@chtiblue
I just update the previous idea....sadly is a no go.
For the distant buildings...try to adjust convergence (up or down) 1 by 1....if that don't work maybe i have to adjust a little the Far Plane Correction (for the low convergence) or maybe is some reflection that i still don't look.
I just update the previous idea....sadly is a no go.
For the distant buildings...try to adjust convergence (up or down) 1 by 1....if that don't work maybe i have to adjust a little the Far Plane Correction (for the low convergence) or maybe is some reflection that i still don't look.
[quote="DHR"]How about this???
High Convergence and the Weapon with low convergence.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63357/[/img]
Edit1:
Sorry guys....is a no go...removing, make them transparent or using a low convergence for the weapon. This affects the weapons models in the worls....so this looks bad
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63358/[/img][/quote]
Your first picture with low weapon convergence seems nice, isn't it?
The 2nd picture is indeed fucked up ;)
High Convergence and the Weapon with low convergence.
Edit1:
Sorry guys....is a no go...removing, make them transparent or using a low convergence for the weapon. This affects the weapons models in the worls....so this looks bad
Your first picture with low weapon convergence seems nice, isn't it?
The 2nd picture is indeed fucked up ;)
I had the same issue in Amnesia, Wolfenstein, etc, games, where in order to get the WORLD to look right I needed a high convergence value...but broke the hands/hands...
My solution was like this:
- Find the vertex shader that is used for the HANDs/weapons and apply a different correction to it, based on the position of the vertexes from the screen position (0,0,0,0). (gl_Position.w)
- You can add additional clipping around the hand area (notice the gl_Position.x and gl_Position.y)
(In theory gl_Position.w = gl_Position.z, but not always the case thus is better to use the .z component as well)
- Apply the standard 3D Vision Automatic formula but with a much lower convergence for the "clipped" area.
My solution was this:
[code]
if ( ((gl_Position.w <= 0.4) && (gl_Position.w > 0.1)) && (gl_Position.x < 0.35) && (gl_Position.y < 0.3) && (gl_Position.z < 0.4) )
{
gl_Position.x += g_eye * g_eye_separation * (gl_Position.w - g_convergence/4);
}
else
{
gl_Position.x += g_eye * g_eye_separation * (gl_Position.w - g_convergence);
}
[/code]
I bet you can apply the same thing in the vertex shader:) You just need to find the right numbers in the initial if() statement.
Then again I had full control over the shaders (meaning no 3D Vision Automatic was in place). I think using this guide-line you and some experimentation you will be able to implement it:)
Maybe it helps;))
I had the same issue in Amnesia, Wolfenstein, etc, games, where in order to get the WORLD to look right I needed a high convergence value...but broke the hands/hands...
My solution was like this:
- Find the vertex shader that is used for the HANDs/weapons and apply a different correction to it, based on the position of the vertexes from the screen position (0,0,0,0). (gl_Position.w)
- You can add additional clipping around the hand area (notice the gl_Position.x and gl_Position.y)
(In theory gl_Position.w = gl_Position.z, but not always the case thus is better to use the .z component as well)
- Apply the standard 3D Vision Automatic formula but with a much lower convergence for the "clipped" area.
I bet you can apply the same thing in the vertex shader:) You just need to find the right numbers in the initial if() statement.
Then again I had full control over the shaders (meaning no 3D Vision Automatic was in place). I think using this guide-line you and some experimentation you will be able to implement it:)
Maybe it helps;))
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
[quote="DHR"]Download again....
[url]https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.WIP.zip[/url]
[/quote]
Feedback on the second version of the fix:
- I manually adjusted the convergence to go clean with the shadows -> convergence is on my Asus screen perfect for me now, the weapon might still be a bit outside, but not in a way that it is bothering me;
- for running, I changed the key to alt -> when I run the shadows change im comparison to not running and they look a bit shifted. I guess your solution on this has been the convergence change with shift. If you could apply this tweak to the version with the convergence of the second fix, it would be very cool (or tell me where I have to change what. ;))
- I guess we get difference convergence, I get the same as mindwork and for you the second fix seemed to have now convergence as you said above?
Overall it is a very good fix and very playable in my opinion.
- I manually adjusted the convergence to go clean with the shadows -> convergence is on my Asus screen perfect for me now, the weapon might still be a bit outside, but not in a way that it is bothering me;
- for running, I changed the key to alt -> when I run the shadows change im comparison to not running and they look a bit shifted. I guess your solution on this has been the convergence change with shift. If you could apply this tweak to the version with the convergence of the second fix, it would be very cool (or tell me where I have to change what. ;))
- I guess we get difference convergence, I get the same as mindwork and for you the second fix seemed to have now convergence as you said above?
Overall it is a very good fix and very playable in my opinion.
Thanks Helifax for the suggestion....the formula i use is different, but i can try with the if statement using the position.w (fortunately is used in this shader)....
Thanks Helifax for the suggestion....the formula i use is different, but i can try with the if statement using the position.w (fortunately is used in this shader)....
[quote="DHR"][u]Instructions:[/u]
- Start the game and Press "O" key....this adjust the convergence to match the shadow fix....VERY IMPORTANT!
[/quote]
/me notes a 3Dmigoto wishlist item: Ability to automatically set initial separation and/or convergence when starting the game and after alt+tabbing out and back.
I was also going to suggest much the same thing as Helifax - see if you can test the output position W component to determine if the players weapon is being drawn close to the camera or an enemy weapon which will usually be further away. It may still mess the enemies weapons up if they can get very close, but if you're lucky it might be ok...
Sounds like you already worked out how to adjust the weapon depth, but just in case it helps a trick I found is that you can multiply the entire output position (x,y,w and optionally z) by an adjustment factor to move the object further into or out of the scene (as it changes the result of the driver's stereo correction) without changing it's size (because of the perspective divide). If you adjust the Z component as well the new position will affect the depth buffer test.
[quote="helifax"](In theory gl_Position.w = gl_Position.z, but not always the case thus is better to use the .z component as well)[/quote]
It can vary depending on the game, but AFAIK usually the output position Z is a value between 0.0 at the near clipping plane and 1.0 at the far clipping plane, while W will usually be the world space linear depth. Back in the days of fixed pipeline GPUs this was pretty much a given, but ever since GPUs became programmable games have the flexibility to do something different, so this may not always be the case (e.g. a game may multiply Z by W and store the result in Z, which has the result of making the depth buffer linear for better accuracy on distant objects at the cost of reduced accuracy on near objects).
Edit: Actually come to think of it Z will be between 0.0 and 1.0 after the perspective divide by W has been applied, and we see the value before that happens. If you're interested this is what Z will usually be in the vertex shader when we see it (the program I'm using here is mathomatic):
[code]
1-> q=far/(far-near)
far
#1: q = ------------
(far - near)
1-> z=q*w - q*near
#2: z = (q*w) - (q*near)
2-> replace q with #1
far*w far*near
#2: z = ------------ - ------------
(far - near) (far - near)
2-> simplify
far*(w - near)
#2: z = --------------
(far - near)
[/code]
It is true that the view space Z will usually match the projection space W value though. Again not guaranteed because games can do what they like.
DHR said:Instructions:
- Start the game and Press "O" key....this adjust the convergence to match the shadow fix....VERY IMPORTANT!
/me notes a 3Dmigoto wishlist item: Ability to automatically set initial separation and/or convergence when starting the game and after alt+tabbing out and back.
I was also going to suggest much the same thing as Helifax - see if you can test the output position W component to determine if the players weapon is being drawn close to the camera or an enemy weapon which will usually be further away. It may still mess the enemies weapons up if they can get very close, but if you're lucky it might be ok...
Sounds like you already worked out how to adjust the weapon depth, but just in case it helps a trick I found is that you can multiply the entire output position (x,y,w and optionally z) by an adjustment factor to move the object further into or out of the scene (as it changes the result of the driver's stereo correction) without changing it's size (because of the perspective divide). If you adjust the Z component as well the new position will affect the depth buffer test.
helifax said:(In theory gl_Position.w = gl_Position.z, but not always the case thus is better to use the .z component as well)
It can vary depending on the game, but AFAIK usually the output position Z is a value between 0.0 at the near clipping plane and 1.0 at the far clipping plane, while W will usually be the world space linear depth. Back in the days of fixed pipeline GPUs this was pretty much a given, but ever since GPUs became programmable games have the flexibility to do something different, so this may not always be the case (e.g. a game may multiply Z by W and store the result in Z, which has the result of making the depth buffer linear for better accuracy on distant objects at the cost of reduced accuracy on near objects).
Edit: Actually come to think of it Z will be between 0.0 and 1.0 after the perspective divide by W has been applied, and we see the value before that happens. If you're interested this is what Z will usually be in the vertex shader when we see it (the program I'm using here is mathomatic):
Thanks Helifax for the sugestion....it's working!!
The magic number was 0.38 for the position.w
There are many shaders for weapons and hands....i already cover 15 shaders, so maybe a new weapon have to be fixed, or part of the weapon....one weapon use 1 or 2 shaders. To correct this is very simple, is copy-paste the code in the bottom line of the shader.
The fixing code is:
[code] if(o0.w < 0.38)
{
float4 stereo = StereoParams.Load(0);
o0.x += stereo.x * (-o0.x + stereo.y) * 0.8;
}[/code]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63359/[/img]
Edit:
The only issue with the weapons/hand solution is that shadows are a little off on it... but nothing serious.
Thanks Helifax for the sugestion....it's working!!
The magic number was 0.38 for the position.w
There are many shaders for weapons and hands....i already cover 15 shaders, so maybe a new weapon have to be fixed, or part of the weapon....one weapon use 1 or 2 shaders. To correct this is very simple, is copy-paste the code in the bottom line of the shader.
@mrorange55
For running use this value in the key1 section in the d3dx.ini--> 6.217881e-001
If you are using "Alt" key.....change "shift" for "alt"...i suppose this will work, i don't know if "alt" is the correct name. tbh i put "shift" to test and it works.
Like this:
[code][Key1]
Key=alt
convergence=6.217881e-001
type=hold[/code]
For running use this value in the key1 section in the d3dx.ini--> 6.217881e-001
If you are using "Alt" key.....change "shift" for "alt"...i suppose this will work, i don't know if "alt" is the correct name. tbh i put "shift" to test and it works.
[quote="DHR"]Thanks Helifax for the sugestion....it's working!!
The magic number was 0.38 for the position.w
There are many shaders for weapons and hands....i already cover 15 shaders, so maybe a new weapon have to be fixed, or part of the weapon....one weapon use 1 or 2 shaders. To correct this is very simple, is copy-paste the code in the bottom line of the shader.
The fixing code is:
[code] if(o0.w < 0.38)
{
float4 stereo = StereoParams.Load(0);
o0.x += stereo.x * (-o0.x + stereo.y) * 0.8;
}[/code]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63359/[/img]
Edit:
The only issue with the weapons/hand solution is that shadows are a little off on it... but nothing serious.[/quote]
Glad to have helped;)) I am currently downloading the game for the firs time:)) So, I didn't had the time to actually try the fix yet;))
@DarkStarSword:
Very nice explanation right there !!! That's why I said most of the time .z = .w but like you said it sometimes the game/engine/shader does weird stuff:))
(Now after re-reading my initial post, I realized maybe I should have expressed it more detailed:)) but you did it afterwards;)) So no loss ;)) )
DHR said:Thanks Helifax for the sugestion....it's working!!
The magic number was 0.38 for the position.w
There are many shaders for weapons and hands....i already cover 15 shaders, so maybe a new weapon have to be fixed, or part of the weapon....one weapon use 1 or 2 shaders. To correct this is very simple, is copy-paste the code in the bottom line of the shader.
Edit:
The only issue with the weapons/hand solution is that shadows are a little off on it... but nothing serious.
Glad to have helped;)) I am currently downloading the game for the firs time:)) So, I didn't had the time to actually try the fix yet;))
@DarkStarSword:
Very nice explanation right there !!! That's why I said most of the time .z = .w but like you said it sometimes the game/engine/shader does weird stuff:))
(Now after re-reading my initial post, I realized maybe I should have expressed it more detailed:)) but you did it afterwards;)) So no loss ;)) )
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
i upload this version with the weapon/hands shaders add.....i test with the low convergence version and works fine. NOTE: maybe some weapon don't have the corrections, i just add 15 shaders related to weapons and hands.
This have the low convergence parameters and the correct value for running when you press and hold "shift".
[url]https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.WIP3.zip[/url]
TBH, at least in my 3DTV, if i put a lower value for convergence the game looks flat, so i prefer to add the weapon/hands solution to avoid lowering even more the convergence.
i upload this version with the weapon/hands shaders add.....i test with the low convergence version and works fine. NOTE: maybe some weapon don't have the corrections, i just add 15 shaders related to weapons and hands.
TBH, at least in my 3DTV, if i put a lower value for convergence the game looks flat, so i prefer to add the weapon/hands solution to avoid lowering even more the convergence.
Setup: GTX760 SLI (tested single card as well. No difference)
OPTOMA GT Projector
Game: 1280x720, FOV+3, textures medium, view distance max, foliage high, HBAO+ off, shadows high
I dropped the files into my directory,
Depth 100pct. Adjusted convergence to match the shadows on each eye.
Not sure I'm doing this correctly. But I did notice a few issues still:
Some shadows don't match eye to eye. Mainly shadows of building alcoves and viewed interiors from the outside. Reflections are also off as stated. This is a bit of a problem since this game features a ton of reflections- off the roof, etc. Not sure if sun lighting off floor is affected.
Not a ton of depth. But sufficient.
Overall it's looking very nice though! I can't thank you enough for doing this kind of work. :)
Setup: GTX760 SLI (tested single card as well. No difference)
OPTOMA GT Projector
Game: 1280x720, FOV+3, textures medium, view distance max, foliage high, HBAO+ off, shadows high
I dropped the files into my directory,
Depth 100pct. Adjusted convergence to match the shadows on each eye.
Not sure I'm doing this correctly. But I did notice a few issues still:
Some shadows don't match eye to eye. Mainly shadows of building alcoves and viewed interiors from the outside. Reflections are also off as stated. This is a bit of a problem since this game features a ton of reflections- off the roof, etc. Not sure if sun lighting off floor is affected.
Not a ton of depth. But sufficient.
Overall it's looking very nice though! I can't thank you enough for doing this kind of work. :)
[quote="DHR"]Edit:
The only issue with the weapons/hand solution is that shadows are a little off on it... but nothing serious.[/quote]
I'd be interested to know if you get a different result for the shadows if you multiply the output coordinate by some amount instead of the adjustment you are using. I honestly don't know if it would help - on the one hand it might help as values of the weapon on the depth buffer would be adjusted for their new depth, but on the other hand the position of the weapon in the shadow maps would not be, so I don't really know what the overall result would be.
If you wanted to experiment with it, you basically just do this and tweak the 1.1 value to change the depth adjustment:
[code]
if(o0.w < 0.38) {
o0 *= 1.1;
}
[/code]
DHR said:Edit:
The only issue with the weapons/hand solution is that shadows are a little off on it... but nothing serious.
I'd be interested to know if you get a different result for the shadows if you multiply the output coordinate by some amount instead of the adjustment you are using. I honestly don't know if it would help - on the one hand it might help as values of the weapon on the depth buffer would be adjusted for their new depth, but on the other hand the position of the weapon in the shadow maps would not be, so I don't really know what the overall result would be.
If you wanted to experiment with it, you basically just do this and tweak the 1.1 value to change the depth adjustment:
if(o0.w < 0.38) {
o0 *= 1.1;
}
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
I just update the previous idea....sadly is a no go.
For the distant buildings...try to adjust convergence (up or down) 1 by 1....if that don't work maybe i have to adjust a little the Far Plane Correction (for the low convergence) or maybe is some reflection that i still don't look.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Your first picture with low weapon convergence seems nice, isn't it?
The 2nd picture is indeed fucked up ;)
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
My solution was like this:
- Find the vertex shader that is used for the HANDs/weapons and apply a different correction to it, based on the position of the vertexes from the screen position (0,0,0,0). (gl_Position.w)
- You can add additional clipping around the hand area (notice the gl_Position.x and gl_Position.y)
(In theory gl_Position.w = gl_Position.z, but not always the case thus is better to use the .z component as well)
- Apply the standard 3D Vision Automatic formula but with a much lower convergence for the "clipped" area.
My solution was this:
I bet you can apply the same thing in the vertex shader:) You just need to find the right numbers in the initial if() statement.
Then again I had full control over the shaders (meaning no 3D Vision Automatic was in place). I think using this guide-line you and some experimentation you will be able to implement it:)
Maybe it helps;))
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)
Feedback on the second version of the fix:
- I manually adjusted the convergence to go clean with the shadows -> convergence is on my Asus screen perfect for me now, the weapon might still be a bit outside, but not in a way that it is bothering me;
- for running, I changed the key to alt -> when I run the shadows change im comparison to not running and they look a bit shifted. I guess your solution on this has been the convergence change with shift. If you could apply this tweak to the version with the convergence of the second fix, it would be very cool (or tell me where I have to change what. ;))
- I guess we get difference convergence, I get the same as mindwork and for you the second fix seemed to have now convergence as you said above?
Overall it is a very good fix and very playable in my opinion.
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/
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
/me notes a 3Dmigoto wishlist item: Ability to automatically set initial separation and/or convergence when starting the game and after alt+tabbing out and back.
I was also going to suggest much the same thing as Helifax - see if you can test the output position W component to determine if the players weapon is being drawn close to the camera or an enemy weapon which will usually be further away. It may still mess the enemies weapons up if they can get very close, but if you're lucky it might be ok...
Sounds like you already worked out how to adjust the weapon depth, but just in case it helps a trick I found is that you can multiply the entire output position (x,y,w and optionally z) by an adjustment factor to move the object further into or out of the scene (as it changes the result of the driver's stereo correction) without changing it's size (because of the perspective divide). If you adjust the Z component as well the new position will affect the depth buffer test.
It can vary depending on the game, but AFAIK usually the output position Z is a value between 0.0 at the near clipping plane and 1.0 at the far clipping plane, while W will usually be the world space linear depth. Back in the days of fixed pipeline GPUs this was pretty much a given, but ever since GPUs became programmable games have the flexibility to do something different, so this may not always be the case (e.g. a game may multiply Z by W and store the result in Z, which has the result of making the depth buffer linear for better accuracy on distant objects at the cost of reduced accuracy on near objects).
Edit: Actually come to think of it Z will be between 0.0 and 1.0 after the perspective divide by W has been applied, and we see the value before that happens. If you're interested this is what Z will usually be in the vertex shader when we see it (the program I'm using here is mathomatic):
It is true that the view space Z will usually match the projection space W value though. Again not guaranteed because games can do what they like.
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
The magic number was 0.38 for the position.w
There are many shaders for weapons and hands....i already cover 15 shaders, so maybe a new weapon have to be fixed, or part of the weapon....one weapon use 1 or 2 shaders. To correct this is very simple, is copy-paste the code in the bottom line of the shader.
The fixing code is:
Edit:
The only issue with the weapons/hand solution is that shadows are a little off on it... but nothing serious.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
For running use this value in the key1 section in the d3dx.ini--> 6.217881e-001
If you are using "Alt" key.....change "shift" for "alt"...i suppose this will work, i don't know if "alt" is the correct name. tbh i put "shift" to test and it works.
Like this:
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Glad to have helped;)) I am currently downloading the game for the firs time:)) So, I didn't had the time to actually try the fix yet;))
@DarkStarSword:
Very nice explanation right there !!! That's why I said most of the time .z = .w but like you said it sometimes the game/engine/shader does weird stuff:))
(Now after re-reading my initial post, I realized maybe I should have expressed it more detailed:)) but you did it afterwards;)) So no loss ;)) )
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)
This have the low convergence parameters and the correct value for running when you press and hold "shift".
https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.WIP3.zip
TBH, at least in my 3DTV, if i put a lower value for convergence the game looks flat, so i prefer to add the weapon/hands solution to avoid lowering even more the convergence.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
i5 2500K/16gb/GTX 970/Asus VG278H + Sony HMZ-T1
OPTOMA GT Projector
Game: 1280x720, FOV+3, textures medium, view distance max, foliage high, HBAO+ off, shadows high
I dropped the files into my directory,
Depth 100pct. Adjusted convergence to match the shadows on each eye.
Not sure I'm doing this correctly. But I did notice a few issues still:
Some shadows don't match eye to eye. Mainly shadows of building alcoves and viewed interiors from the outside. Reflections are also off as stated. This is a bit of a problem since this game features a ton of reflections- off the roof, etc. Not sure if sun lighting off floor is affected.
Not a ton of depth. But sufficient.
Overall it's looking very nice though! I can't thank you enough for doing this kind of work. :)
I'd be interested to know if you get a different result for the shadows if you multiply the output coordinate by some amount instead of the adjustment you are using. I honestly don't know if it would help - on the one hand it might help as values of the weapon on the depth buffer would be adjusted for their new depth, but on the other hand the position of the weapon in the shadow maps would not be, so I don't really know what the overall result would be.
If you wanted to experiment with it, you basically just do this and tweak the 1.1 value to change the depth adjustment:
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
Thank you!
Intel 4770k
Gigabyte Z97X-Gaming GT
2x Gigabyte GTX 980 G1 Gaming
16GB RAM
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