The Witcher 3: Wild Hunt
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[quote="mike_ar69"][quote="steffen00"]Hello, first many thanks for the work. I played it some hours. I just noticed that the shadows are a little bit to dark outside after enable the fixes.[/quote] Hi - yeah I caught this and fixed it. Next release will sort it out :-)[/quote] @ mike_ar69 I've been playing Witcher 3 for a while now with your latest fix ALPHA 0.02 and the only noticeable issue for me was the extremely dark shadows outside as well. Great to hear you fixed that, looking forward to testing out your latest fix. Thanks everyone, for all your hard work, we all really appreciate it. Its amazing I can play the game this early after release with 3D vision working this good.
mike_ar69 said:
steffen00 said:Hello,

first many thanks for the work.
I played it some hours.
I just noticed that the shadows are a little bit to dark outside after enable the fixes.

Hi - yeah I caught this and fixed it. Next release will sort it out :-)


@ mike_ar69 I've been playing Witcher 3 for a while now with your latest fix ALPHA 0.02 and the only noticeable issue for me was the extremely dark shadows outside as well.

Great to hear you fixed that, looking forward to testing out your latest fix.

Thanks everyone, for all your hard work, we all really appreciate it.
Its amazing I can play the game this early after release with 3D vision working this good.

Posted 05/23/2015 05:37 PM   
I have two Titans in SLI. I thought that the reason for the random crashes could be that the cards get too hot. So I installed EVGA PrecisionX16 and saw that the cards have a temperature over 80 degrees most of the time, sometimes 87 degrees. Is this normal or too hot? I didn't overclock anything, maybe it was already overclocked when I bought my PC...
I have two Titans in SLI. I thought that the reason for the random crashes could be that the cards get too hot. So I installed EVGA PrecisionX16 and saw that the cards have a temperature over 80 degrees most of the time, sometimes 87 degrees. Is this normal or too hot? I didn't overclock anything, maybe it was already overclocked when I bought my PC...

Win 8.1 pro 64 bit, Gigabyte Z87X-D3H - i7-4770K@3.5 - 32 GB, 2x Geforce TITAN SLI (EVGA), 3x ASUS 3D-Vision-Monitors

Posted 05/23/2015 05:53 PM   
[quote="DarkStarSword"]Here's the change that fixes it by adding asint() around affected loads: https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f[/quote] Be aware that this doesn't seem to be universal - applying the same fix to the rest of the shaders caused some other issues (lighting too dark). BTW is anyone else finding everything turns to white when disabling 3D or while using the show_original key in 3Dmigoto? There's something seriously funky going on with my system and I'm not sure what :-/
DarkStarSword said:Here's the change that fixes it by adding asint() around affected loads:


https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f



Be aware that this doesn't seem to be universal - applying the same fix to the rest of the shaders caused some other issues (lighting too dark).

BTW is anyone else finding everything turns to white when disabling 3D or while using the show_original key in 3Dmigoto? There's something seriously funky going on with my system and I'm not sure what :-/

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

Posted 05/23/2015 06:00 PM   
[quote="DarkStarSword"]Ah Ha! So it turns out that my "small example" was exactly the problem with the shadows in caves that Helifax reported. Since we are missing headers we assume everything in the constant buffers is a float, but that is not true and we end up incorrectly treating the bit pattern of an integer as a float, then casting that (garbage) into an integer leading the shader to make the wrong decisions. Here's the change that fixes it by adding asint() around affected loads: https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f[/quote] AHA!! That is really interesting. I am really glad the this was the only issue (damn casts aye?) Yes, when I CTRL+T I also get the "negative" of the image. I know is another shader as I found it at some point but I forgot the crc of that shader. I believe it could be somehow related to the issue with the shadows one... ?
DarkStarSword said:Ah Ha!

So it turns out that my "small example" was exactly the problem with the shadows in caves that Helifax reported. Since we are missing headers we assume everything in the constant buffers is a float, but that is not true and we end up incorrectly treating the bit pattern of an integer as a float, then casting that (garbage) into an integer leading the shader to make the wrong decisions.

Here's the change that fixes it by adding asint() around affected loads:


https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f



AHA!! That is really interesting. I am really glad the this was the only issue (damn casts aye?)

Yes, when I CTRL+T I also get the "negative" of the image. I know is another shader as I found it at some point but I forgot the crc of that shader. I believe it could be somehow related to the issue with the shadows one... ?

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 05/23/2015 06:08 PM   
[quote="helifax"][quote="DarkStarSword"]Ah Ha! So it turns out that my "small example" was exactly the problem with the shadows in caves that Helifax reported. Since we are missing headers we assume everything in the constant buffers is a float, but that is not true and we end up incorrectly treating the bit pattern of an integer as a float, then casting that (garbage) into an integer leading the shader to make the wrong decisions. Here's the change that fixes it by adding asint() around affected loads: https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f[/quote]AHA!! That is really interesting. I am really glad the this was the only issue (damn casts aye?) Yes, when I CTRL+T I also get the "negative" of the image. I know is another shader as I found it at some point but I forgot the crc of that shader. I believe it could be somehow related to the issue with the shadows one... ?[/quote] Heeey, that is a seriously great find. We can easily switch the casting operations to use the asint().
helifax said:
DarkStarSword said:Ah Ha!

So it turns out that my "small example" was exactly the problem with the shadows in caves that Helifax reported. Since we are missing headers we assume everything in the constant buffers is a float, but that is not true and we end up incorrectly treating the bit pattern of an integer as a float, then casting that (garbage) into an integer leading the shader to make the wrong decisions.

Here's the change that fixes it by adding asint() around affected loads:


https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f
AHA!! That is really interesting. I am really glad the this was the only issue (damn casts aye?)

Yes, when I CTRL+T I also get the "negative" of the image. I know is another shader as I found it at some point but I forgot the crc of that shader. I believe it could be somehow related to the issue with the shadows one... ?

Heeey, that is a seriously great find. We can easily switch the casting operations to use the asint().

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 05/23/2015 06:15 PM   
[quote="3D_Mike"]I have two Titans in SLI. I thought that the reason for the random crashes could be that the cards get too hot. So I installed EVGA PrecisionX16 and saw that the cards have a temperature over 80 degrees most of the time, sometimes 87 degrees. Is this normal or too hot? I didn't overclock anything, maybe it was already overclocked when I bought my PC...[/quote] It is normal for the Titan X. But it is not the reason for the crashes. I would recommend to download Nvidia Inspector (-> google) and manually adjust the fan to 80 %, then the cards do not get hotter than 75 - 80 degrees what is fine absolutely fine. It kind of sucks that Nvidia did not allow different designs of the card and that you actually have to mod your card with a better cooler or water cooler...
3D_Mike said:I have two Titans in SLI. I thought that the reason for the random crashes could be that the cards get too hot. So I installed EVGA PrecisionX16 and saw that the cards have a temperature over 80 degrees most of the time, sometimes 87 degrees. Is this normal or too hot? I didn't overclock anything, maybe it was already overclocked when I bought my PC...


It is normal for the Titan X. But it is not the reason for the crashes. I would recommend to download Nvidia Inspector (-> google) and manually adjust the fan to 80 %, then the cards do not get hotter than 75 - 80 degrees what is fine absolutely fine. It kind of sucks that Nvidia did not allow different designs of the card and that you actually have to mod your card with a better cooler or water cooler...

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

Posted 05/23/2015 06:27 PM   
[quote="mrorange55"][quote="3D_Mike"]But it is not the reason for the crashes.[/quote] It can easily be the reason for the crashes. If the cards run that hot there's a decent chance that it heats up something else that cannot handle similar levels of heat. A friend had a similar issue that the cards were running pretty hot and handling it just fine. But the I/O Hub on the motherboard couldn't.
mrorange55 said:
3D_Mike said:But it is not the reason for the crashes.


It can easily be the reason for the crashes. If the cards run that hot there's a decent chance that it heats up something else that cannot handle similar levels of heat. A friend had a similar issue that the cards were running pretty hot and handling it just fine. But the I/O Hub on the motherboard couldn't.

Posted 05/23/2015 06:46 PM   
I don't think, if your card crashes for the temps it will also get freezes sometimes, it's not the case. It's something driver/game... Anyways it's true this is one of those few games what uses 100% GPU Power all time...
I don't think, if your card crashes for the temps it will also get freezes sometimes, it's not the case. It's something driver/game... Anyways it's true this is one of those few games what uses 100% GPU Power all time...

Posted 05/23/2015 07:40 PM   
[quote="DarkStarSword"][quote="DarkStarSword"]Here's the change that fixes it by adding asint() around affected loads: https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f[/quote] Be aware that this doesn't seem to be universal - applying the same fix to the rest of the shaders caused some other issues (lighting too dark). BTW is anyone else finding everything turns to white when disabling 3D or while using the show_original key in 3Dmigoto? There's something seriously funky going on with my system and I'm not sure what :-/[/quote] I see the white stuff all the time while working with shaders. Often, a game restart gets rid of it.
DarkStarSword said:
DarkStarSword said:Here's the change that fixes it by adding asint() around affected loads:


https://github.com/bo3b/3Dmigoto/commit/50536be419b55e8f7ed1411a170cc932b2485c9f



Be aware that this doesn't seem to be universal - applying the same fix to the rest of the shaders caused some other issues (lighting too dark).

BTW is anyone else finding everything turns to white when disabling 3D or while using the show_original key in 3Dmigoto? There's something seriously funky going on with my system and I'm not sure what :-/

I see the white stuff all the time while working with shaders. Often, a game restart gets rid of it.

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

Posted 05/23/2015 08:01 PM   
[quote="amourfouu"][quote="mike_ar69"][quote="steffen00"]Hello, first many thanks for the work. I played it some hours. I just noticed that the shadows are a little bit to dark outside after enable the fixes.[/quote] Hi - yeah I caught this and fixed it. Next release will sort it out :-)[/quote] @ mike_ar69 I've been playing Witcher 3 for a while now with your latest fix ALPHA 0.02 and the only noticeable issue for me was the extremely dark shadows outside as well. Great to hear you fixed that, looking forward to testing out your latest fix. Thanks everyone, for all your hard work, we all really appreciate it. Its amazing I can play the game this early after release with 3D vision working this good.[/quote] I wish I had put an update out for this now, but did not have time. Anyway, this is how to fix it 1. Find the shader called 16f398fc56dce109-ps_replace.txt in the ShaderFixes folder 2. Delete it (or move it somewhere else in case something goes wrong and you can put it back) 3. Open the d3dx.ini file attached and overwrite the one that is already there That should do it. I am doing this from memory, but hopefully it will work. @bo3b or Helifax or DarkStarsword- could either of you create a 0.03 release with the above changes in?
amourfouu said:
mike_ar69 said:
steffen00 said:Hello,

first many thanks for the work.
I played it some hours.
I just noticed that the shadows are a little bit to dark outside after enable the fixes.

Hi - yeah I caught this and fixed it. Next release will sort it out :-)


@ mike_ar69 I've been playing Witcher 3 for a while now with your latest fix ALPHA 0.02 and the only noticeable issue for me was the extremely dark shadows outside as well.

Great to hear you fixed that, looking forward to testing out your latest fix.

Thanks everyone, for all your hard work, we all really appreciate it.
Its amazing I can play the game this early after release with 3D vision working this good.


I wish I had put an update out for this now, but did not have time. Anyway, this is how to fix it
1. Find the shader called 16f398fc56dce109-ps_replace.txt in the ShaderFixes folder
2. Delete it (or move it somewhere else in case something goes wrong and you can put it back)
3. Open the d3dx.ini file attached and overwrite the one that is already there
That should do it. I am doing this from memory, but hopefully it will work.

@bo3b or Helifax or DarkStarsword- could either of you create a 0.03 release with the above changes in?
Attachments

d3dx.ini.jpg

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

Posted 05/23/2015 08:07 PM   
[quote="bo3b"]Heeey, that is a seriously great find. We can easily switch the casting operations to use the asint(). [/quote] I still think it's worth perusing, but I'm beginning to be more and more convinced that there are several situations where those are totally broken. e.g. [code] r0.xy = asfloat((int2)v0.xy); [/code] where r0 is a float4 (that is - I want to cast a float to an int due to a ftoi instruction, but then store the int bit pattern in a float variable to match the original registers) produces: [code] ftoi r0.xy, v0.xyxx ftoi r1.xy, v0.xyxx [/code] Which looks totally broken to me - where did the second conversion come from? It seems to be due to asfloat(), but that's a reinterpret so it shouldn't be adding an explicit conversion instruction here, and the conversion seems to be the wrong way around if it was doing a cast :-/ If I remove the asfloat() then that generates one ftoi, which is what I want, but no longer matches the code, so this smells like a compiler bug to me. Or am I misunderstanding something here? I've also been running into problems with using integers when whole shaders get optimised away when the compiler decides that a boolean condition will never pass, but that might be something I've done wrong - not sure yet.
bo3b said:Heeey, that is a seriously great find. We can easily switch the casting operations to use the asint().

I still think it's worth perusing, but I'm beginning to be more and more convinced that there are several situations where those are totally broken. e.g.
r0.xy = asfloat((int2)v0.xy);

where r0 is a float4 (that is - I want to cast a float to an int due to a ftoi instruction, but then store the int bit pattern in a float variable to match the original registers) produces:
ftoi r0.xy, v0.xyxx
ftoi r1.xy, v0.xyxx

Which looks totally broken to me - where did the second conversion come from? It seems to be due to asfloat(), but that's a reinterpret so it shouldn't be adding an explicit conversion instruction here, and the conversion seems to be the wrong way around if it was doing a cast :-/

If I remove the asfloat() then that generates one ftoi, which is what I want, but no longer matches the code, so this smells like a compiler bug to me.

Or am I misunderstanding something here?


I've also been running into problems with using integers when whole shaders get optimised away when the compiler decides that a boolean condition will never pass, but that might be something I've done wrong - not sure 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

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

Posted 05/23/2015 08:09 PM   
@DarkStarSword and Bo3b: Just tested the shadow shader and indeed the casting fix seems to have fixed the issues. I am not exactly sure what you are talking about in the above post, bust casting floats to ints and back to floats don't you lose all the information stored in the float after the point ? Why are you guys casting the floats to ints in the first place ?
@DarkStarSword and Bo3b:

Just tested the shadow shader and indeed the casting fix seems to have fixed the issues.
I am not exactly sure what you are talking about in the above post, bust casting floats to ints and back to floats don't you lose all the information stored in the float after the point ?
Why are you guys casting the floats to ints in the first place ?

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 05/23/2015 08:13 PM   
[quote="mike_ar69"]@bo3b or Helifax or DarkStarsword- could either of you create a 0.03 release with the above changes in? [/quote] Alpha 0.03 is attached with the above changes and the cave shadow fix :) Edit: This release includes 3Dmigoto 1.1.8 - note that it requires the courierbold.spritefont in the bin directory (otherwise it might crash), which is how the rar file is layed out. Be sure to to run the uninstall.bat before you install this one.
mike_ar69 said:@bo3b or Helifax or DarkStarsword- could either of you create a 0.03 release with the above changes in?

Alpha 0.03 is attached with the above changes and the cave shadow fix :)


Edit: This release includes 3Dmigoto 1.1.8 - note that it requires the courierbold.spritefont in the bin directory (otherwise it might crash), which is how the rar file is layed out.

Be sure to to run the uninstall.bat before you install this one.

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

Posted 05/23/2015 08:23 PM   
Thanks mike_ar69 and DarkStarSword for the Alpha 0.03 update fix. Need to clear up a few questions before I install, don't want to screw anything up. All the files in Alpha 0.03 are the same as Alpha 0.02 except the file: courierbold.spritefont. This file is found twice, in the bin forlder and then again in the x64 folder. Do I ignore this file and just install all the same files as in Alpha 0.02, I could just overwrite what is already installed, or do I have to also add the courierbold.spritefont? If so, where do i put it? Not sure what to do. Thanks for any help.
Thanks mike_ar69 and DarkStarSword for the Alpha 0.03 update fix.

Need to clear up a few questions before I install, don't want to screw anything up.

All the files in Alpha 0.03 are the same as Alpha 0.02 except the file: courierbold.spritefont.
This file is found twice, in the bin forlder and then again in the x64 folder.
Do I ignore this file and just install all the same files as in Alpha 0.02, I could just overwrite what is already installed, or do I have to also add the courierbold.spritefont? If so, where do i put it? Not sure what to do.

Thanks for any help.

Posted 05/23/2015 08:43 PM   
Looks like I need to include nvapi64.dll from 3Dmigoto to force fullscreen. Also need to see if I take ShaderCache into account or just force it on. It's been a while since looking at it. ShaderOverride is completely missing support. Not even sure what it implies when you pass skip. Obviously not replacing shader and not using the original shader. If I had to guess it would disable all draw calls with that shader active. Edit: difficult to even keep track of changes.
Looks like I need to include nvapi64.dll from 3Dmigoto to force fullscreen.

Also need to see if I take ShaderCache into account or just force it on.
It's been a while since looking at it.

ShaderOverride is completely missing support.
Not even sure what it implies when you pass skip.

Obviously not replacing shader and not using the original shader.
If I had to guess it would disable all draw calls with that shader active.

Edit: difficult to even keep track of changes.

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To have a critical piece of code that everyone can enjoy!
What more can you ask for?

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Posted 05/23/2015 08:45 PM   
  32 / 152    
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