Grim Dawn - ARPG - Fantastic !
  2 / 5    
Well that's the interesting thing because the rest of the image you posted looks perfect it's just when my eyes go to look at the hud at the bottom of the screen with it sticking out it's very uncomfortable and I have to refocus. I would actually prefer it screen depth than like that. When I push hud to depth I never actually have it in such a way it's lower than the ground. I always use just very slight depth of the hud, unless it has HUD tied name plat problems like in some 3rd person games/mmo's Anyway just like other hardcore drugs, they all effect us differently. =D Options are good...
Well that's the interesting thing because the rest of the image you posted looks perfect it's just when my eyes go to look at the hud at the bottom of the screen with it sticking out it's very uncomfortable and I have to refocus. I would actually prefer it screen depth than like that.

When I push hud to depth I never actually have it in such a way it's lower than the ground. I always use just very slight depth of the hud, unless it has HUD tied name plat problems like in some 3rd person games/mmo's

Anyway just like other hardcore drugs, they all effect us differently. =D Options are good...

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#16
Posted 10/17/2017 08:44 AM   
Thanks to bo3b guiding me, the setting that makes Grim Dawn boot with the latest 3Dmigoto is "allow_create_device=0", instead of the default "allow_create_device=2". I'm trying to stereoize the mouse cursor, but it's locked to the top left corner and the hardware one doesn't disappear, at the moment. I'll keep experimenting and if I don't get results, I'll ask DarkStarSword. Necropants, check that setting for Path of Exile just in case. I don't remember what versions and settings you tried.
Thanks to bo3b guiding me, the setting that makes Grim Dawn boot with the latest 3Dmigoto is "allow_create_device=0", instead of the default "allow_create_device=2".

I'm trying to stereoize the mouse cursor, but it's locked to the top left corner and the hardware one doesn't disappear, at the moment. I'll keep experimenting and if I don't get results, I'll ask DarkStarSword.

Necropants, check that setting for Path of Exile just in case. I don't remember what versions and settings you tried.

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#17
Posted 10/19/2017 04:06 PM   
OK, it was SpecialK interfering with the mouse cursor. Now it can have depth. I'll try making it dynamic. After that, there's very little left to be fixed.
OK, it was SpecialK interfering with the mouse cursor. Now it can have depth. I'll try making it dynamic. After that, there's very little left to be fixed.

CPU: Intel Core i7 7700K @ 4.9GHz
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#18
Posted 10/19/2017 05:12 PM   
WIP 2: https://s3.amazonaws.com/masterotaku/Grim+Dawn/Grim_Dawn_3D_Vision_fix_WIP2.7z This time with 3Dmigoto 1.2.65, featuring software mouse cursor (which now depends on fps). For minimal input lag, I suggest limiting fps to 60 in RTSS, or 0.001-0.005 below it. New hotkey: F6: three presets of carefully combined convergence, HUD depth and tilting, to make the HUD and mouse cursor be at ground level or slightly above it. Every preset uses higher convergence than the previous one. There's a fourth preset that restores the HUD to screen depth and applies low convergence. Here's a screenshot showing this (you can see the mouse cursor pointing at one of the ground item labels): http://u.cubeupload.com/masterotaku/GrimDawn029.jpg The cursor doesn't have dynamic depth. I assume that I would have to do a very complex thing to make it behave differently if it's pointing at the HUD rather than the environment. I don't know how to do that (even after looking at the Dreamfall Chapters example), so I made those F6 presets. I may add more presets for people that want even more convergence. Btw, I've disabled scissor clipping again. Item descriptions are cut at the sides when the HUD is at depth. I think world map and journal overflowing more manageable than that. About the fix, the shader that in theory isn't 100% correct (when it's used in aether crystals and boss item orbs) is actually correct when it appears in dynamite prompts. When the render target isn't stereoized, crystals are correct with a 2D reflection, but when stereoized, the typical formula doesn't fix them as it should (unlike the dynamite case). I'm still scratching my head about this. Other than that, I'm in Act 3, and everything else seems 100% correct, apart from post processing being 2D (dont use it).
WIP 2: https://s3.amazonaws.com/masterotaku/Grim+Dawn/Grim_Dawn_3D_Vision_fix_WIP2.7z

This time with 3Dmigoto 1.2.65, featuring software mouse cursor (which now depends on fps). For minimal input lag, I suggest limiting fps to 60 in RTSS, or 0.001-0.005 below it.

New hotkey:

F6: three presets of carefully combined convergence, HUD depth and tilting, to make the HUD and mouse cursor be at ground level or slightly above it. Every preset uses higher convergence than the previous one. There's a fourth preset that restores the HUD to screen depth and applies low convergence.

Here's a screenshot showing this (you can see the mouse cursor pointing at one of the ground item labels): http://u.cubeupload.com/masterotaku/GrimDawn029.jpg

The cursor doesn't have dynamic depth. I assume that I would have to do a very complex thing to make it behave differently if it's pointing at the HUD rather than the environment. I don't know how to do that (even after looking at the Dreamfall Chapters example), so I made those F6 presets. I may add more presets for people that want even more convergence.

Btw, I've disabled scissor clipping again. Item descriptions are cut at the sides when the HUD is at depth. I think world map and journal overflowing more manageable than that.



About the fix, the shader that in theory isn't 100% correct (when it's used in aether crystals and boss item orbs) is actually correct when it appears in dynamite prompts. When the render target isn't stereoized, crystals are correct with a 2D reflection, but when stereoized, the typical formula doesn't fix them as it should (unlike the dynamite case). I'm still scratching my head about this.

Other than that, I'm in Act 3, and everything else seems 100% correct, apart from post processing being 2D (dont use it).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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#19
Posted 10/19/2017 10:20 PM   
I forgot to say that the F6 profiles are made for maximum zoomed out camera, without mods (I haven't used mods yet). I hope those presets are of your liking, Blacksmith56 :p (I think Necropants will like them too). I want some user feedback about them. I can make HUD and cursor depth independent from each other, btw. They are tied at the moment, using the same variables. Not being tied would make clicking on the HUD worse, but you would be able to have non tilted HUD (I like it tilted for loot)...
I forgot to say that the F6 profiles are made for maximum zoomed out camera, without mods (I haven't used mods yet). I hope those presets are of your liking, Blacksmith56 :p (I think Necropants will like them too). I want some user feedback about them.

I can make HUD and cursor depth independent from each other, btw. They are tied at the moment, using the same variables. Not being tied would make clicking on the HUD worse, but you would be able to have non tilted HUD (I like it tilted for loot)...

CPU: Intel Core i7 7700K @ 4.9GHz
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#20
Posted 10/20/2017 07:35 AM   
Thanks for the update! POE always pulled me away from this game for my Arpg fix but I'm interested in revisiting it again with the new content, and the fact they broke the water horrendously has put me off poe a bit. *edit* So my thoughts.... Interesting take on the variable hud depth havent seen it done quite like thís before, and I like it for this game. For maxed out camera I think you have just about nailed it. However I do partially agree with blacksmith about HUD depths. I feel even 0.2 is too much. So I set it to the bare minimum of 0.1 depth Now I think I am so used to path of exile which seems to have much larger characters or limited allowance for camera zoom out, But I feel grim dawn with it zoomed right out everything just becomes tóo small, so I use default camera zoom and sometimes a little bit closer so your presets are not comfortable here. (double up cursor and such) So at the default camera zoom and how I typically play a bit closer I have changed convergence to be 23.5, and 29.1 (camera zoom till convergence aligned so cursor is just above characters head.) and it's pretty much perfect for me.
Thanks for the update!

POE always pulled me away from this game for my Arpg fix but I'm interested in revisiting it again with the new content, and the fact they broke the water horrendously has put me off poe a bit.

*edit*

So my thoughts....

Interesting take on the variable hud depth havent seen it done quite like thís before, and I like it for this game.

For maxed out camera I think you have just about nailed it. However I do partially agree with blacksmith about HUD depths. I feel even 0.2 is too much. So I set it to the bare minimum of 0.1 depth

Now I think I am so used to path of exile which seems to have much larger characters or limited allowance for camera zoom out, But I feel grim dawn with it zoomed right out everything just becomes tóo small, so I use default camera zoom and sometimes a little bit closer so your presets are not comfortable here. (double up cursor and such)

So at the default camera zoom and how I typically play a bit closer I have changed convergence to be 23.5, and 29.1 (camera zoom till convergence aligned so cursor is just above characters head.) and it's pretty much perfect for me.

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#21
Posted 10/20/2017 10:00 AM   
Awesome - Thanks for the update ! After playing an hour or so, I found that despite my previous preferences, that your F6 settings is perfect ! I like that the mouse has the same distance to the ground all over the screen, it really ads to the playability and my eyes feels relaxed, so the tilting is a great feature ! But... Necropants has a point with the camera zoom, actually I also prefer default zoom in many places, but others I like it zoomed out, to get a better overwiev, also sometimes I like to zoome in and admire the small details ! So.. I'm rebuilding the hotkeysystem (sorry masterotaku:) moved the 3 camera keys to F1-2-3, and F3 is basicly your F6 with most convergence and zoomed out, and F2 is default camera with moderated settings based on your F6 settings, and off cource F1 is close camera.... This means that I only have to push one of these 3 buttons during gaming (+F5 ocationally) I hope this makes sence :) Here is my default camera setting: ;Toggle ground convergence + mouse. Keyboard - Default view. [Key2] Key = F2 type = toggle convergence = 29.1 x = 0.2 y = 0.8 transition = 300 transition_type = cosine release_transition = 300 release_transition_type = cosine
Awesome - Thanks for the update !

After playing an hour or so, I found that despite my previous preferences, that your F6 settings is perfect !

I like that the mouse has the same distance to the ground all over the screen, it really ads to the playability and my eyes feels relaxed, so the tilting is a great feature !

But... Necropants has a point with the camera zoom, actually I also prefer default zoom in many places, but others I like it zoomed out, to get a better overwiev, also sometimes I like to zoome in and admire the small details !

So.. I'm rebuilding the hotkeysystem (sorry masterotaku:) moved the 3 camera keys to F1-2-3, and F3 is basicly your F6 with most convergence and zoomed out, and F2 is default camera with moderated settings based on your F6 settings, and off cource F1 is close camera....

This means that I only have to push one of these 3 buttons during gaming (+F5 ocationally)
I hope this makes sence :)

Here is my default camera setting:
;Toggle ground convergence + mouse. Keyboard - Default view.
[Key2]
Key = F2
type = toggle
convergence = 29.1
x = 0.2
y = 0.8
transition = 300
transition_type = cosine
release_transition = 300
release_transition_type = cosine

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#22
Posted 10/20/2017 03:59 PM   
Oh... I didn't remember about default camera. The game saves your last camera zoom setting, so I forgot that the default value was more zoomed in, because I always have it zoomed out. I[s] don't know if I can go back to default (perhaps there's a hotkey for that).[/s] Edit: yes, numpad 2. Edit the presets and hotkeys however you like. You'll just have to remember them if/when I make a new version of the fix. A good way to note good settings is making my F2 and F3 hotkeys have smaller steps and more of them, have hunting mode enabled to see the convergence value, and remember how many times you press each hotkey when you configure everything to your liking. Then you just have to add those values to convergence, "x" and "y". But anyway, I'm glad you people liked the HUD tilting. I haven't seen any other fix do something like that, or the concave/convex HUD hotkeys for Skyrim SE that I made. They were just funny ideas I had :p.
Oh... I didn't remember about default camera. The game saves your last camera zoom setting, so I forgot that the default value was more zoomed in, because I always have it zoomed out. I don't know if I can go back to default (perhaps there's a hotkey for that). Edit: yes, numpad 2.

Edit the presets and hotkeys however you like. You'll just have to remember them if/when I make a new version of the fix. A good way to note good settings is making my F2 and F3 hotkeys have smaller steps and more of them, have hunting mode enabled to see the convergence value, and remember how many times you press each hotkey when you configure everything to your liking. Then you just have to add those values to convergence, "x" and "y".

But anyway, I'm glad you people liked the HUD tilting. I haven't seen any other fix do something like that, or the concave/convex HUD hotkeys for Skyrim SE that I made. They were just funny ideas I had :p.

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#23
Posted 10/20/2017 05:10 PM   
Funny you mention SKSE thats next game in my pipeline, actually I haven't noticed the concave/convex HUD hotkeys but that's gonna be the first thing to try when I get it installed :) I'm not quite sure that you understand my previous post, I have implemented the camera hotkeys to your settings, so when I change camera I also changes hud depht, tilting and convergence ! Can you tell me why they randomly changes everything as planed, other times I has to push the button twice ?? Here's my settings for them all:;Toggle ground convergence + mouse. Keyboard - Default vieW. [Key1] Key = F1 type = toggle convergence = 19.1 x = 0.1 y = 1.2 transition = 300 transition_type = cosine release_transition = 300 release_transition_type = cosine ;Toggle ground convergence + mouse. Keyboard - Default vieW. [Key2] Key = F2 type = toggle convergence = 29.1 x = 0.2 y = 0.8 transition = 300 transition_type = cosine release_transition = 300 release_transition_type = cosine ;Toggle ground convergence + mouse. Keyboard - Default vieW. [Key3] Key = F3 type = toggle convergence = 28.9 x = 0.4 y = 0.5 transition = 300 transition_type = cosine release_transition = 300 release_transition_type = cosine
Funny you mention SKSE thats next game in my pipeline, actually I haven't noticed the concave/convex HUD hotkeys but that's gonna be the first thing to try when I get it installed :)

I'm not quite sure that you understand my previous post, I have implemented the camera hotkeys to your settings, so when I change camera I also changes hud depht, tilting and convergence !

Can you tell me why they randomly changes everything as planed, other times I has to push the button twice ??

Here's my settings for them all:;Toggle ground convergence + mouse. Keyboard - Default vieW.
[Key1]
Key = F1
type = toggle
convergence = 19.1
x = 0.1
y = 1.2
transition = 300
transition_type = cosine
release_transition = 300
release_transition_type = cosine

;Toggle ground convergence + mouse. Keyboard - Default vieW.
[Key2]
Key = F2
type = toggle
convergence = 29.1
x = 0.2
y = 0.8
transition = 300
transition_type = cosine
release_transition = 300
release_transition_type = cosine

;Toggle ground convergence + mouse. Keyboard - Default vieW.
[Key3]
Key = F3
type = toggle
convergence = 28.9
x = 0.4
y = 0.5
transition = 300
transition_type = cosine
release_transition = 300
release_transition_type = cosine

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#24
Posted 10/20/2017 05:25 PM   
[quote="Blacksmith56"]I'm not quite sure that you understand my previous post, I have implemented the camera hotkeys to your settings, so when I change camera I also changes hud depht, tilting and convergence ! [/quote] Ahhh, you mean the ingame hotkeys for camera settings, joined hotkeys in 3Dmigoto. OK. [quote="Blacksmith56"]Can you tell me why they randomly changes everything as planed, other times I has to push the button twice ??[/quote] I think I know what you are saying. 3Dmigoto hotkeys don't know about each other (I made a feature request about somethng like this recently), so if they are a "toggle", you use one, then another key, and then the first one again, it will use the "go back to previous state" setting. I think what you need is actually deleting the "type = toggle" line. That way, you will just change the variables in a static way. No toggling back. Then maybe you should have an extra hotkey that resets all variables manually.
Blacksmith56 said:I'm not quite sure that you understand my previous post, I have implemented the camera hotkeys to your settings, so when I change camera I also changes hud depht, tilting and convergence !


Ahhh, you mean the ingame hotkeys for camera settings, joined hotkeys in 3Dmigoto. OK.

Blacksmith56 said:Can you tell me why they randomly changes everything as planed, other times I has to push the button twice ??


I think I know what you are saying. 3Dmigoto hotkeys don't know about each other (I made a feature request about somethng like this recently), so if they are a "toggle", you use one, then another key, and then the first one again, it will use the "go back to previous state" setting.

I think what you need is actually deleting the "type = toggle" line. That way, you will just change the variables in a static way. No toggling back. Then maybe you should have an extra hotkey that resets all variables manually.

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#25
Posted 10/20/2017 06:44 PM   
Accidental double post. Might as well add some information. 3Dmigoto says "by default the bindings will simply load the configured settings". That's what I was saying about not using any hotkey "type".
Accidental double post. Might as well add some information. 3Dmigoto says "by default the bindings will simply load the configured settings". That's what I was saying about not using any hotkey "type".

CPU: Intel Core i7 7700K @ 4.9GHz
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#26
Posted 10/20/2017 06:46 PM   
[quote="masterotaku"] I think what you need is actually deleting the "type = toggle" line. That way, you will just change the variables in a static way. No toggling back. Then maybe you should have an extra hotkey that resets all variables manually.[/quote] That did the trick, I thought it was mandatory to have a type setting, so now the game is perfect IMO Thanks again masterotaku :)
masterotaku said:
I think what you need is actually deleting the "type = toggle" line. That way, you will just change the variables in a static way. No toggling back. Then maybe you should have an extra hotkey that resets all variables manually.


That did the trick, I thought it was mandatory to have a type setting, so now the game is perfect IMO

Thanks again masterotaku :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#27
Posted 10/20/2017 08:22 PM   
I ended up switching to controller for this game, as I felt lazy and now I'm feeling like I actually prefer it for this game especially in terms of manipulating the camera. I pretty much tend to change the defaults values in every fix I play, and often scratch my head over some of the decisions that have been made. I usually keep it simple and just leave in the presets I actually use. this gets a bit annoying with updates and such, but I'm thankful it's set out in such a way we have these options. It's interesting that both me and blacksmith seem to have opted for the exact same convergence setting here. I actually tried out your setting's in full Blacksmith and I actually like them alot, yes even the pop out HUD one. I think with the tilt it makes it alot more effective but I have toned down the inclination a lot because it makes thing like vendor screens look very awkward. I think I will look at your code here Masterotaku and see if I can implement something similar to my POE fix in terms of the HUD tilt as it does resolve that issue with mouse depth changing per screen location (and is easiest way for me too learn generally). Just have been reluctant to touch it further due to the crashing in windows ten with 3dmigoto and the fact I am not even sure the water can be fixed. (being seemingly tied to the HUD) thanks again for the fix, game seems a lot more enjoyable now with the latest updates
I ended up switching to controller for this game, as I felt lazy and now I'm feeling like I actually prefer it for this game especially in terms of manipulating the camera.

I pretty much tend to change the defaults values in every fix I play, and often scratch my head over some of the decisions that have been made. I usually keep it simple and just leave in the presets I actually use. this gets a bit annoying with updates and such, but I'm thankful it's set out in such a way we have these options.

It's interesting that both me and blacksmith seem to have opted for the exact same convergence setting here.
I actually tried out your setting's in full Blacksmith and I actually like them alot, yes even the pop out HUD one. I think with the tilt it makes it alot more effective but I have toned down the inclination a lot because it makes thing like vendor screens look very awkward.

I think I will look at your code here Masterotaku and see if I can implement something similar to my POE fix in terms of the HUD tilt as it does resolve that issue with mouse depth changing per screen location (and is easiest way for me too learn generally). Just have been reluctant to touch it further due to the crashing in windows ten with 3dmigoto and the fact I am not even sure the water can be fixed. (being seemingly tied to the HUD)

thanks again for the fix, game seems a lot more enjoyable now with the latest updates

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)

#28
Posted 10/21/2017 01:25 AM   
Today I came up with a new idea. I took multiple convergence, "x", and "y" values and then made a graph in LibreOffice Calc. The result is a formula to make convergence dependant cursor and/or HUD depth, for maximum zoomed out camera. I made a hotkey that cycles through 3 states: - Only mouse cursor depth. - Mouse cursor and HUD depth. - Nothing is dynamic. With the first preset you can have independent mouse and HUD depth. With the second, it's like the F6 presets but adjusted to any convergence setting (and with 0 convergence, everything is flat). With the third one (or not touching F8 at all), everything will work as it was before, like the previous release. I'll do a bit more testing and preparations and I'll release this before I go to sleep (2 hours tops from now). Edit: tilting is also dynamic, in case it didn't say it earlier.
Today I came up with a new idea. I took multiple convergence, "x", and "y" values and then made a graph in LibreOffice Calc. The result is a formula to make convergence dependant cursor and/or HUD depth, for maximum zoomed out camera.

I made a hotkey that cycles through 3 states:

- Only mouse cursor depth.
- Mouse cursor and HUD depth.
- Nothing is dynamic.

With the first preset you can have independent mouse and HUD depth. With the second, it's like the F6 presets but adjusted to any convergence setting (and with 0 convergence, everything is flat). With the third one (or not touching F8 at all), everything will work as it was before, like the previous release.

I'll do a bit more testing and preparations and I'll release this before I go to sleep (2 hours tops from now).

Edit: tilting is also dynamic, in case it didn't say it earlier.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#29
Posted 10/24/2017 08:03 PM   
Here it is: https://s3.amazonaws.com/masterotaku/Grim+Dawn/Grim_Dawn_3D_Vision_fix_WIP3.7z New hotkeys: - F8: three dynamic depth presets, as explained in my previous post (cursor, cursor+HUD, nothing). Nothing by default. - NUMPAD1: values for dynamic depth with most zoomed in camera. - NUMPAD2: values for dynamic depth with default camera. - NUMPAD3: values for dynamic depth with most zoomed out camera (these are the default values). Those numpad hotkeys aren't toggles. You can combine the "only mouse cursor dynamic depth" preset with individual HUD depth and tilting presets. You'll have more difficulty when dealing with menus, though. By the way, the F6 presets now have one more preset, with lower convergence. Although these new hotkeys make the F6 hotkey irrelevant. I think I'm near the end of Act 5. In a few days I'll have tested the entire game and the fix will be ready for official release. I didn't find a way to fix aether crystals yet. The correction they need doesn't seem to be a simple multiplier of the correction formula, and even if I find one, for now I wouldn't know how to not break the things that are already fixed with that shader. I hope that everyone will be happy now with all those depth options :p. People that use a different camera zoom than those three modes will have to find their own values. I tried GrimCam and the options are insane. It's cool for screenshots, but I want to keep logging playtime and achievements in GOG Galaxy.
Here it is: https://s3.amazonaws.com/masterotaku/Grim+Dawn/Grim_Dawn_3D_Vision_fix_WIP3.7z

New hotkeys:

- F8: three dynamic depth presets, as explained in my previous post (cursor, cursor+HUD, nothing). Nothing by default.
- NUMPAD1: values for dynamic depth with most zoomed in camera.
- NUMPAD2: values for dynamic depth with default camera.
- NUMPAD3: values for dynamic depth with most zoomed out camera (these are the default values).

Those numpad hotkeys aren't toggles. You can combine the "only mouse cursor dynamic depth" preset with individual HUD depth and tilting presets. You'll have more difficulty when dealing with menus, though.

By the way, the F6 presets now have one more preset, with lower convergence. Although these new hotkeys make the F6 hotkey irrelevant.

I think I'm near the end of Act 5. In a few days I'll have tested the entire game and the fix will be ready for official release. I didn't find a way to fix aether crystals yet. The correction they need doesn't seem to be a simple multiplier of the correction formula, and even if I find one, for now I wouldn't know how to not break the things that are already fixed with that shader.



I hope that everyone will be happy now with all those depth options :p. People that use a different camera zoom than those three modes will have to find their own values. I tried GrimCam and the options are insane. It's cool for screenshots, but I want to keep logging playtime and achievements in GOG Galaxy.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#30
Posted 10/24/2017 09:44 PM   
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