Thanks mate. I was thinking about this game. They making another Dark Souls style game (The Surge) and I was about to catch up on this one since we waiting for expansion for DS3, feels like forever now.
Thanks mate. I was thinking about this game. They making another Dark Souls style game (The Surge) and I was about to catch up on this one since we waiting for expansion for DS3, feels like forever now.
[quote="masterotaku"]Sorry that I'm always late to the party (people most interested in this game probably have already finished it), but I will release a new version of the fix soon.
I've found and fixed 4 specular lights pixel shaders (they aren't in the current fix, so maybe mike_ar69 didn't see them).
Before: http://u.cubeupload.com/masterotaku/LordsOfTheFallen042.jpg
After: http://u.cubeupload.com/masterotaku/LordsOfTheFallen043.jpg
These shaders' code is similar to one specular lights shader that is in the fix (and extremely similar between them). I've used a similar pattern to fix them, although somehow the formula isn't 100% perfect. At 0 convergence, I can see that the reflection is a tiny bit inside the surface of the object. It's imperceptible at normal convergence levels, and at least it's inside the surface and not outside, which would be worse.
I'll wait until I have finished the game and visited all areas before I release this new version of the fix.
By the way, there are going to be my typical quality of life hotkeys: convergence, HUD depth, and FXAA. Also with the newest 3Dmigoto build.
FXAA is a strange case. To be enabled, you need the post processing option to be enabled. But FXAA doesn't appear at boot. You have to disable and enable post processing again. After that, that's when my hotkey will work. Disabling FXAA gave me between 1% and 2% more performance, like going from 38.2fps to 38.9fps.
Depth of field is linked to some important lighting and bloom, so I can't disable it. If you don't want it, you will have to disable post processing (which also disabled other effects that I wouldn't consider post processing).
Unrelated to the fix: is the terrain sometimes broken for you when an area loads, and to fix it you have to pause and unpause the game?[/quote]
If you update the fix, please don't disable any of the code inside for Surround and SLI users;)
Thx ^_^
masterotaku said:Sorry that I'm always late to the party (people most interested in this game probably have already finished it), but I will release a new version of the fix soon.
I've found and fixed 4 specular lights pixel shaders (they aren't in the current fix, so maybe mike_ar69 didn't see them).
These shaders' code is similar to one specular lights shader that is in the fix (and extremely similar between them). I've used a similar pattern to fix them, although somehow the formula isn't 100% perfect. At 0 convergence, I can see that the reflection is a tiny bit inside the surface of the object. It's imperceptible at normal convergence levels, and at least it's inside the surface and not outside, which would be worse.
I'll wait until I have finished the game and visited all areas before I release this new version of the fix.
By the way, there are going to be my typical quality of life hotkeys: convergence, HUD depth, and FXAA. Also with the newest 3Dmigoto build.
FXAA is a strange case. To be enabled, you need the post processing option to be enabled. But FXAA doesn't appear at boot. You have to disable and enable post processing again. After that, that's when my hotkey will work. Disabling FXAA gave me between 1% and 2% more performance, like going from 38.2fps to 38.9fps.
Depth of field is linked to some important lighting and bloom, so I can't disable it. If you don't want it, you will have to disable post processing (which also disabled other effects that I wouldn't consider post processing).
Unrelated to the fix: is the terrain sometimes broken for you when an area loads, and to fix it you have to pause and unpause the game?
If you update the fix, please don't disable any of the code inside for Surround and SLI users;)
Thx ^_^
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've found out the (seemingly) perfect formula. It was done in the specular reflections shaders and two shadows shaders in the previous fix. It consists of multiplying the correction formula by 0.83 (in the specular reflections ones it was 0.82, but I changed it to 0.83 because I think it's perfect). How does one reach that number? Trial and error, or some known calculation? If there is a more accurate number, I'd like to know it.
It must be related to the camera fov, because in cutscenes, shadows are usually at the wrong depth, for example. When surround is configured in the d3dx.ini, the two shadows shaders multiply that number by 3.
Is that condition needed for the specular reflections shaders? The two shaders that were already there didn't have it. I tried playing in 21:9 (2560x1080) and it didn't break anything.
I'm almost at the end of the game, although I want to get everything first.
Another question: is there anything I can do about the effects that only appear in one eye for non SLI users?
Here is the fix as it is right now: https://www.dropbox.com/s/03x0xdgjs0g9etj/Lords_of_the_Fallen_3D_fix.7z?dl=0
Hotkeys:
- F1: two convergence presets.
- F2: HUD depth presets. Default is 0.
- F4: disables ambient occlusion, but it also disables the fake reflection texture of some puddles. You can disable AO without this if you don't use Very High shadows, just toggling the settings.
- F5: FXAA toggle. FXAA is disabled by default. You need to toggle post processing to ON at least one per boot for the game to enable it.
- F6: toggles my specular reflection fixes (4 shaders). I use it to see where it was in effect.
I plan on doing something about symbols in walls and floor. I don't like them at constant 100% depth. They are a bit weird without a fix, but at least they are in their place, more or less.
I've found out the (seemingly) perfect formula. It was done in the specular reflections shaders and two shadows shaders in the previous fix. It consists of multiplying the correction formula by 0.83 (in the specular reflections ones it was 0.82, but I changed it to 0.83 because I think it's perfect). How does one reach that number? Trial and error, or some known calculation? If there is a more accurate number, I'd like to know it.
It must be related to the camera fov, because in cutscenes, shadows are usually at the wrong depth, for example. When surround is configured in the d3dx.ini, the two shadows shaders multiply that number by 3.
Is that condition needed for the specular reflections shaders? The two shaders that were already there didn't have it. I tried playing in 21:9 (2560x1080) and it didn't break anything.
I'm almost at the end of the game, although I want to get everything first.
Another question: is there anything I can do about the effects that only appear in one eye for non SLI users?
- F1: two convergence presets.
- F2: HUD depth presets. Default is 0.
- F4: disables ambient occlusion, but it also disables the fake reflection texture of some puddles. You can disable AO without this if you don't use Very High shadows, just toggling the settings.
- F5: FXAA toggle. FXAA is disabled by default. You need to toggle post processing to ON at least one per boot for the game to enable it.
- F6: toggles my specular reflection fixes (4 shaders). I use it to see where it was in effect.
I plan on doing something about symbols in walls and floor. I don't like them at constant 100% depth. They are a bit weird without a fix, but at least they are in their place, more or less.
Yes the 0.82 is an empirical value that Mike got to;)
I bet you can safely change that with the actual ProjectionMatrix._m00 element if you have access to it;)
(Or you can copy it from somewhere else). Needs a bit testing if you plan to do it;)
But that is basically it;)
Awesome work on the update:)
Yes the 0.82 is an empirical value that Mike got to;)
I bet you can safely change that with the actual ProjectionMatrix._m00 element if you have access to it;)
(Or you can copy it from somewhere else). Needs a bit testing if you plan to do it;)
But that is basically it;)
Awesome work on the update:)
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="helifax"]
I bet you can safely change that with the actual ProjectionMatrix._m00 element if you have access to it;)[/quote]
Nah, that didn't work. It's defined in
[code]// cbuffer PER_STAGE
// {
//
// float4 camera_position_viewspace; // Offset: 0 Size: 16
// float3 camera_upvector; // Offset: 16 Size: 12 [unused]
// float4x4 inverse_view_matrix; // Offset: 32 Size: 64 [unused]
// float4x4 projection_matrix; // Offset: 96 Size: 64 [unused]
// float4 camera_clip_distances; // Offset: 160 Size: 16
//
// }[/code]
but it must be equal to zero, because it was the same as the unfixed shader.
[quote="helifax"]Awesome work on the update:)[/quote]
Thanks!
Now I have a lot of VRAM (8GB), but this game already uses most of it, so in a few alt+tabs with hunting mode enabled, it runs out of memory or crashes :p (too lazy to use a laptop. Thankfully there are save points near everything interesting).
but it must be equal to zero, because it was the same as the unfixed shader.
helifax said:Awesome work on the update:)
Thanks!
Now I have a lot of VRAM (8GB), but this game already uses most of it, so in a few alt+tabs with hunting mode enabled, it runs out of memory or crashes :p (too lazy to use a laptop. Thankfully there are save points near everything interesting).
I have very good news :D :
http://u.cubeupload.com/masterotaku/LordsOfTheFallen007.jpg
http://u.cubeupload.com/masterotaku/LordsOfTheFallen004.jpg
http://u.cubeupload.com/masterotaku/LordsOfTheFallen006.jpg
http://u.cubeupload.com/masterotaku/LordsOfTheFallen008.jpg
100% fixed decals and wall symbols.
The "ec20f2cb3f669819-ps_replace.txt" pixel shader was incorrect. It had to be fixed two lines below the old fix, after two "r0" operations. mike_ar69 almost had it (he correctly fixed 4 pixel shaders for decals that were almost the same).
I don't think I'll be able to contribute more to this game, so here is the amazon aws download link (someone will edit the helixmod blog post, right?):
https://s3.amazonaws.com/masterotaku/Lords+of+the+Fallen/Lords_of_the_Fallen_3D_fix_2016_08_18.zip
Obviously, I have disabled the experimental F6 hotkey and cleaned the code of those shaders. The other hotkeys are still there.
The "ec20f2cb3f669819-ps_replace.txt" pixel shader was incorrect. It had to be fixed two lines below the old fix, after two "r0" operations. mike_ar69 almost had it (he correctly fixed 4 pixel shaders for decals that were almost the same).
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="masterotaku"][quote="helifax"]
I bet you can safely change that with the actual ProjectionMatrix._m00 element if you have access to it;)[/quote]
Nah, that didn't work. It's defined in
[code]// cbuffer PER_STAGE
// {
//
// float4 camera_position_viewspace; // Offset: 0 Size: 16
// float3 camera_upvector; // Offset: 16 Size: 12 [unused]
// float4x4 inverse_view_matrix; // Offset: 32 Size: 64 [unused]
// float4x4 projection_matrix; // Offset: 96 Size: 64 [unused]
// float4 camera_clip_distances; // Offset: 160 Size: 16
//
// }[/code]
but it must be equal to zero, because it was the same as the unfixed shader.[/quote]
Actually, try dividing by projection_matrix._m00 instead. It would be a multiply if it was an inverse projection matrix. Give that a try and it might be the solution.
Here's a great post that taught me a ton of useful stuff on the subject: [url]https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/4715553/#4715553[/url]
And thanks from me as well for working on this. I've had this game sitting in my play queue for ages, so this might actually prompt me to finally give it a whirl.
but it must be equal to zero, because it was the same as the unfixed shader.
Actually, try dividing by projection_matrix._m00 instead. It would be a multiply if it was an inverse projection matrix. Give that a try and it might be the solution.
And thanks from me as well for working on this. I've had this game sitting in my play queue for ages, so this might actually prompt me to finally give it a whirl.
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="DJ-RK"]
Actually, try dividing by projection_matrix._m00 instead. It would be a multiply if it was an inverse projection matrix. Give that a try and it might be the solution.[/quote]
It breaks the effects, sadly.
[quote="DJ-RK"]Here's a great post that taught me a ton of useful stuff on the subject: [url]https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/4715553/#4715553[/url][/quote]
I'll take a good look at that. It may help me for other games.
[quote="DJ-RK"]And thanks from me as well for working on this. I've had this game sitting in my play queue for ages, so this might actually prompt me to finally give it a whirl.[/quote]
Thank you all too for helping and encouraging me :).
I have updated the fix file. I've deleted an unused ambient occlusion shader, as well as some constants in d3dx.ini and iniparams in a shader. The old link works because the name is the same.
Actually, try dividing by projection_matrix._m00 instead. It would be a multiply if it was an inverse projection matrix. Give that a try and it might be the solution.
I'll take a good look at that. It may help me for other games.
DJ-RK said:And thanks from me as well for working on this. I've had this game sitting in my play queue for ages, so this might actually prompt me to finally give it a whirl.
Thank you all too for helping and encouraging me :).
I have updated the fix file. I've deleted an unused ambient occlusion shader, as well as some constants in d3dx.ini and iniparams in a shader. The old link works because the name is the same.
[quote="masterotaku"]
I have updated the fix file. I've deleted an unused ambient occlusion shader, as well as some constants in d3dx.ini and iniparams in a shader. The old link works because the name is the same.[/quote]
You removed the SURROUND STUFF didn't you????
I specially asked you NOT TO DO so, yet you did it anyway... Big thanks for that :(
Did you just remove the constants in the ini file [s]or did you also removed it from the shaders[/s]? Shaders seems to be un-affected.
I spent 1 week on figuring what was wrong in Surround and there is a reason they were in there....
Please put the constants BACK
[code]
[Constants]
x = 0.0 // Single GPU & Single Screen. If set to 1.0 is Enabled. For Single Screen & SLI set to 0.0.
y = 1.0 // Surround. If set to 1.0 is Enabled.
z = 0.3 // Hud and Menus depth
w = 0.0 // Nothing
[/code]
PS: Updating something doesn't mean breaking or removing things that are already there:P
I have updated the fix file. I've deleted an unused ambient occlusion shader, as well as some constants in d3dx.ini and iniparams in a shader. The old link works because the name is the same.
You removed the SURROUND STUFF didn't you????
I specially asked you NOT TO DO so, yet you did it anyway... Big thanks for that :(
Did you just remove the constants in the ini file or did you also removed it from the shaders? Shaders seems to be un-affected.
I spent 1 week on figuring what was wrong in Surround and there is a reason they were in there....
Please put the constants BACK
[Constants]
x = 0.0 // Single GPU & Single Screen. If set to 1.0 is Enabled. For Single Screen & SLI set to 0.0.
y = 1.0 // Surround. If set to 1.0 is Enabled.
z = 0.3 // Hud and Menus depth
w = 0.0 // Nothing
PS: Updating something doesn't mean breaking or removing things that are already there:P
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="helifax"]
You removed the SURROUND STUFF didn't you????
I specially asked you NOT TO DO so, yet you did it anyway... Big thanks for that....
Did you just remove the constants in the ini file or did you also removed it from the shader?[/quote]
I didn't delete anything related to surround, SLI, etc (you just had to look at d3dx.ini, dude). I just removed my testing hotkeys (the original fix doesn't have any hotkey) and deleted constants related to them that I had left in the shaders (the shaders I dumped to be precise). Also the loading of iniparams when it's unneeded because of said deleted hotkeys.
I almost didn't touch any other shader other than the new ones I dumped. Only the decals vertex shader to test a bit, and the pixel shader I fixed that was incorrect.
Suggestion to people playing this game. If you get 60fps per eye, force vsync in the drivers, disable it ingame and cap the fps to 60 in RTSS. Otherwise I got microstuttering.
Edit: I've changed the default values of the old constants, now that I think about it. The new ones are single screen, no SLI, and screen depth HUD.
helifax said:
You removed the SURROUND STUFF didn't you????
I specially asked you NOT TO DO so, yet you did it anyway... Big thanks for that....
Did you just remove the constants in the ini file or did you also removed it from the shader?
I didn't delete anything related to surround, SLI, etc (you just had to look at d3dx.ini, dude). I just removed my testing hotkeys (the original fix doesn't have any hotkey) and deleted constants related to them that I had left in the shaders (the shaders I dumped to be precise). Also the loading of iniparams when it's unneeded because of said deleted hotkeys.
I almost didn't touch any other shader other than the new ones I dumped. Only the decals vertex shader to test a bit, and the pixel shader I fixed that was incorrect.
Suggestion to people playing this game. If you get 60fps per eye, force vsync in the drivers, disable it ingame and cap the fps to 60 in RTSS. Otherwise I got microstuttering.
Edit: I've changed the default values of the old constants, now that I think about it. The new ones are single screen, no SLI, and screen depth HUD.
Don't get me wrong;) I am not trying to be difficult or anything;)
I looked in the ini file and couldn't see anything related to the previous fix;)
One of the Surround fixes addresses the shadows;) Without it, the shadows are completely broken in 3D Surround;)
(We need to multiply the value by x3 - Number of monitors. Hence, why I said the 0.82 is most likely a FOV value) ^_^
Cheers!
Don't get me wrong;) I am not trying to be difficult or anything;)
I looked in the ini file and couldn't see anything related to the previous fix;)
One of the Surround fixes addresses the shadows;) Without it, the shadows are completely broken in 3D Surround;)
(We need to multiply the value by x3 - Number of monitors. Hence, why I said the 0.82 is most likely a FOV value) ^_^
Cheers!
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 took a look at the d3dx.ini, and it seems OK. There is a Surround parameter there, which is set to zero/off by default.
I updated the original post to include a link to your zip file. As a general rule, I like to keep the old versions available too. Thanks for the update!
I took a look at the d3dx.ini, and it seems OK. There is a Surround parameter there, which is set to zero/off by default.
I updated the original post to include a link to your zip file. As a general rule, I like to keep the old versions available too. Thanks for the update!
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Thank you, bo3b.
Just in case, I'll try using a very wide custom resolution today (imitating a surround setup) and see if everything is OK. I'm at work now so it will take like 8 hours untio I can do it.
If I have to change something (like multiplying by 3 the 0.83 values for surround in specular reflections shaders), I'll update the fix file without changing the name. I'll report my findings here first, of course.
Just in case, I'll try using a very wide custom resolution today (imitating a surround setup) and see if everything is OK. I'm at work now so it will take like 8 hours untio I can do it.
If I have to change something (like multiplying by 3 the 0.83 values for surround in specular reflections shaders), I'll update the fix file without changing the name. I'll report my findings here first, of course.
https://steamcommunity.com/profiles/76561198014296177/
If you update the fix, please don't disable any of the code inside for Surround and SLI users;)
Thx ^_^
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)
It must be related to the camera fov, because in cutscenes, shadows are usually at the wrong depth, for example. When surround is configured in the d3dx.ini, the two shadows shaders multiply that number by 3.
Is that condition needed for the specular reflections shaders? The two shaders that were already there didn't have it. I tried playing in 21:9 (2560x1080) and it didn't break anything.
I'm almost at the end of the game, although I want to get everything first.
Another question: is there anything I can do about the effects that only appear in one eye for non SLI users?
Here is the fix as it is right now: https://www.dropbox.com/s/03x0xdgjs0g9etj/Lords_of_the_Fallen_3D_fix.7z?dl=0
Hotkeys:
- F1: two convergence presets.
- F2: HUD depth presets. Default is 0.
- F4: disables ambient occlusion, but it also disables the fake reflection texture of some puddles. You can disable AO without this if you don't use Very High shadows, just toggling the settings.
- F5: FXAA toggle. FXAA is disabled by default. You need to toggle post processing to ON at least one per boot for the game to enable it.
- F6: toggles my specular reflection fixes (4 shaders). I use it to see where it was in effect.
I plan on doing something about symbols in walls and floor. I don't like them at constant 100% depth. They are a bit weird without a fix, but at least they are in their place, more or less.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I bet you can safely change that with the actual ProjectionMatrix._m00 element if you have access to it;)
(Or you can copy it from somewhere else). Needs a bit testing if you plan to do it;)
But that is basically it;)
Awesome work on the update:)
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)
Nah, that didn't work. It's defined in
but it must be equal to zero, because it was the same as the unfixed shader.
Thanks!
Now I have a lot of VRAM (8GB), but this game already uses most of it, so in a few alt+tabs with hunting mode enabled, it runs out of memory or crashes :p (too lazy to use a laptop. Thankfully there are save points near everything interesting).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
http://u.cubeupload.com/masterotaku/LordsOfTheFallen007.jpg
http://u.cubeupload.com/masterotaku/LordsOfTheFallen004.jpg
http://u.cubeupload.com/masterotaku/LordsOfTheFallen006.jpg
http://u.cubeupload.com/masterotaku/LordsOfTheFallen008.jpg
100% fixed decals and wall symbols.
The "ec20f2cb3f669819-ps_replace.txt" pixel shader was incorrect. It had to be fixed two lines below the old fix, after two "r0" operations. mike_ar69 almost had it (he correctly fixed 4 pixel shaders for decals that were almost the same).
I don't think I'll be able to contribute more to this game, so here is the amazon aws download link (someone will edit the helixmod blog post, right?):
https://s3.amazonaws.com/masterotaku/Lords+of+the+Fallen/Lords_of_the_Fallen_3D_fix_2016_08_18.zip
Obviously, I have disabled the experimental F6 hotkey and cleaned the code of those shaders. The other hotkeys are still there.
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Donations account: masterotakusuko@gmail.com
GREAT AND AWESOME STUFF!!!
And BIG thank you for revisiting this game!!!
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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.
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- 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)
Thank you
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Actually, try dividing by projection_matrix._m00 instead. It would be a multiply if it was an inverse projection matrix. Give that a try and it might be the solution.
Here's a great post that taught me a ton of useful stuff on the subject: https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/4715553/#4715553
And thanks from me as well for working on this. I've had this game sitting in my play queue for ages, so this might actually prompt me to finally give it a whirl.
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Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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It breaks the effects, sadly.
I'll take a good look at that. It may help me for other games.
Thank you all too for helping and encouraging me :).
I have updated the fix file. I've deleted an unused ambient occlusion shader, as well as some constants in d3dx.ini and iniparams in a shader. The old link works because the name is the same.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
You removed the SURROUND STUFF didn't you????
I specially asked you NOT TO DO so, yet you did it anyway... Big thanks for that :(
Did you just remove the constants in the ini file
or did you also removed it from the shaders? Shaders seems to be un-affected.I spent 1 week on figuring what was wrong in Surround and there is a reason they were in there....
Please put the constants BACK
PS: Updating something doesn't mean breaking or removing things that are already there:P
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)
I didn't delete anything related to surround, SLI, etc (you just had to look at d3dx.ini, dude). I just removed my testing hotkeys (the original fix doesn't have any hotkey) and deleted constants related to them that I had left in the shaders (the shaders I dumped to be precise). Also the loading of iniparams when it's unneeded because of said deleted hotkeys.
I almost didn't touch any other shader other than the new ones I dumped. Only the decals vertex shader to test a bit, and the pixel shader I fixed that was incorrect.
Suggestion to people playing this game. If you get 60fps per eye, force vsync in the drivers, disable it ingame and cap the fps to 60 in RTSS. Otherwise I got microstuttering.
Edit: I've changed the default values of the old constants, now that I think about it. The new ones are single screen, no SLI, and screen depth HUD.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I looked in the ini file and couldn't see anything related to the previous fix;)
One of the Surround fixes addresses the shadows;) Without it, the shadows are completely broken in 3D Surround;)
(We need to multiply the value by x3 - Number of monitors. Hence, why I said the 0.82 is most likely a FOV value) ^_^
Cheers!
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)
I updated the original post to include a link to your zip file. As a general rule, I like to keep the old versions available too. Thanks for the update!
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Just in case, I'll try using a very wide custom resolution today (imitating a surround setup) and see if everything is OK. I'm at work now so it will take like 8 hours untio I can do it.
If I have to change something (like multiplying by 3 the 0.83 values for surround in specular reflections shaders), I'll update the fix file without changing the name. I'll report my findings here first, of course.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com