921045a8d55
x3=0
[/code]
- You'll see a bunch of blocks together that start with "[ShaderOverrideHair2PS".
- Overwrite those blocks with:
[code]
[ShaderOverrideHair2PS1]
Hash=3c152053dc7bbd7c
x3=1
[ShaderOverrideHair2PS2]
Hash=07aa97a13b0fa97f
x3=1
[ShaderOverrideHair2PS3]
Hash=f896971421011ca7
x3=1
[ShaderOverrideHair2PS4]
Hash=a9f9d9b84b9ce4fd
x3=1
[ShaderOverrideHair2PS5]
Hash=97fd72ea7cccb9d8
x3=1
[ShaderOverrideHair2PS6]
Hash=7f6109fc3d28cc1b
x3=1
[/code]
I'll keep playing tomorrow.
I have win 10 build 1803
in the menu it's perfect in the game it's all dark. some advice? Thanks masterotaku
[URL=http://imgbox.com/3aDpQPor][IMG]https://thumbs2.imgbox.com/23/7f/3aDpQPor_t.jpg[/IMG][/URL]
[URL=http://imgbox.com/q8dU8bKk][IMG]https://thumbs2.imgbox.com/ea/0c/q8dU8bKk_t.jpg[/IMG][/URL]
Did you disable all the graphics options I mentioned?
Also, make sure in the Nvidia profile of the game StereoFlagsDX10 is set to 0x00000000 and StereoTextureEnable to 0x00000023.
Did you disable all the graphics options I mentioned?
Also, make sure in the Nvidia profile of the game StereoFlagsDX10 is set to 0x00000000 and StereoTextureEnable to 0x00000023.
[quote="masterotaku"]Did you disable all the graphics options I mentioned?
Also, make sure in the Nvidia profile of the game StereoFlagsDX10 is set to 0x00000000 and StereoTextureEnable to 0x00000023.[/quote]
yes is ok in the Nvidia profile
but and as if he could not find the shaders
without correction in Cm eye dx is ok, eye left and dark. as in the image posted above
Using the correction both eyes are dark
sorry for my english
masterotaku said:Did you disable all the graphics options I mentioned?
Also, make sure in the Nvidia profile of the game StereoFlagsDX10 is set to 0x00000000 and StereoTextureEnable to 0x00000023.
yes is ok in the Nvidia profile
but and as if he could not find the shaders
without correction in Cm eye dx is ok, eye left and dark. as in the image posted above
Using the correction both eyes are dark
sorry for my english
See my instructions about commenting the "ret\n" line to enable the compute shader. Do it to check if that regex is disabling more than one shader (it doesn't cause problems in my or fabiOpereira's case).
See my instructions about commenting the "ret\n" line to enable the compute shader. Do it to check if that regex is disabling more than one shader (it doesn't cause problems in my or fabiOpereira's case).
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
The main problematic CS (the one I mention so many times) can be edited through regex. Now the question is what to do with it. For starters, with DX10 flag at 0 it shows the right eye image for both eyes. With the DX10 flag at 4000 and some others, the right eye is correct as before, and the left eye is now independent, but wrong. But using the flag breaks other shaders to the point of not seeing anything with the left eye indoors.
I'll publish a WIP fix before the end of Sunday (in my time zone).
Remaining problems summary (for now):
- Darkness caused by the lack of that CS.
- Reflections have to be disabled (they have big problems, probably by a mix of that CS and DX10 flags).
- Volumetric lighting is still wrong (I'll try to fix it).
- Maybe something about transparent water, but I'm not sure what it is. I'll keep playing.
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
(I wished I would unterstand fixing shaders... how did you get learned into it masterotaku? Bo3b's schaderschool? Or something else?)
Big thx masterotaku!
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
Like i have said many times I think they best way for someone to get into it would be a case example of a fixed Dx11 game that's very popular like maybe Skyrim that has many of the common problems and show shader code examples of each effect that was fixed, why and how. The amount of times I have made a little bit of progress just cause I stumbled across a line or two of code in context of a shader, and had an AHAH moment...
But yeah even that kind of thing is a lot of work.
I skipped this one cause of no 3d fix, but I'm very interested now especially with the resident evil 2 and Devil may cry games on the horizon using this engine.
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)
Regex makes things easier when there are almost repeated shaders, I admit. Each 3Dmigoto version added more features that make fixing easier.
In this case, it was probably deemed unfixable because of compute shaders. Disabling this one is just a workaround. What you see looks perfect, but it isn't what you should see. I hope it can get fixed for real in some way. I think DSS or Helifax may know something about it.
In my case:
- Some asking and researching (bo3b wiki included) to learn the basics, like the typical stereo correction formula, how to load iniparams for hotkeys, how to load other resources, how to use shader and texture overrides, how to use texture filtering, syntax of the language, etc. The bo3b guide is more for DX9 than DX11, and I started with 3Dmigoto, so aside from the main fixing formula, it was mostly trial and error at first.
- Knowing what you see vs what you should see. Like "this is at screen depth and it should stick to the surface of geometry / it should be at full depth" or "this has haloing that looks like double depth, it needs to disappear". Over time small differences in what you need to do leads you to...
- Learning patterns. The more you fix the more ideas you have about where the fix has to be done and how it has to be done, and you'll see how shaders in some games are similar. In RE7, the shadows and decals fixes feel like a mix of how I fixed shadows in Dark Souls 2 with how shadows are fixed in Unreal Engine 4.
- Trial and error, lots of it. It's how I discovered "nonsense" methods like fixing Dark Souls 2 shadows (which other games need now) or these RE7 fixes. "Getting 'future' data to use for correction (saved in new variables) before the calculation is done? lol, it works". Now if some future game has a similar pattern, these ideas are going to be already in my head and ready to be applied in minutes.
To sum up, you can say it's just experience (started knowing nothing, and getting better slowly over time. It has to be fun for you). There's a lot I don't know yet, of course. There are other fixers that do things that wouldn't occur to me, like how DJ-RK fixed water in SkyrimSE. And I've never invested hundreds of hours on fixing super complex games like Helifax did.
You're welcome :).
Estimated time for the fix: less than 16 hours.
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
Shader fixing is a very exciting topic. I only tried to disable a shader with helixmod d3d9.dll by using the instructions listed in Bo3b's wiki. So I'm still at the very beginning.
I think I have to jump into shader fixing as soon as I run out of ideas for 3D Fix Manager :). At least doing all the tutorials Bo3b posted and trying to understand the whole thing step by step like you did.
Looking forward for your Resident Evil 7 fix! Keep up the amazing work!
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
I'm happy I didn't play it in shitty compatibility mod and waited for a proper 3D fix.
Thanks a lot dude!
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
Hotkeys:
- F1: convergence presets. 4 clicks is what I use. Remember that you can cycle backwards with "shift+F1".
- F2: manual HUD depth presets, if for some reason you want to disable automatic depth (you shouldn't).
- F3: HUD toggle.
- F4: SMAA toggle. It won't work with FXAA, and don't try to use TAA because it looks bad in 3D.
- F5: barrel distortion toggle. I recommend to always use this to disable the effect. Press F5 as soon as the game loads if you want. The effect was making the game look lower resolution.
- ".": dynamic HUD presets. By default, all the HUD gets the depth of what is on the center of the screen. Press it once, and every vertex will have its own depth. Press it twice, and the HUD will be static.
Settings to NOT use ingame:
- Depth of field.
- Motion blur.
- TAA.
- Reflections.
- Volumetric lighting (I want to fix this, but for now I put some at full depth, and some are at screen depth, and others are wrong with the left eye).
I haven't checked shadow cache.
If you want to restore the disabled compute shader that is wrong in 3D, open "d3dx.ini" and search the line "ret\n", under "[ShaderRegexCS1.Pattern.Replace]". Delete it or comment it like "//ret\n" (internal comment) or ";ret\n" (d3dx.ini comment).
I'm at chapter 6, around the middle. I'll keep playing until I finish the game and DLC.
Wrong things you can expect:
- Darker than normal.
- Skyboxes at screen depth (I can't find their shader, argh).
- When inspecting a certain wooden doll, you'll see haloing. Couldn't find a fix for that yet.
Compute shader clipping seems solved, but there are very few instances of some lighting clipping in certain nareas and always at long distances. Not annoying.
Edit: if for some reason the game flickers at boot, just alt+tab out of the game and back inside.
Edit 2: another screenshot showing no clipping: https://u.cubeupload.com/masterotaku/re7066.jpg
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
I bought this game back then and I haven't play until today because I couldn't play in 3D..
so i tweaked it a little bit and managed to play in 4k SLI with HDR on 65" oled max setting with no 1 fps dropping from 60 fps.
and i must say this is one of THE most beautiful crazy graphics i saw in gaming. this is the first game i managed playing in HDR and boy the HDR is INSANE. the contrast between dark and light is unbelievable.
the only problem i can see is the volumetric lighting which is kind of broken. hope it could be fixed.
in any case, thank you masterotaku for this magic!!!
donation on the way
i7 2600k @4,2ghz
GTX 1070 G1 GAMING
DDR3 12gb
TV LG UF8500
Windows 10 64bits
- Open "d3dx.ini", look for this code:
- You'll see a bunch of blocks together that start with "[ShaderOverrideHair2PS".
- Overwrite those blocks with:
I'll keep playing 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
in the menu it's perfect in the game it's all dark. some advice? Thanks masterotaku
Also, make sure in the Nvidia profile of the game StereoFlagsDX10 is set to 0x00000000 and StereoTextureEnable to 0x00000023.
CPU: Intel Core i7 7700K @ 4.9GHz
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yes is ok in the Nvidia profile
but and as if he could not find the shaders
without correction in Cm eye dx is ok, eye left and dark. as in the image posted above
Using the correction both eyes are dark
sorry for my english
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