Thanks for looking at this DJ-RK. Thought I had better shut my mouth in this thread, and wait for you to announce, if it was happening. I have been thinking about getting back into this and a good 3d fix will likely kick me through the door.
Thanks for looking at this DJ-RK. Thought I had better shut my mouth in this thread, and wait for you to announce, if it was happening. I have been thinking about getting back into this and a good 3d fix will likely kick me through the door.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Looks good DK. If you could get the HUD/YI fixed that would be great I await that too get fixed..
I did notice in the Action bar when I use the right bracket key to get the chathud in depth the action bar goes crooked.
I was going to implement my fix for the hud/UI but I am unsure what you did exactly and I will just wait for you to hopefully fix it..
Thank You DJ_RK..
Yeah, the HUD fix in the 1st WIP was very quick and basic. Today I've spent refining the HUD to a much greater degree, which I'm fairly happy with, and unless I can get the auto-depth code working will be what goes in the final version.
Found another water shader outside of Ul'dah, which leads me to believe there's probably more of those out in the wild, but I can probably find a pattern in the ones I've fixed so far to be able to fix the rest offline the same way I did all the lighting. Also came across another clouds shader that wasn't fixed, and unfortunately any more of those can't be fixed offline and will need to be fixed as I come across them.
All in all, I think I'll have a full release version ready either tomorrow, or within the next couple days.
Yeah, the HUD fix in the 1st WIP was very quick and basic. Today I've spent refining the HUD to a much greater degree, which I'm fairly happy with, and unless I can get the auto-depth code working will be what goes in the final version.
Found another water shader outside of Ul'dah, which leads me to believe there's probably more of those out in the wild, but I can probably find a pattern in the ones I've fixed so far to be able to fix the rest offline the same way I did all the lighting. Also came across another clouds shader that wasn't fixed, and unfortunately any more of those can't be fixed offline and will need to be fixed as I come across them.
All in all, I think I'll have a full release version ready either tomorrow, or within the next couple days.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Hey That is Great man I owe you ;)
Thank you for the fix this is better then I imagined.. Can I send you a donation at least let me sub you for a month ;)
So here's an updated version of the WIP, which will be the last one before the final release.
Download: [url]http://www.mediafire.com/file/5et6a0lcdtmr7go/FFXIV_3D_Fix_WIP_v2.zip[/url]
Here's what's new:
-Fixed lighting for weak soft shadows and normal shadow cascading (the latter of which provides much better performance with little graphical loss)
-All sky shaders and moon fixed (but not sun. Will explain more on that later)
-Some additional water shaders (but not all yet. Unfortunately it looks like I might need to fix each one individually)
-Lots of HUD tweaks
Unfortunately the shader for the sun also affects other things, like the glow around the large aetherite crystals, so although I have in fact found a fix for the sun, it breaks those other things, and there's no way to separate them from each other, so I think the better compromise is to leave the sun unfixed. :/
For the HUD, I've essentially made a cut out box in the screen like so:
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|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........----------------------------------------------------------............|
|.................................................................................|
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The section with all the x's is pushed into depth (amount of which is still adjusted by the ] key), anything outside of that is not adjusted. The mouse cursor also gets affected by that bounding box (but make sure you have the software mouse cursor option turned on in the options), so that way it'll be pushed into depth for clicking on targets/nameplates, etc, but if/when you want to click on hotbar icons or HUD elements, it'll go to screen depth and be aligned with them.
The idea is that you'll want to rearrange your HUD so that your hotbars and main HUD elements in the unadjusted portions, along the bottom 1/3, the left/right 25%, and top 10% of the screen, and the inner adjusted portion is mainly for nameplates and world icons. You can position HUD elements so that they are inside of the pushed in portion (like the inventory, or character/journal panels, etc), but if they go outside of the bounding box then they will go a bit wonky as the part inside will be pushed in, and the part outside will be at screen depth.
I've also made the CAPS Lock key not only toggle the convergence to be low, but to toggle off the HUD depth adjustments, so you can use that for cinematics and for menus/HUD usage (if you can't quite get the positioning right for certain things). I've also set the CTRL key when held down to just remove HUD depth adjustment (doesn't affect convergence) so you can use that as a quick override.
All in all I think it works really well when you understand it and position the HUD elements accordingly. Hope you guys like it.
Here's what's new:
-Fixed lighting for weak soft shadows and normal shadow cascading (the latter of which provides much better performance with little graphical loss)
-All sky shaders and moon fixed (but not sun. Will explain more on that later)
-Some additional water shaders (but not all yet. Unfortunately it looks like I might need to fix each one individually)
-Lots of HUD tweaks
Unfortunately the shader for the sun also affects other things, like the glow around the large aetherite crystals, so although I have in fact found a fix for the sun, it breaks those other things, and there's no way to separate them from each other, so I think the better compromise is to leave the sun unfixed. :/
For the HUD, I've essentially made a cut out box in the screen like so:
The section with all the x's is pushed into depth (amount of which is still adjusted by the ] key), anything outside of that is not adjusted. The mouse cursor also gets affected by that bounding box (but make sure you have the software mouse cursor option turned on in the options), so that way it'll be pushed into depth for clicking on targets/nameplates, etc, but if/when you want to click on hotbar icons or HUD elements, it'll go to screen depth and be aligned with them.
The idea is that you'll want to rearrange your HUD so that your hotbars and main HUD elements in the unadjusted portions, along the bottom 1/3, the left/right 25%, and top 10% of the screen, and the inner adjusted portion is mainly for nameplates and world icons. You can position HUD elements so that they are inside of the pushed in portion (like the inventory, or character/journal panels, etc), but if they go outside of the bounding box then they will go a bit wonky as the part inside will be pushed in, and the part outside will be at screen depth.
I've also made the CAPS Lock key not only toggle the convergence to be low, but to toggle off the HUD depth adjustments, so you can use that for cinematics and for menus/HUD usage (if you can't quite get the positioning right for certain things). I've also set the CTRL key when held down to just remove HUD depth adjustment (doesn't affect convergence) so you can use that as a quick override.
All in all I think it works really well when you understand it and position the HUD elements accordingly. Hope you guys like it.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="Th3_N3philim"]Hey That is Great man I owe you ;)
Thank you for the fix this is better then I imagined.. Can I send you a donation at least let me sub you for a month ;)[/quote]
Nah man, you don't owe me for this. I did this because I wanted to play this one myself, not because I thought you needed my help.
Since I know how to fix games myself (and being a bit of a perfectionist), I can't settle for anything less than a near perfect 3DVision experience, so when I decided I was going to pick this back up I had to take it upon myself to make this fix. No offense, but I didn't even try your fix because I knew it involved disabling shaders, and I just immediately went to work on a new fix from scratch, so it's not like I saw your fix and was like, "Pfffft, this is garbage! I can do better." The way that I see it, you did a commendable job of getting the game playable in 3D, which it wasn't back when I last played it (and I had no clue how to even get 3D to kick in back then)... so yeah, if you do still feel inclined to throw some bones my way to cover a month's sub because you are enjoying the game in all it's graphical glory with my fix, then I certainly would appreciate that, but you're under absolutely no obligation to do so.
Th3_N3philim said:Hey That is Great man I owe you ;)
Thank you for the fix this is better then I imagined.. Can I send you a donation at least let me sub you for a month ;)
Nah man, you don't owe me for this. I did this because I wanted to play this one myself, not because I thought you needed my help.
Since I know how to fix games myself (and being a bit of a perfectionist), I can't settle for anything less than a near perfect 3DVision experience, so when I decided I was going to pick this back up I had to take it upon myself to make this fix. No offense, but I didn't even try your fix because I knew it involved disabling shaders, and I just immediately went to work on a new fix from scratch, so it's not like I saw your fix and was like, "Pfffft, this is garbage! I can do better." The way that I see it, you did a commendable job of getting the game playable in 3D, which it wasn't back when I last played it (and I had no clue how to even get 3D to kick in back then)... so yeah, if you do still feel inclined to throw some bones my way to cover a month's sub because you are enjoying the game in all it's graphical glory with my fix, then I certainly would appreciate that, but you're under absolutely no obligation to do so.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Well the reason I say I owe you is that you fixed it too a level I can only ddream of.. I am not that good I just try and get the game at least playable in some games I play as well..
I just wanted to show and share the goodness of the community here.. We need to be nice to each other as this is dying fast as the days count on..
I love 3D and even trying to build a 3D Home Theater .. I appreciate all the effort from the modders and really great appreciation for the folks who keep migoto working and to the guy who released it in Open source .
Well the reason I say I owe you is that you fixed it too a level I can only ddream of.. I am not that good I just try and get the game at least playable in some games I play as well..
I just wanted to show and share the goodness of the community here.. We need to be nice to each other as this is dying fast as the days count on..
I love 3D and even trying to build a 3D Home Theater .. I appreciate all the effort from the modders and really great appreciation for the folks who keep migoto working and to the guy who released it in Open source .
Looks very good DJ-RK, only thing that stands out is the stary night sky looks like the stars are too close. The water in Kugane looks amazing, the blue color really pops out on my oled. That frame rate drop though hurt me a bit (10-15 fps drop), I just need to upgrade to a 1080ti since 4k on a 980ti gets me about 29-57 fps depending on whats happening on the screen.
Looks very good DJ-RK, only thing that stands out is the stary night sky looks like the stars are too close. The water in Kugane looks amazing, the blue color really pops out on my oled. That frame rate drop though hurt me a bit (10-15 fps drop), I just need to upgrade to a 1080ti since 4k on a 980ti gets me about 29-57 fps depending on whats happening on the screen.
So, other than screen space reflections (which still need to be disabled), I can confidently (and proudly) say this fix is 100% done, as I've managed to fix every broken effect and implement every feature that I intended to.
Since the last update:
-Fixed ALL water shaders via scripted pattern (roughly 130 shaders), which also fixes light reflections on the water surface (previously broken)
-Fixed sun position & god rays
-Pushed sky textures further to depth (and added adjustment key for this on [ key)
-Implemented auto-depth code for mouse cursor and nameplates. This still functions only within the boundary mentioned in previous post, so that the mouse will align with hotbar icons and HUD elements on the outer part of the screen
-In case someone would rather have the mouse cursor and nameplates at static depths, this can be toggled with Alt + ] key
-Pushed outer HUD slightly into depth, and now the ] key adjusts the depth for the outer HUD
-Changed the "HUD 0 depth while held down" override key to the Shift key (previously on CTRL)
Unfortunately, like the last version, a by-product of creating the zone that separates the outer and inner HUDS is that some nameplates get kinda warped/smooshed together. A small price to pay if you ask me.
Still gotta get my AWS login sorted out to be able to post this to the blog. I'll try looking into that tomorrow.
For now, here's the download link: [url]http://www.mediafire.com/file/g94l1651se719j2/Final_Fantasy_XIV_3DFix_by_DJ-RK.zip[/url]
This image shows the nameplates at correct depths:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73719/[/img]
This image shows the correct sun position and sun shafts:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73718/[/img]
and these are just eye candy ;)
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73717/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73716/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73715/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73714/[/img]
So, other than screen space reflections (which still need to be disabled), I can confidently (and proudly) say this fix is 100% done, as I've managed to fix every broken effect and implement every feature that I intended to.
Since the last update:
-Fixed ALL water shaders via scripted pattern (roughly 130 shaders), which also fixes light reflections on the water surface (previously broken)
-Fixed sun position & god rays
-Pushed sky textures further to depth (and added adjustment key for this on [ key)
-Implemented auto-depth code for mouse cursor and nameplates. This still functions only within the boundary mentioned in previous post, so that the mouse will align with hotbar icons and HUD elements on the outer part of the screen
-In case someone would rather have the mouse cursor and nameplates at static depths, this can be toggled with Alt + ] key
-Pushed outer HUD slightly into depth, and now the ] key adjusts the depth for the outer HUD
-Changed the "HUD 0 depth while held down" override key to the Shift key (previously on CTRL)
Unfortunately, like the last version, a by-product of creating the zone that separates the outer and inner HUDS is that some nameplates get kinda warped/smooshed together. A small price to pay if you ask me.
Still gotta get my AWS login sorted out to be able to post this to the blog. I'll try looking into that tomorrow.
This image shows the nameplates at correct depths:
This image shows the correct sun position and sun shafts:
and these are just eye candy ;)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Ok, I really should stop using words like "Final" and "100% done" when I'm working on a project because there's ALWAYS room for improvement. In this case, I've made many significant improvements on the previous version (which I already thought was really good) and am getting very close to near perfection with this.
Probably the biggest issue I had with the last fix was that I felt like I was constantly having to use the override keys (Shift and Caps lock) to switch back and forth between gameplay and nearly everything else (going into menus, cutscenes, etc), which made playing in 3D feel like a chore. Definitely not a smooth user experience, so I decided to figure out how to alleviate that, which I've achieved with 2 additions: scene detection and a major overhaul on the HUD (again).
BUT WAIT!!! There's more! Not only did I fix the HUD, but for the first time ever in my fixing career, I've actually managed to accurately fix Realtime Reflections (aka screen-space reflections) which adds a ton of depth to the environment! I also fixed the caustics in water (light ripples/waves that appear on the floor of a body of water). I also found some more lighting that got missed (ie. lighting from lightning during a rainstorm), and some water shaders that didn't get fixed due to an error with my offline fixing method.
WIP 4 Update Highlights:
-Fixed Realtime Reflections (aka screen-space reflections)
-Fixed water caustics
-Fixed more lighting and water shaders
-Added Feature: Scene detection. As the name implies, is a new feature in 3DMigoto where I detect whether certain elements are in use and set the convergence to a higher amount for gameplay, and if they are not in use (during a cutscene) then it reverts back to a lower convergence. I've set the defaults as 5.0 for gameplay and 1.0 for cutscenes.
-Major overhaul on the HUD, which removes that bounding box for everything except the mouse cursor (it's still needed for that so that if you want to click on your hotbars or HUD elements so that it reverts to the same static depth as them), but everything else doesn't need it anymore, so nameplates and icons out in the world (quest icons over NPC's heads, etc) are all now always at auto-depth. This is achievable now because I use texture filtering to isolate them from the rest of the HUD rather than using a bounding box to determine which HUD items need to be fixed based on where they are located on the screen. This keeps the nameplates from getting warped and cut off and icons from jumping around as they go from auto-depth to static depth depending on where they are located on the screen like previous version. I've also used texture filtering to determine whenever a menu is on screen or element that needs to be clicked on, and if so then I disable the auto-depth code on the mouse cursor so that it will be at the same depth making it easy to click on those elements.
Due to the nature of texture filtering (or rather, the dumping of textures) I have to find/see a texture to be able to dump it, so there are probably still some icons, such as those beside players names that I haven't come across to be able to fix yet, but those are small and inconsequential and I'll continue to find and fix them as I go along. I've only just beaten Titan in the MSQ, so I got a long way before I get to HW and SB content, but I doubt there will be many, if any, actual shaders that will still need to be fixed, but it goes without saying that those will be fixed should I come across any. Feel free to report any findings in here.
Download: [url]http://www.mediafire.com/file/psoukmoch5v4u1a/Final_Fantasy_XIV_3D_Fix_WIP_4_by_DJ-RK.zip[/url]
Here's some pics to show off the realtime reflections:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73762/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73763/[/img]
Ok, I really should stop using words like "Final" and "100% done" when I'm working on a project because there's ALWAYS room for improvement. In this case, I've made many significant improvements on the previous version (which I already thought was really good) and am getting very close to near perfection with this.
Probably the biggest issue I had with the last fix was that I felt like I was constantly having to use the override keys (Shift and Caps lock) to switch back and forth between gameplay and nearly everything else (going into menus, cutscenes, etc), which made playing in 3D feel like a chore. Definitely not a smooth user experience, so I decided to figure out how to alleviate that, which I've achieved with 2 additions: scene detection and a major overhaul on the HUD (again).
BUT WAIT!!! There's more! Not only did I fix the HUD, but for the first time ever in my fixing career, I've actually managed to accurately fix Realtime Reflections (aka screen-space reflections) which adds a ton of depth to the environment! I also fixed the caustics in water (light ripples/waves that appear on the floor of a body of water). I also found some more lighting that got missed (ie. lighting from lightning during a rainstorm), and some water shaders that didn't get fixed due to an error with my offline fixing method.
WIP 4 Update Highlights:
-Fixed Realtime Reflections (aka screen-space reflections)
-Fixed water caustics
-Fixed more lighting and water shaders
-Added Feature: Scene detection. As the name implies, is a new feature in 3DMigoto where I detect whether certain elements are in use and set the convergence to a higher amount for gameplay, and if they are not in use (during a cutscene) then it reverts back to a lower convergence. I've set the defaults as 5.0 for gameplay and 1.0 for cutscenes.
-Major overhaul on the HUD, which removes that bounding box for everything except the mouse cursor (it's still needed for that so that if you want to click on your hotbars or HUD elements so that it reverts to the same static depth as them), but everything else doesn't need it anymore, so nameplates and icons out in the world (quest icons over NPC's heads, etc) are all now always at auto-depth. This is achievable now because I use texture filtering to isolate them from the rest of the HUD rather than using a bounding box to determine which HUD items need to be fixed based on where they are located on the screen. This keeps the nameplates from getting warped and cut off and icons from jumping around as they go from auto-depth to static depth depending on where they are located on the screen like previous version. I've also used texture filtering to determine whenever a menu is on screen or element that needs to be clicked on, and if so then I disable the auto-depth code on the mouse cursor so that it will be at the same depth making it easy to click on those elements.
Due to the nature of texture filtering (or rather, the dumping of textures) I have to find/see a texture to be able to dump it, so there are probably still some icons, such as those beside players names that I haven't come across to be able to fix yet, but those are small and inconsequential and I'll continue to find and fix them as I go along. I've only just beaten Titan in the MSQ, so I got a long way before I get to HW and SB content, but I doubt there will be many, if any, actual shaders that will still need to be fixed, but it goes without saying that those will be fixed should I come across any. Feel free to report any findings in here.
Here's some pics to show off the realtime reflections:
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Nice job and improvement as shaderhacker ;).
I don't play this game at all but i'm always glad to see and follow the road of our marvelous shaderhackers who make alive this great community!
Thanks alot Dj-RK
I was finding the UI veiwport dynamic adjustment a bit awkward, almost gives you a compatibility mode feel at times, but I can't wait to try your latest version.
Other than that, I noticed foot prints are at wrong depth on any area that is sand/water (I think first time you encounter this is 30+)
But You might have corrected that now. I'll let you know if it's still the case.
*edit*
and yes, this is much better thank you. that footprint issue has also be fixed.
It's much more enjoyable now.
I was finding the UI veiwport dynamic adjustment a bit awkward, almost gives you a compatibility mode feel at times, but I can't wait to try your latest version.
Other than that, I noticed foot prints are at wrong depth on any area that is sand/water (I think first time you encounter this is 30+)
But You might have corrected that now. I'll let you know if it's still the case.
*edit*
and yes, this is much better thank you. that footprint issue has also be fixed.
It's much more enjoyable now.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I did notice in the Action bar when I use the right bracket key to get the chathud in depth the action bar goes crooked.
I was going to implement my fix for the hud/UI but I am unsure what you did exactly and I will just wait for you to hopefully fix it..
Thank You DJ_RK..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Found another water shader outside of Ul'dah, which leads me to believe there's probably more of those out in the wild, but I can probably find a pattern in the ones I've fixed so far to be able to fix the rest offline the same way I did all the lighting. Also came across another clouds shader that wasn't fixed, and unfortunately any more of those can't be fixed offline and will need to be fixed as I come across them.
All in all, I think I'll have a full release version ready either tomorrow, or within the next couple days.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Thank you for the fix this is better then I imagined.. Can I send you a donation at least let me sub you for a month ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Download: http://www.mediafire.com/file/5et6a0lcdtmr7go/FFXIV_3D_Fix_WIP_v2.zip
Here's what's new:
-Fixed lighting for weak soft shadows and normal shadow cascading (the latter of which provides much better performance with little graphical loss)
-All sky shaders and moon fixed (but not sun. Will explain more on that later)
-Some additional water shaders (but not all yet. Unfortunately it looks like I might need to fix each one individually)
-Lots of HUD tweaks
Unfortunately the shader for the sun also affects other things, like the glow around the large aetherite crystals, so although I have in fact found a fix for the sun, it breaks those other things, and there's no way to separate them from each other, so I think the better compromise is to leave the sun unfixed. :/
For the HUD, I've essentially made a cut out box in the screen like so:
___________________________________________________________
|.................................................................................|
|..........._________________________________________...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
|...........|xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|...........|
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The section with all the x's is pushed into depth (amount of which is still adjusted by the ] key), anything outside of that is not adjusted. The mouse cursor also gets affected by that bounding box (but make sure you have the software mouse cursor option turned on in the options), so that way it'll be pushed into depth for clicking on targets/nameplates, etc, but if/when you want to click on hotbar icons or HUD elements, it'll go to screen depth and be aligned with them.
The idea is that you'll want to rearrange your HUD so that your hotbars and main HUD elements in the unadjusted portions, along the bottom 1/3, the left/right 25%, and top 10% of the screen, and the inner adjusted portion is mainly for nameplates and world icons. You can position HUD elements so that they are inside of the pushed in portion (like the inventory, or character/journal panels, etc), but if they go outside of the bounding box then they will go a bit wonky as the part inside will be pushed in, and the part outside will be at screen depth.
I've also made the CAPS Lock key not only toggle the convergence to be low, but to toggle off the HUD depth adjustments, so you can use that for cinematics and for menus/HUD usage (if you can't quite get the positioning right for certain things). I've also set the CTRL key when held down to just remove HUD depth adjustment (doesn't affect convergence) so you can use that as a quick override.
All in all I think it works really well when you understand it and position the HUD elements accordingly. Hope you guys like it.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Nah man, you don't owe me for this. I did this because I wanted to play this one myself, not because I thought you needed my help.
Since I know how to fix games myself (and being a bit of a perfectionist), I can't settle for anything less than a near perfect 3DVision experience, so when I decided I was going to pick this back up I had to take it upon myself to make this fix. No offense, but I didn't even try your fix because I knew it involved disabling shaders, and I just immediately went to work on a new fix from scratch, so it's not like I saw your fix and was like, "Pfffft, this is garbage! I can do better." The way that I see it, you did a commendable job of getting the game playable in 3D, which it wasn't back when I last played it (and I had no clue how to even get 3D to kick in back then)... so yeah, if you do still feel inclined to throw some bones my way to cover a month's sub because you are enjoying the game in all it's graphical glory with my fix, then I certainly would appreciate that, but you're under absolutely no obligation to do so.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
I just wanted to show and share the goodness of the community here.. We need to be nice to each other as this is dying fast as the days count on..
I love 3D and even trying to build a 3D Home Theater .. I appreciate all the effort from the modders and really great appreciation for the folks who keep migoto working and to the guy who released it in Open source .
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Since the last update:
-Fixed ALL water shaders via scripted pattern (roughly 130 shaders), which also fixes light reflections on the water surface (previously broken)
-Fixed sun position & god rays
-Pushed sky textures further to depth (and added adjustment key for this on [ key)
-Implemented auto-depth code for mouse cursor and nameplates. This still functions only within the boundary mentioned in previous post, so that the mouse will align with hotbar icons and HUD elements on the outer part of the screen
-In case someone would rather have the mouse cursor and nameplates at static depths, this can be toggled with Alt + ] key
-Pushed outer HUD slightly into depth, and now the ] key adjusts the depth for the outer HUD
-Changed the "HUD 0 depth while held down" override key to the Shift key (previously on CTRL)
Unfortunately, like the last version, a by-product of creating the zone that separates the outer and inner HUDS is that some nameplates get kinda warped/smooshed together. A small price to pay if you ask me.
Still gotta get my AWS login sorted out to be able to post this to the blog. I'll try looking into that tomorrow.
For now, here's the download link: http://www.mediafire.com/file/g94l1651se719j2/Final_Fantasy_XIV_3DFix_by_DJ-RK.zip
This image shows the nameplates at correct depths:
This image shows the correct sun position and sun shafts:
and these are just eye candy ;)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Probably the biggest issue I had with the last fix was that I felt like I was constantly having to use the override keys (Shift and Caps lock) to switch back and forth between gameplay and nearly everything else (going into menus, cutscenes, etc), which made playing in 3D feel like a chore. Definitely not a smooth user experience, so I decided to figure out how to alleviate that, which I've achieved with 2 additions: scene detection and a major overhaul on the HUD (again).
BUT WAIT!!! There's more! Not only did I fix the HUD, but for the first time ever in my fixing career, I've actually managed to accurately fix Realtime Reflections (aka screen-space reflections) which adds a ton of depth to the environment! I also fixed the caustics in water (light ripples/waves that appear on the floor of a body of water). I also found some more lighting that got missed (ie. lighting from lightning during a rainstorm), and some water shaders that didn't get fixed due to an error with my offline fixing method.
WIP 4 Update Highlights:
-Fixed Realtime Reflections (aka screen-space reflections)
-Fixed water caustics
-Fixed more lighting and water shaders
-Added Feature: Scene detection. As the name implies, is a new feature in 3DMigoto where I detect whether certain elements are in use and set the convergence to a higher amount for gameplay, and if they are not in use (during a cutscene) then it reverts back to a lower convergence. I've set the defaults as 5.0 for gameplay and 1.0 for cutscenes.
-Major overhaul on the HUD, which removes that bounding box for everything except the mouse cursor (it's still needed for that so that if you want to click on your hotbars or HUD elements so that it reverts to the same static depth as them), but everything else doesn't need it anymore, so nameplates and icons out in the world (quest icons over NPC's heads, etc) are all now always at auto-depth. This is achievable now because I use texture filtering to isolate them from the rest of the HUD rather than using a bounding box to determine which HUD items need to be fixed based on where they are located on the screen. This keeps the nameplates from getting warped and cut off and icons from jumping around as they go from auto-depth to static depth depending on where they are located on the screen like previous version. I've also used texture filtering to determine whenever a menu is on screen or element that needs to be clicked on, and if so then I disable the auto-depth code on the mouse cursor so that it will be at the same depth making it easy to click on those elements.
Due to the nature of texture filtering (or rather, the dumping of textures) I have to find/see a texture to be able to dump it, so there are probably still some icons, such as those beside players names that I haven't come across to be able to fix yet, but those are small and inconsequential and I'll continue to find and fix them as I go along. I've only just beaten Titan in the MSQ, so I got a long way before I get to HW and SB content, but I doubt there will be many, if any, actual shaders that will still need to be fixed, but it goes without saying that those will be fixed should I come across any. Feel free to report any findings in here.
Download: http://www.mediafire.com/file/psoukmoch5v4u1a/Final_Fantasy_XIV_3D_Fix_WIP_4_by_DJ-RK.zip
Here's some pics to show off the realtime reflections:
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
I don't play this game at all but i'm always glad to see and follow the road of our marvelous shaderhackers who make alive this great community!
play this game now in real 3d it looks breathtaking.
Great Job ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I was finding the UI veiwport dynamic adjustment a bit awkward, almost gives you a compatibility mode feel at times, but I can't wait to try your latest version.
Other than that, I noticed foot prints are at wrong depth on any area that is sand/water (I think first time you encounter this is 30+)
But You might have corrected that now. I'll let you know if it's still the case.
*edit*
and yes, this is much better thank you. that footprint issue has also be fixed.
It's much more enjoyable now.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)