@DHR
I was also using an older driver (due to the 3D flickering/switching issue) when I played the section that is depicted in your first screenie. In that section I was also facing numerous CTDs. After that section I updated to the newest driver (also the game itself updated at least once) and since then the switching/flickering problem was gone. Also I didn't have a CTD since then!
@DHR
I was also using an older driver (due to the 3D flickering/switching issue) when I played the section that is depicted in your first screenie. In that section I was also facing numerous CTDs. After that section I updated to the newest driver (also the game itself updated at least once) and since then the switching/flickering problem was gone. Also I didn't have a CTD since then!
@lohan_0903
Thanks for the response....yesterday i update the driver....no more crashes.
BUT the waterfall and some fog in Peru are still render in one eye.
Anyone have this issue??
I need to change the profile?? i'm using Single GPU.
@lohan_0903
Thanks for the response....yesterday i update the driver....no more crashes.
BUT the waterfall and some fog in Peru are still render in one eye.
Anyone have this issue??
I need to change the profile?? i'm using Single GPU.
The distance-related water and cloud/particle artifacts are quite apparent during the game's optional performance testing, at least on my setup. For example, as the camera starts approaching the village and clouds in the third test area, the clouds shift dynamically from one-eye rendering (other eye has darkened feature), to good, two-eyed rendering.
I also updated to 416.16 driver, but this had no impact upon the artifacts. However, my in-game performance testing dropped by several frames with the latest driver - better stability, though. I am using single GPU.
The distance-related water and cloud/particle artifacts are quite apparent during the game's optional performance testing, at least on my setup. For example, as the camera starts approaching the village and clouds in the third test area, the clouds shift dynamically from one-eye rendering (other eye has darkened feature), to good, two-eyed rendering.
I also updated to 416.16 driver, but this had no impact upon the artifacts. However, my in-game performance testing dropped by several frames with the latest driver - better stability, though. I am using single GPU.
Very interesting, as on 3D Surround I've never seen this problem, or the other mentioned...
But then again, I use my own SLI and 3D Surround profile. Not sure if it does anything for single GPU, single monitor setups, but is interesting.
Very interesting, as on 3D Surround I've never seen this problem, or the other mentioned...
But then again, I use my own SLI and 3D Surround profile. Not sure if it does anything for single GPU, single monitor setups, but is interesting.
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
Helifax - I believe your superb fix for The Surge had a similar issue with one-eye rendering for Nvidia GameWorks particle effects on single GPU setups (SLI good), eventually solved by changing one of the fix control settings (unfortunately, breaking some things you had to fix later). One difference is The Surge one-eyed rendering problem occurred even at close range (full scale resolution data) versus SotTR artifact behavior, only appearing with reduced resolution data (full scale resolution data/ particle effects rendering look good).
Helifax - I believe your superb fix for The Surge had a similar issue with one-eye rendering for Nvidia GameWorks particle effects on single GPU setups (SLI good), eventually solved by changing one of the fix control settings (unfortunately, breaking some things you had to fix later). One difference is The Surge one-eyed rendering problem occurred even at close range (full scale resolution data) versus SotTR artifact behavior, only appearing with reduced resolution data (full scale resolution data/ particle effects rendering look good).
Has anyone reported those issues to the developers yet?
If we don't report nobody will. There are maybe 2 000 000 people playing this game in 2D. And in 3D there are only 500 lost souls. So if we don't report nobody will. And the developer's Quality Assurance department is not motivated enough to play this game in 3D or locate 3D issues just by random testing.
Has anyone reported those issues to the developers yet?
If we don't report nobody will. There are maybe 2 000 000 people playing this game in 2D. And in 3D there are only 500 lost souls. So if we don't report nobody will. And the developer's Quality Assurance department is not motivated enough to play this game in 3D or locate 3D issues just by random testing.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
Pauldusler - I reported the 3D problem, along with the recent loss of the Xbox controller interface, today to Square Enix support. I mentioned the similarity of the issue to The Surge particle problem, along with a link, and mentioned the problem is readily apparent in the third area of the optional in-game performance test. The key challenge now is getting this information past the first layer of game "tech" support.
By the way, I like to think that the 2,000,000 people playing in 2D are the lost souls...
Pauldusler - I reported the 3D problem, along with the recent loss of the Xbox controller interface, today to Square Enix support. I mentioned the similarity of the issue to The Surge particle problem, along with a link, and mentioned the problem is readily apparent in the third area of the optional in-game performance test. The key challenge now is getting this information past the first layer of game "tech" support.
By the way, I like to think that the 2,000,000 people playing in 2D are the lost souls...
Did anyone try the latest 416.34 drivers from yesterday?
I got crashes as well on 411.70. Initially I thought it was the SLI profile (which works flawless). My crashes are always around 30-120 minute mark, based on the location. I did lower the resolution to 1920 from 5760 and I still get crashes. I didn't disable SLI though, but forcing one GPU also gave crashes.
I believed it was a SLI problem, as for some reason Nvidia didn't add a Dx11 sli profile when the game actually supports AFR SLI.
I can't try with 416.34 currently, but I am curious if it works better! It would also be good if we can provide this feedback in the driver section!
Did anyone try the latest 416.34 drivers from yesterday?
I got crashes as well on 411.70. Initially I thought it was the SLI profile (which works flawless). My crashes are always around 30-120 minute mark, based on the location. I did lower the resolution to 1920 from 5760 and I still get crashes. I didn't disable SLI though, but forcing one GPU also gave crashes.
I believed it was a SLI problem, as for some reason Nvidia didn't add a Dx11 sli profile when the game actually supports AFR SLI.
I can't try with 416.34 currently, but I am curious if it works better! It would also be good if we can provide this feedback in the driver section!
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 don't think it is a driver issue and it isn't an S3D issue, either. I rolled back to 384.76 (so I could experiment with AC: Odyssey in CM) and have the same issues - and have had on other drivers as well (single GPU - 1060.)
For me, it tends to crash in the villages, where there is much more going on, and where the game tends to slow down (again - an issue that many users seem to be dealing with based on the Steam forum.) I also get the occasional crash when exiting the game.
Not sure how many patches it will take before this is all cleared up, but seems like Nixxes is faced with putting out a number of technical fires on many fronts.
I don't think it is a driver issue and it isn't an S3D issue, either. I rolled back to 384.76 (so I could experiment with AC: Odyssey in CM) and have the same issues - and have had on other drivers as well (single GPU - 1060.)
For me, it tends to crash in the villages, where there is much more going on, and where the game tends to slow down (again - an issue that many users seem to be dealing with based on the Steam forum.) I also get the occasional crash when exiting the game.
Not sure how many patches it will take before this is all cleared up, but seems like Nixxes is faced with putting out a number of technical fires on many fronts.
The game is indeed bugged in DX11 mode for any kind of setup. There are frequent crashes in Hidden City and sometimes in the Peruvian Jungle region as well. I could verify this with my new RTX 2080 Ti as well.
I think the game was developed with DX12 emphasis with DX11 being just a "fallback" for non-Windows 10 users. I don't think there has been any optimizations or even extensive testing with DX11.
I'm going to post in the developer forums to see if they have plans of supporting native 3D vision in DX12 mode, since DX12 mode in general is almost 100% stable and has way better performance. Given that the older ROTTR game does work in DX12 with 3D Vision in non-exclusive fullscreen with certain driver versions in non-SLI setups, I'm guessing there are minimal to no technical barriers to get 3D Vision working in DX12. It's just a matter of whether the developers find it worthwhile supporting that 0.01% of the people who use 3D vision ;)
The game is indeed bugged in DX11 mode for any kind of setup. There are frequent crashes in Hidden City and sometimes in the Peruvian Jungle region as well. I could verify this with my new RTX 2080 Ti as well.
I think the game was developed with DX12 emphasis with DX11 being just a "fallback" for non-Windows 10 users. I don't think there has been any optimizations or even extensive testing with DX11.
I'm going to post in the developer forums to see if they have plans of supporting native 3D vision in DX12 mode, since DX12 mode in general is almost 100% stable and has way better performance. Given that the older ROTTR game does work in DX12 with 3D Vision in non-exclusive fullscreen with certain driver versions in non-SLI setups, I'm guessing there are minimal to no technical barriers to get 3D Vision working in DX12. It's just a matter of whether the developers find it worthwhile supporting that 0.01% of the people who use 3D vision ;)
i7 8700K, Asus Z370-E Gaming, 32 GB RAM, MSI RTX 2080 Ti Gaming X Trio.
I was also using an older driver (due to the 3D flickering/switching issue) when I played the section that is depicted in your first screenie. In that section I was also facing numerous CTDs. After that section I updated to the newest driver (also the game itself updated at least once) and since then the switching/flickering problem was gone. Also I didn't have a CTD since then!
Thanks for the response....yesterday i update the driver....no more crashes.
BUT the waterfall and some fog in Peru are still render in one eye.
Anyone have this issue??
I need to change the profile?? i'm using Single GPU.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I also updated to 416.16 driver, but this had no impact upon the artifacts. However, my in-game performance testing dropped by several frames with the latest driver - better stability, though. I am using single GPU.
@whyme466, i suppose is the same you describe.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
But then again, I use my own SLI and 3D Surround profile. Not sure if it does anything for single GPU, single monitor setups, but is interesting.
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)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
i7-8700, 16Gb DDR4, GTX1060 6Gb, SSD 256Gb, Win 10 x64, LG TV / EDID Override
If we don't report nobody will. There are maybe 2 000 000 people playing this game in 2D. And in 3D there are only 500 lost souls. So if we don't report nobody will. And the developer's Quality Assurance department is not motivated enough to play this game in 3D or locate 3D issues just by random testing.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
By the way, I like to think that the 2,000,000 people playing in 2D are the lost souls...
I got crashes as well on 411.70. Initially I thought it was the SLI profile (which works flawless). My crashes are always around 30-120 minute mark, based on the location. I did lower the resolution to 1920 from 5760 and I still get crashes. I didn't disable SLI though, but forcing one GPU also gave crashes.
I believed it was a SLI problem, as for some reason Nvidia didn't add a Dx11 sli profile when the game actually supports AFR SLI.
I can't try with 416.34 currently, but I am curious if it works better! It would also be good if we can provide this feedback in the driver section!
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)
For me, it tends to crash in the villages, where there is much more going on, and where the game tends to slow down (again - an issue that many users seem to be dealing with based on the Steam forum.) I also get the occasional crash when exiting the game.
Not sure how many patches it will take before this is all cleared up, but seems like Nixxes is faced with putting out a number of technical fires on many fronts.
I think the game was developed with DX12 emphasis with DX11 being just a "fallback" for non-Windows 10 users. I don't think there has been any optimizations or even extensive testing with DX11.
I'm going to post in the developer forums to see if they have plans of supporting native 3D vision in DX12 mode, since DX12 mode in general is almost 100% stable and has way better performance. Given that the older ROTTR game does work in DX12 with 3D Vision in non-exclusive fullscreen with certain driver versions in non-SLI setups, I'm guessing there are minimal to no technical barriers to get 3D Vision working in DX12. It's just a matter of whether the developers find it worthwhile supporting that 0.01% of the people who use 3D vision ;)
i7 8700K, Asus Z370-E Gaming, 32 GB RAM, MSI RTX 2080 Ti Gaming X Trio.