[quote="Losti"][quote="mistersvin"]ok, this is the first what i got when installed final fix, and then i just replaced d3dx.ini from the alpha[/quote]
press "\" to fix it.[/quote]
strange but i didnt have to, replaced it back and it seems fine, thx
P.S. I want to say again thank you guys, u are awesome ! the fix is perfect, the game amazing
[quote="mistersvin"][quote="Losti"][quote="mistersvin"]ok, this is the first what i got when installed final fix, and then i just replaced d3dx.ini from the alpha[/quote]
press "\" to fix it.[/quote]
strange but i didnt have to, replaced it back and it seems fine, thx
P.S. I want to say again thank you guys, u are awesome ! the fix is perfect, the game amazing[/quote]
But i think you will run into problems using power armor if you will use the alpha fix because the release will fix problems with power armor? But im not sure....
mistersvin said:ok, this is the first what i got when installed final fix, and then i just replaced d3dx.ini from the alpha
press "\" to fix it.
strange but i didnt have to, replaced it back and it seems fine, thx
P.S. I want to say again thank you guys, u are awesome ! the fix is perfect, the game amazing
But i think you will run into problems using power armor if you will use the alpha fix because the release will fix problems with power armor? But im not sure....
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[quote="Losti"][quote="mistersvin"][quote="Losti"][quote="mistersvin"]ok, this is the first what i got when installed final fix, and then i just replaced d3dx.ini from the alpha[/quote]
press "\" to fix it.[/quote]
strange but i didnt have to, replaced it back and it seems fine, thx
P.S. I want to say again thank you guys, u are awesome ! the fix is perfect, the game amazing[/quote]
But i think you will run into problems using power armor if you will use the alpha fix because the release will fix problems with power armor? But im not sure....[/quote]
Yeah if this lights thing crops up again, that "\" is the toggle for it. I am going to put out an update with a resolution for this based on not rendering the power armour hud element. I already fixed a couple of other dodgy shaders anyway, and will look at the other two issues reported above.
mistersvin said:ok, this is the first what i got when installed final fix, and then i just replaced d3dx.ini from the alpha
press "\" to fix it.
strange but i didnt have to, replaced it back and it seems fine, thx
P.S. I want to say again thank you guys, u are awesome ! the fix is perfect, the game amazing
But i think you will run into problems using power armor if you will use the alpha fix because the release will fix problems with power armor? But im not sure....
Yeah if this lights thing crops up again, that "\" is the toggle for it. I am going to put out an update with a resolution for this based on not rendering the power armour hud element. I already fixed a couple of other dodgy shaders anyway, and will look at the other two issues reported above.
Here are my updates after playing last night for you Mike!
There aren't any plot spoilers in this image set but there are some general spoilers (i.e. 'oh wow I didn't know _______ location was in this game')
- Certain glass objects (but not all) render funny. Laser Musket, Lamps, Baby Bottle. I also found an instance where one beaker was affected but another one wasn't. I think glass reflections also exhibit this behavior but am not sure.
http://photos.3dvisionlive.com/orik/image/565a23cde7e5646c2700003c/
http://photos.3dvisionlive.com/orik/image/565a23f6e7e564304e0000b4/
http://photos.3dvisionlive.com/orik/image/565a2444e7e5641a1b000030/
http://photos.3dvisionlive.com/orik/image/565a2459e7e564472b000033/ (super weird b/c only one is wrong)
- There was something weird going on either with this window or on the other side of this window.
http://photos.3dvisionlive.com/orik/image/565a2438e7e5644d1900003d/
- The light on this intercom was only coming through on the right eye.
http://photos.3dvisionlive.com/orik/image/565a2460e7e564b6650000b2/
- And this control panel was rendering funny
http://photos.3dvisionlive.com/orik/image/565a2460e7e564b6650000b2/
How are you guys getting your images to show up side by side in-line? Is that preferred or is the 3dvision site okay?
Thanks for all the hard work. I might go through in a little bit and figure out which shader file I can disable (if any) to fix the glass spheres. Does that help you even?
Here are my updates after playing last night for you Mike!
There aren't any plot spoilers in this image set but there are some general spoilers (i.e. 'oh wow I didn't know _______ location was in this game')
- Certain glass objects (but not all) render funny. Laser Musket, Lamps, Baby Bottle. I also found an instance where one beaker was affected but another one wasn't. I think glass reflections also exhibit this behavior but am not sure.
How are you guys getting your images to show up side by side in-line? Is that preferred or is the 3dvision site okay?
Thanks for all the hard work. I might go through in a little bit and figure out which shader file I can disable (if any) to fix the glass spheres. Does that help you even?
@sverreerik Thanks, this is great feedback. What is really best for me though is savegames. Some of these issues look like the result of HUD fixes (hard to believe, but this game is messed up).
@sverreerik Thanks, this is great feedback. What is really best for me though is savegames. Some of these issues look like the result of HUD fixes (hard to believe, but this game is messed up).
OK - I think I have addressed most of the issues reported earlier (not sure yet about post #434). They were all caused by conflicts with HUD corrections, mostly the power armour, though one was for inventory, which I can't even identify right now.
So my immediate solution is to just not do any correction at all for the power armour, as it's just too confusing. The problem arises because the same vertex shader and the same exact Pixel shader is used, say, for power armour elements and reflections in windows. So they can't be separated. Darkstarsword has added a number of new features to 3Dmigoto which might offer some more options to distinguish between (texture separation perhaps) but for now I am going to do an update without Power Armour correction.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67276/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67277/[/img]
OK - I think I have addressed most of the issues reported earlier (not sure yet about post #434). They were all caused by conflicts with HUD corrections, mostly the power armour, though one was for inventory, which I can't even identify right now.
So my immediate solution is to just not do any correction at all for the power armour, as it's just too confusing. The problem arises because the same vertex shader and the same exact Pixel shader is used, say, for power armour elements and reflections in windows. So they can't be separated. Darkstarsword has added a number of new features to 3Dmigoto which might offer some more options to distinguish between (texture separation perhaps) but for now I am going to do an update without Power Armour correction.
@Mike_ar69, DarkStarSword, bo3b:
I totally don;t know how DX works in regards to shaders, but in OpenGL: a pixel + vertex shader form a "program" shader. That shader is the one "used" before drawing stuff. I expect in DX to be the same but maybe the naming is different.
A couple of ideas (I don;t know if 3DMigoto supports these):
- Identify Program Number + Vertex + Pixel (and apply correction if all 3 match)
OR
- Identify Vertex+ Pixel (and apply correction if both matches).
The better approach works all the time (since Program ID can be different on each machine based on other things... This is at leas what happens in OpenGL not sure about DX, but I wanted to let you guys know it...maybe it will help ^_^ )
I totally don;t know how DX works in regards to shaders, but in OpenGL: a pixel + vertex shader form a "program" shader. That shader is the one "used" before drawing stuff. I expect in DX to be the same but maybe the naming is different.
A couple of ideas (I don;t know if 3DMigoto supports these):
- Identify Program Number + Vertex + Pixel (and apply correction if all 3 match)
OR
- Identify Vertex+ Pixel (and apply correction if both matches).
The better approach works all the time (since Program ID can be different on each machine based on other things... This is at leas what happens in OpenGL not sure about DX, but I wanted to let you guys know it...maybe it will help ^_^ )
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
DX doesn't have a program number for the shaders, but matching the combination of vertex + pixel [and possibly hull + domain + geometry] shaders is exactly what partner shader filtering is all about, which 3DMigoto has supported in some form since the original FC4 fix, and nowadays has complete support for any combination of shaders and is flexible enough that the shader can know which partner it is being used with to perform different corrections as necessary.
Mike already confirmed that the same set of vertex+pixel shaders are used for different things in this game though, so that won't help here.
3DMigoto has a bunch of other options that might help, like texture filtering, render target size filtering and depth buffer filtering.
One option that might be of particular interest is the ability to set an ini param midway through drawing a frame when a given shader or texture is used and clear it again at the end of the frame. If you can identify a shader or texture that is always used before the HUD is drawn and after any unrelated effects are drawn you can use it as a trigger to enable HUD adjustments. e.g. this is what I do in Far Cry 4 to detect when the camera HUD is being drawn since one of the vertex+pixel+texture combinations is used for unrelated things:
[code]
[Rendering]
; Tracks copies and updates to textures which may cause their hash to become
; out of sync with their contents - enable if texture hashes seem unreliable
; (requires 3DMigoto 1.2.11 or later):
track_texture_updates=1
[Present]
; W2 marks that the camera HUD is being drawn in the frame - clear it at the
; start of each frame:
w2 = 0
[ShaderOverrideCrosshairMapAndIcons]
Hash = 50344260ea3c9a9c
; Dump out the render target and textures used with this shader, to quickly
; and easily identify texture hashes of interest:
analyse_options = dump_tex dump_rt
; Enable texture filtering, sets x2 to the value of filter_index from the
; TextureOverride section, or 0 if none exist, or 1 if the TextureOverride
; exists but does not contain a filter_index:
x2 = ps-t0
; Also check the other settings in the TextureOverride for the texture in this
; slot, required to allow the texture to set w2 for the camera HUD detection.
; This feature requires 3DMigoto 1.2.11 or later:
checktextureoverride = ps-t0
[TextureOverrideCameraVignette]
Hash=e5a53b70
filter_index = 4
[TextureOverrideCameraCross]
Hash=4f74d339
filter_index = 4
; Mark that the camera HUD is being drawn
w2 = 1
[TextureOverrideCameraCircle]
Hash=4b821638
filter_index = 4
[TextureOverrideCameraCross1]
Hash=d7c10c1e
filter_index = 4
[TextureOverrideCameraSquare]
Hash=1fdb7351
filter_index = 4
[TextureOverrideCameraSquare1]
Hash=dacfdad5
filter_index = 4
[TextureOverrideCameraCrosshairHighlight]
; This is a pure white texture - it affects other things such as the
; exclamation marks on the DLC items on the main menu. We mark this with a
; separate texture filter index to the other camera shaders, and use the fact
; that w2 has been set earlier in TextureOverrideCameraCross to detect that it
; is the camera.
Hash=dbb19057
filter_index = 6
[/code]
frame analysis is the way to find potential shaders and textures to use as triggers.
DX doesn't have a program number for the shaders, but matching the combination of vertex + pixel [and possibly hull + domain + geometry] shaders is exactly what partner shader filtering is all about, which 3DMigoto has supported in some form since the original FC4 fix, and nowadays has complete support for any combination of shaders and is flexible enough that the shader can know which partner it is being used with to perform different corrections as necessary.
Mike already confirmed that the same set of vertex+pixel shaders are used for different things in this game though, so that won't help here.
3DMigoto has a bunch of other options that might help, like texture filtering, render target size filtering and depth buffer filtering.
One option that might be of particular interest is the ability to set an ini param midway through drawing a frame when a given shader or texture is used and clear it again at the end of the frame. If you can identify a shader or texture that is always used before the HUD is drawn and after any unrelated effects are drawn you can use it as a trigger to enable HUD adjustments. e.g. this is what I do in Far Cry 4 to detect when the camera HUD is being drawn since one of the vertex+pixel+texture combinations is used for unrelated things:
[Rendering]
; Tracks copies and updates to textures which may cause their hash to become
; out of sync with their contents - enable if texture hashes seem unreliable
; (requires 3DMigoto 1.2.11 or later):
track_texture_updates=1
[Present]
; W2 marks that the camera HUD is being drawn in the frame - clear it at the
; start of each frame:
w2 = 0
; Dump out the render target and textures used with this shader, to quickly
; and easily identify texture hashes of interest:
analyse_options = dump_tex dump_rt
; Enable texture filtering, sets x2 to the value of filter_index from the
; TextureOverride section, or 0 if none exist, or 1 if the TextureOverride
; exists but does not contain a filter_index:
x2 = ps-t0
; Also check the other settings in the TextureOverride for the texture in this
; slot, required to allow the texture to set w2 for the camera HUD detection.
; This feature requires 3DMigoto 1.2.11 or later:
checktextureoverride = ps-t0
[TextureOverrideCameraCrosshairHighlight]
; This is a pure white texture - it affects other things such as the
; exclamation marks on the DLC items on the main menu. We mark this with a
; separate texture filter index to the other camera shaders, and use the fact
; that w2 has been set earlier in TextureOverrideCameraCross to detect that it
; is the camera.
Hash=dbb19057
filter_index = 6
frame analysis is the way to find potential shaders and textures to use as triggers.
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
Few issues I found last night. Screenshot and savegame included.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Looks like Diamond City is the place where we going to get a lot of stability issues. My game is crashing all the time when I`m around this area. Plenty time I have to switch off 3D in Control Panel end fast travel outside of town just to get my game loaded.
It really doesn`t matter what Drivers I`m using or fix version - it just happened for lot of people even those who doesn`t play in 3D.
Looks like Diamond City is the place where we going to get a lot of stability issues. My game is crashing all the time when I`m around this area. Plenty time I have to switch off 3D in Control Panel end fast travel outside of town just to get my game loaded.
It really doesn`t matter what Drivers I`m using or fix version - it just happened for lot of people even those who doesn`t play in 3D.
[quote="Seregin"]Few issues I found last night. Screenshot and savegame included.[/quote]
Hi - I already fixed the beaker one. The fungus one is Ambient Occlusion and I can't seem to track that one down, not even to disable it. It seems to be rendered using compute shaders. It's not massively wrong, just off, and it flickers - in fact I think its the flickering that makes it look off. Bethesda games shadows are always a bit crap: low res and shaky, so this is probably more of the same. The only way to get rid of it is to disable SSAO in game. Personally I don't really notice it much, so it doesn't bother me.
You could have a look in the Fallout4Prefs.ini to see if there is a quality setting to make it better?
Seregin said:Few issues I found last night. Screenshot and savegame included.
Hi - I already fixed the beaker one. The fungus one is Ambient Occlusion and I can't seem to track that one down, not even to disable it. It seems to be rendered using compute shaders. It's not massively wrong, just off, and it flickers - in fact I think its the flickering that makes it look off. Bethesda games shadows are always a bit crap: low res and shaky, so this is probably more of the same. The only way to get rid of it is to disable SSAO in game. Personally I don't really notice it much, so it doesn't bother me.
You could have a look in the Fallout4Prefs.ini to see if there is a quality setting to make it better?
@mike_ar69: thanks. AO issue doesn't bother me too much as well. Noticed it only on fungus and on some sofas. Don't remember having in with Alpha version, though. Anyway, thanks a lot!
@mike_ar69: thanks. AO issue doesn't bother me too much as well. Noticed it only on fungus and on some sofas. Don't remember having in with Alpha version, though. Anyway, thanks a lot!
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
I have an issue with the glas doors. I attached a picture. Maybe I did something wrong. Not sure.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67286/[/img]
strange but i didnt have to, replaced it back and it seems fine, thx
P.S. I want to say again thank you guys, u are awesome ! the fix is perfect, the game amazing
But i think you will run into problems using power armor if you will use the alpha fix because the release will fix problems with power armor? But im not sure....
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Yeah if this lights thing crops up again, that "\" is the toggle for it. I am going to put out an update with a resolution for this based on not rendering the power armour hud element. I already fixed a couple of other dodgy shaders anyway, and will look at the other two issues reported above.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
There aren't any plot spoilers in this image set but there are some general spoilers (i.e. 'oh wow I didn't know _______ location was in this game')
- Certain glass objects (but not all) render funny. Laser Musket, Lamps, Baby Bottle. I also found an instance where one beaker was affected but another one wasn't. I think glass reflections also exhibit this behavior but am not sure.
http://photos.3dvisionlive.com/orik/image/565a23cde7e5646c2700003c/
http://photos.3dvisionlive.com/orik/image/565a23f6e7e564304e0000b4/
http://photos.3dvisionlive.com/orik/image/565a2444e7e5641a1b000030/
http://photos.3dvisionlive.com/orik/image/565a2459e7e564472b000033/ (super weird b/c only one is wrong)
- There was something weird going on either with this window or on the other side of this window.
http://photos.3dvisionlive.com/orik/image/565a2438e7e5644d1900003d/
- The light on this intercom was only coming through on the right eye.
http://photos.3dvisionlive.com/orik/image/565a2460e7e564b6650000b2/
- And this control panel was rendering funny
http://photos.3dvisionlive.com/orik/image/565a2460e7e564b6650000b2/
How are you guys getting your images to show up side by side in-line? Is that preferred or is the 3dvision site okay?
Thanks for all the hard work. I might go through in a little bit and figure out which shader file I can disable (if any) to fix the glass spheres. Does that help you even?
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
So my immediate solution is to just not do any correction at all for the power armour, as it's just too confusing. The problem arises because the same vertex shader and the same exact Pixel shader is used, say, for power armour elements and reflections in windows. So they can't be separated. Darkstarsword has added a number of new features to 3Dmigoto which might offer some more options to distinguish between (texture separation perhaps) but for now I am going to do an update without Power Armour correction.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I totally don;t know how DX works in regards to shaders, but in OpenGL: a pixel + vertex shader form a "program" shader. That shader is the one "used" before drawing stuff. I expect in DX to be the same but maybe the naming is different.
A couple of ideas (I don;t know if 3DMigoto supports these):
- Identify Program Number + Vertex + Pixel (and apply correction if all 3 match)
OR
- Identify Vertex+ Pixel (and apply correction if both matches).
The better approach works all the time (since Program ID can be different on each machine based on other things... This is at leas what happens in OpenGL not sure about DX, but I wanted to let you guys know it...maybe it will help ^_^ )
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)
Mike already confirmed that the same set of vertex+pixel shaders are used for different things in this game though, so that won't help here.
3DMigoto has a bunch of other options that might help, like texture filtering, render target size filtering and depth buffer filtering.
One option that might be of particular interest is the ability to set an ini param midway through drawing a frame when a given shader or texture is used and clear it again at the end of the frame. If you can identify a shader or texture that is always used before the HUD is drawn and after any unrelated effects are drawn you can use it as a trigger to enable HUD adjustments. e.g. this is what I do in Far Cry 4 to detect when the camera HUD is being drawn since one of the vertex+pixel+texture combinations is used for unrelated things:
frame analysis is the way to find potential shaders and textures to use as triggers.
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
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
It really doesn`t matter what Drivers I`m using or fix version - it just happened for lot of people even those who doesn`t play in 3D.
https://steamcommunity.com/profiles/76561198014296177/
i5 2500K/16gb/GTX 970/Asus VG278H + Sony HMZ-T1
Not in anyway that won't break something more important.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Hi - I already fixed the beaker one. The fungus one is Ambient Occlusion and I can't seem to track that one down, not even to disable it. It seems to be rendered using compute shaders. It's not massively wrong, just off, and it flickers - in fact I think its the flickering that makes it look off. Bethesda games shadows are always a bit crap: low res and shaky, so this is probably more of the same. The only way to get rid of it is to disable SSAO in game. Personally I don't really notice it much, so it doesn't bother me.
You could have a look in the Fallout4Prefs.ini to see if there is a quality setting to make it better?
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
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/