Rise of the Tomb Raider (3D Vision Ready Support)
  8 / 41    
[quote="mike_ar69"]So it's good and bad news. The good news is that shadows and lights are fixable. The bad news is: 1. That there are 3DMigoto decompiler errors so some fixes are done in HLSL and some in ASM 2. There is tile lighting like in Batman Arkham Knight, and I have not had time to work out where the solution might be (the shaders are quite big). The effect of this is that 'blocky edges' appear when the fix is applied. 3. There are some decals for which no shaders are found in hunting, so I need to use Frame Analysis, but have not had time to do so. [/quote] Yey, more compute shaders:) It seems that every game now comes packed with compute shaders :( So far I know of: - Batman Arkham Knight, - All games that work on Frostbyte3 engines (but in some you can disable and not lose too much) - Tomb Raider: Rise of It seems the Tile Lighting method is the new "Deferred Lighting" method used these days;)) I also found this paper from GDC'11 where they actually explain how Tile Based Lighting is used in Frostbyte 2 engines. This give enough code there, maybe it helps somebody?:) [url]http://www.dice.se/wp-content/uploads/2014/12/GDC11_DX11inBF3_Public.pdf[/url] I still need to pick up and understand how DarkStarSword fixed the Compute shaders in Batman;) but I think it must be a very similar method;)
mike_ar69 said:So it's good and bad news. The good news is that shadows and lights are fixable. The bad news is:
1. That there are 3DMigoto decompiler errors so some fixes are done in HLSL and some in ASM
2. There is tile lighting like in Batman Arkham Knight, and I have not had time to work out where the solution might be (the shaders are quite big). The effect of this is that 'blocky edges' appear when the fix is applied.
3. There are some decals for which no shaders are found in hunting, so I need to use Frame Analysis, but have not had time to do so.


Yey, more compute shaders:) It seems that every game now comes packed with compute shaders :(
So far I know of:
- Batman Arkham Knight,
- All games that work on Frostbyte3 engines (but in some you can disable and not lose too much)
- Tomb Raider: Rise of

It seems the Tile Lighting method is the new "Deferred Lighting" method used these days;))
I also found this paper from GDC'11 where they actually explain how Tile Based Lighting is used in Frostbyte 2 engines. This give enough code there, maybe it helps somebody?:)
http://www.dice.se/wp-content/uploads/2014/12/GDC11_DX11inBF3_Public.pdf

I still need to pick up and understand how DarkStarSword fixed the Compute shaders in Batman;) but I think it must be a very similar method;)

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 01/29/2016 10:33 AM   
[quote=DICE]Nvidia’s 3D Vision drivers is a good and almost automatic stereo 3D rendering method › But only for forward rendering, doesn’t work with deferred shading › Or on AMD or Intel GPUs › Transparent surfaces do not get proper 3D depth We instead use explicit 3D stereo rendering › Render unique frame for each eye › Works with deferred shading & includes all surfaces › Higher performance requirements, 2x draw calls [/quote] so bad news it's all in the engine(s) now ?
DICE said:Nvidia’s 3D Vision drivers is a good and almost automatic
stereo 3D rendering method
› But only for forward rendering, doesn’t work with deferred shading
› Or on AMD or Intel GPUs
› Transparent surfaces do not get proper 3D depth
We instead use explicit 3D stereo rendering
› Render unique frame for each eye
› Works with deferred shading & includes all surfaces
› Higher performance requirements, 2x draw calls

so bad news it's all in the engine(s) now ?

i7-8700, 16Gb DDR4, GTX1060 6Gb, SSD 256Gb, Win 10 x64, LG TV / EDID Override

Posted 01/29/2016 11:07 AM   
[quote="mrorange55"] Disabling shadows, bloom, blur effects and other nonsense cosmetic issues, it was running smooth on my rig in 3D. I only had some minor loading stutter. But it demands a strong GPU though.[/quote] Thank you, I haven't decided yet if to buy it or not. I might have performance probl. on my gtx 970
mrorange55 said:

Disabling shadows, bloom, blur effects and other nonsense cosmetic issues, it was running smooth on my rig in 3D. I only had some minor loading stutter. But it demands a strong GPU though.

Thank you, I haven't decided yet if to buy it or not.
I might have performance probl. on my gtx 970

Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits

Posted 01/29/2016 11:34 AM   
[quote="joker18"][quote="mrorange55"] Disabling shadows, bloom, blur effects and other nonsense cosmetic issues, it was running smooth on my rig in 3D. I only had some minor loading stutter. But it demands a strong GPU though.[/quote] Thank you, I haven't decided yet if to buy it or not. I might have performance probl. on my gtx 970[/quote] if you can get Witcher 3 to Run on your Rig, then Have no fear;)
joker18 said:
mrorange55 said:

Disabling shadows, bloom, blur effects and other nonsense cosmetic issues, it was running smooth on my rig in 3D. I only had some minor loading stutter. But it demands a strong GPU though.

Thank you, I haven't decided yet if to buy it or not.
I might have performance probl. on my gtx 970


if you can get Witcher 3 to Run on your Rig, then Have no fear;)

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 01/29/2016 11:44 AM   
Even when playing in 2D I had some rare situations when I could observe 'blocky edges' for the shadows.
Even when playing in 2D I had some rare situations when I could observe 'blocky edges' for the shadows.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 01/29/2016 12:31 PM   
Could not resist and bought it! I was going to wait until the fix, but coulnt resist and had to buy with the 10% discount :D I just loved the other game, best 3D experience and game i have ever played so far! Cant believe the game does not support 3D out of the box! How can a developer not support 3D after they saw the masterpiece they created in the first game. If I was a developer I would want to see the game in 3D as after spending so much time and working so hard to improve the graphics, it is like all that work at the end was a waste of time... how can they do this, how, how... ? cant understand...
Could not resist and bought it! I was going to wait until the fix, but coulnt resist and had to buy with the 10% discount :D
I just loved the other game, best 3D experience and game i have ever played so far! Cant believe the game does not support 3D out of the box! How can a developer not support 3D after they saw the masterpiece they created in the first game. If I was a developer I would want to see the game in 3D as after spending so much time and working so hard to improve the graphics, it is like all that work at the end was a waste of time... how can they do this, how, how... ? cant understand...

EVGA GTX 1070 FTW
Motherboard MSI Z370 SLI PLUS
Processor i5-8600K @ 4.2 | Cooler SilverStone AR02
Corsair Vengeance 8GB 3000Mhz | Windows 10 Pro
SSD 240gb Kingston UV400 | 2x HDs 1TB RAID0 | 2x HD 2TB RAID1
TV LG Cinema 3D 49lb6200 | ACER EDID override | Oculus Rift CV1
Steam: http://steamcommunity.com/id/J0hnnieW4lker
Screenshots: http://phereo.com/583b3a2f8884282d5d000007

Posted 01/29/2016 12:44 PM   
I would assume compute shaders becoming commonplace with all the engines is related to both of the major consoles being AMD machines. It's one of AMD's strengths isn't it? Gotta squeeze those machines for all they have.
I would assume compute shaders becoming commonplace with all the engines is related to both of the major consoles being AMD machines. It's one of AMD's strengths isn't it? Gotta squeeze those machines for all they have.

Posted 01/29/2016 12:45 PM   
I won't buy the game without a proper 3D. I couldn't resist after Witcher 3 release, I have completed the game in 2D, and it was great, but then I tried the new 3D fix and said "OMG this is so f*** amazing, why did I not waited a few months???". Luckily, I was able to play the DLC in real 3D and this was one of my best 3D vision experience... So this time, if I have to wait months to play Tomb Raider, I'll wait. No problem :)
I won't buy the game without a proper 3D. I couldn't resist after Witcher 3 release, I have completed the game in 2D, and it was great, but then I tried the new 3D fix and said "OMG this is so f*** amazing, why did I not waited a few months???". Luckily, I was able to play the DLC in real 3D and this was one of my best 3D vision experience...

So this time, if I have to wait months to play Tomb Raider, I'll wait. No problem :)

Posted 01/29/2016 12:52 PM   
[quote="helifax"][quote="mike_ar69"]So it's good and bad news. The good news is that shadows and lights are fixable. The bad news is: 1. That there are 3DMigoto decompiler errors so some fixes are done in HLSL and some in ASM 2. There is tile lighting like in Batman Arkham Knight, and I have not had time to work out where the solution might be (the shaders are quite big). The effect of this is that 'blocky edges' appear when the fix is applied. 3. There are some decals for which no shaders are found in hunting, so I need to use Frame Analysis, but have not had time to do so. [/quote] Yey, more compute shaders:) It seems that every game now comes packed with compute shaders :( So far I know of: - Batman Arkham Knight, - All games that work on Frostbyte3 engines (but in some you can disable and not lose too much) - Tomb Raider: Rise of It seems the Tile Lighting method is the new "Deferred Lighting" method used these days;)) I also found this paper from GDC'11 where they actually explain how Tile Based Lighting is used in Frostbyte 2 engines. This give enough code there, maybe it helps somebody?:) [url]http://www.dice.se/wp-content/uploads/2014/12/GDC11_DX11inBF3_Public.pdf[/url] I still need to pick up and understand how DarkStarSword fixed the Compute shaders in Batman;) but I think it must be a very similar method;) [/quote] Actually you made me think here. It's not a compute shader but a Pixel shader that is doing the lighting, so maybe it's not tiling afterall... It just looks exactly like the problem with BAK. I understand the solution to that problem, I just need to work out where in this game's shader to make the relevant corrections, because the shade looks quite different (and it's long). I'll try and attach a couple of image that show it (one has an effect removes so the blockiness can be seen better on the mountain). Someone asked about performance - I had the game on Ultra everything, except DOF and blur stuff, and it never went below 60 FPS, though I do have SLIx980. **EDIT It's definitely Tiled Lighting, I just need to wake up... [code] // cbuffer cbTiledLighting // { // // uint g_uNumNonDirectionalLights; // Offset: 0 Size: 4 // uint g_uNumDirectionalLights; // Offset: 4 Size: 4 // uint g_uNumTilesX; // Offset: 8 Size: 4 // uint g_uNumTilesY; // Offset: 12 Size: 4 [unused] // row_major float4x4 g_mProjection; // Offset: 16 Size: 64 [unused] // row_major float4x4 g_mInvProjection;// Offset: 80 Size: 64 [unused] // // } [/code [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68031/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68032/[/img]
helifax said:
mike_ar69 said:So it's good and bad news. The good news is that shadows and lights are fixable. The bad news is:
1. That there are 3DMigoto decompiler errors so some fixes are done in HLSL and some in ASM
2. There is tile lighting like in Batman Arkham Knight, and I have not had time to work out where the solution might be (the shaders are quite big). The effect of this is that 'blocky edges' appear when the fix is applied.
3. There are some decals for which no shaders are found in hunting, so I need to use Frame Analysis, but have not had time to do so.


Yey, more compute shaders:) It seems that every game now comes packed with compute shaders :(
So far I know of:
- Batman Arkham Knight,
- All games that work on Frostbyte3 engines (but in some you can disable and not lose too much)
- Tomb Raider: Rise of

It seems the Tile Lighting method is the new "Deferred Lighting" method used these days;))
I also found this paper from GDC'11 where they actually explain how Tile Based Lighting is used in Frostbyte 2 engines. This give enough code there, maybe it helps somebody?:)
http://www.dice.se/wp-content/uploads/2014/12/GDC11_DX11inBF3_Public.pdf

I still need to pick up and understand how DarkStarSword fixed the Compute shaders in Batman;) but I think it must be a very similar method;)

Actually you made me think here. It's not a compute shader but a Pixel shader that is doing the lighting, so maybe it's not tiling afterall... It just looks exactly like the problem with BAK. I understand the solution to that problem, I just need to work out where in this game's shader to make the relevant corrections, because the shade looks quite different (and it's long). I'll try and attach a couple of image that show it (one has an effect removes so the blockiness can be seen better on the mountain).

Someone asked about performance - I had the game on Ultra everything, except DOF and blur stuff, and it never went below 60 FPS, though I do have SLIx980.

**EDIT It's definitely Tiled Lighting, I just need to wake up...
[code]// cbuffer cbTiledLighting
// {
//
// uint g_uNumNonDirectionalLights; // Offset: 0 Size: 4
// uint g_uNumDirectionalLights; // Offset: 4 Size: 4
// uint g_uNumTilesX; // Offset: 8 Size: 4
// uint g_uNumTilesY; // Offset: 12 Size: 4 [unused]
// row_major float4x4 g_mProjection; // Offset: 16 Size: 64 [unused]
// row_major float4x4 g_mInvProjection;// Offset: 80 Size: 64 [unused]
//
// }
[/code
Image
Image

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

Posted 01/29/2016 01:53 PM   
Hi Mike, I managed to give it a quick look (basically 5 minutes) before leaving for work this morning and I noticed that the Hair is calculated in a Compute Shader. I remember Witcher 3 Hairworks also use compute shaders and I was wondering if the same fix (or approximately) can't be used here... I didn't get to look at the lighting as alot of other effects are broken for me:)) and didn't went in settings to remove all the extra effects (to allow me to visually identify the shader(S)). If you have any shaders that fixes some of the rendering and want to share them I can also start looking at this part (or the decals) or anything else;) Maybe I can spot something:)
Hi Mike,

I managed to give it a quick look (basically 5 minutes) before leaving for work this morning and I noticed that the Hair is calculated in a Compute Shader. I remember Witcher 3 Hairworks also use compute shaders and I was wondering if the same fix (or approximately) can't be used here...

I didn't get to look at the lighting as alot of other effects are broken for me:)) and didn't went in settings to remove all the extra effects (to allow me to visually identify the shader(S)).

If you have any shaders that fixes some of the rendering and want to share them I can also start looking at this part (or the decals) or anything else;) Maybe I can spot something:)

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 01/29/2016 02:28 PM   
[quote="helifax"]Hi Mike, I managed to give it a quick look (basically 5 minutes) before leaving for work this morning and I noticed that the Hair is calculated in a Compute Shader. I remember Witcher 3 Hairworks also use compute shaders and I was wondering if the same fix (or approximately) can't be used here... I didn't get to look at the lighting as alot of other effects are broken for me:)) and didn't went in settings to remove all the extra effects (to allow me to visually identify the shader(S)). If you have any shaders that fixes some of the rendering and want to share them I can also start looking at this part (or the decals) or anything else;) Maybe I can spot something:)[/quote] Hi - looking at the hair would be a good idea, I've not even looked at that yet. I attach one of the shadow shaders (I think it might be the only one, which would be awesome lol), but's its lights that need the work. I think you'll need frame analysis to sort the decals they dont get picked up in shader hunting. **EDIT I think I found where the tiling is happening and can disable it, so it on the right track..
helifax said:Hi Mike,

I managed to give it a quick look (basically 5 minutes) before leaving for work this morning and I noticed that the Hair is calculated in a Compute Shader. I remember Witcher 3 Hairworks also use compute shaders and I was wondering if the same fix (or approximately) can't be used here...

I didn't get to look at the lighting as alot of other effects are broken for me:)) and didn't went in settings to remove all the extra effects (to allow me to visually identify the shader(S)).

If you have any shaders that fixes some of the rendering and want to share them I can also start looking at this part (or the decals) or anything else;) Maybe I can spot something:)

Hi - looking at the hair would be a good idea, I've not even looked at that yet. I attach one of the shadow shaders (I think it might be the only one, which would be awesome lol), but's its lights that need the work. I think you'll need frame analysis to sort the decals they dont get picked up in shader hunting.

**EDIT I think I found where the tiling is happening and can disable it, so it on the right track..

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

Posted 01/29/2016 02:47 PM   
[quote="mike_ar69"][quote="helifax"]Hi Mike, I managed to give it a quick look (basically 5 minutes) before leaving for work this morning and I noticed that the Hair is calculated in a Compute Shader. I remember Witcher 3 Hairworks also use compute shaders and I was wondering if the same fix (or approximately) can't be used here... I didn't get to look at the lighting as alot of other effects are broken for me:)) and didn't went in settings to remove all the extra effects (to allow me to visually identify the shader(S)). If you have any shaders that fixes some of the rendering and want to share them I can also start looking at this part (or the decals) or anything else;) Maybe I can spot something:)[/quote] Hi - looking at the hair would be a good idea, I've not even looked at that yet. I attach one of the shadow shaders (I think it might be the only one, which would be awesome lol), but's its lights that need the work. I think you'll need frame analysis to sort the decals they dont get picked up in shader hunting. **EDIT I think I found where the tiling is happening and can disable it, so it on the right track..[/quote] AWESOME! GO MAD MIKE ^_^:)
mike_ar69 said:
helifax said:Hi Mike,

I managed to give it a quick look (basically 5 minutes) before leaving for work this morning and I noticed that the Hair is calculated in a Compute Shader. I remember Witcher 3 Hairworks also use compute shaders and I was wondering if the same fix (or approximately) can't be used here...

I didn't get to look at the lighting as alot of other effects are broken for me:)) and didn't went in settings to remove all the extra effects (to allow me to visually identify the shader(S)).

If you have any shaders that fixes some of the rendering and want to share them I can also start looking at this part (or the decals) or anything else;) Maybe I can spot something:)

Hi - looking at the hair would be a good idea, I've not even looked at that yet. I attach one of the shadow shaders (I think it might be the only one, which would be awesome lol), but's its lights that need the work. I think you'll need frame analysis to sort the decals they dont get picked up in shader hunting.

**EDIT I think I found where the tiling is happening and can disable it, so it on the right track..


AWESOME! GO MAD MIKE ^_^:)

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 01/29/2016 03:14 PM   
For me it's just a neck-and-neck race regarding suspense and mystery between playing the game and reading Your forum posts ^^ Originally I wanted to rush through the main story to be able to test all the areas of the game when a fix should be available. But this game looks so beautifull even in 2D that I only can linger and not sprint through the scenery. And there is so much to explore...
For me it's just a neck-and-neck race regarding suspense and mystery between playing the game and reading Your forum posts ^^ Originally I wanted to rush through the main story to be able to test all the areas of the game when a fix should be available. But this game looks so beautifull even in 2D that I only can linger and not sprint through the scenery. And there is so much to explore...

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 01/29/2016 06:00 PM   
Hi Mike, Did more testing with the StereoFlagsDX10 based on the info from DarkStarSword. using the value of 0x00004000 removes the blocks in the title menu but one eye is white in the game:)) also I noticed a dark tint in the game... 0x00008000 doesn't do anything... I am out of ideas currently:)) Were you able to actually fix the tile lighting? or does disabling the shader you found fixes this issue?
Hi Mike,

Did more testing with the StereoFlagsDX10 based on the info from DarkStarSword. using the value of 0x00004000 removes the blocks in the title menu but one eye is white in the game:)) also I noticed a dark tint in the game...
0x00008000 doesn't do anything... I am out of ideas currently:))

Were you able to actually fix the tile lighting? or does disabling the shader you found fixes this issue?

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 01/29/2016 07:23 PM   
Hi Helifax - am at work so can't work on it yet. I was not aware of blocks in the title menu? Do you mean the blockiness in the lamp I showed earlier?
Hi Helifax - am at work so can't work on it yet. I was not aware of blocks in the title menu? Do you mean the blockiness in the lamp I showed earlier?

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

Posted 01/29/2016 07:27 PM   
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