Flugan.net is now operational. After some downtime, didn't really like OneDrive for the purpose.
Let's see what this will become. Wanted to do something with the domain since I bought it way back.
The site is currently static so any questions or suggestions should go through this thread.
Awesome! Really nice Flugan! I think people will have an easier time to download the wrapper and fixes from a webpage rather than OneDrive;))
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 was wondering if you can explain how to use your wrappers. Do I copy just the DLL file into the game directory (no other files needed)? Also, how do I cycle & dump shaders? Thanks in advance.
I was wondering if you can explain how to use your wrappers. Do I copy just the DLL file into the game directory (no other files needed)? Also, how do I cycle & dump shaders? Thanks in advance.
Hi flugan,
Thanks for all your work. I have been desperately trying to get Deus Ex: Director's Cut working in 3D, and noted in older threads that you had created a fix for it, but the links took me to the nonfunctional OneDrive site. I'm not seeing anything for DX:DC on your new site. Is that fix still available, and can it work on Windows 10? If not, and there's a manual registry edit we can do to get it working, can you let us know what it is? Thanks again!
Thanks for all your work. I have been desperately trying to get Deus Ex: Director's Cut working in 3D, and noted in older threads that you had created a fix for it, but the links took me to the nonfunctional OneDrive site. I'm not seeing anything for DX:DC on your new site. Is that fix still available, and can it work on Windows 10? If not, and there's a manual registry edit we can do to get it working, can you let us know what it is? Thanks again!
CPU: Intel Core i7-5930K
Cooler: Thermaltake Water 3.0 Ultimate
Motherboard: Asus RAMPAGE V EXTREME, BIOS 2101
Memory: G.Skill 32GB (4 x 8GB) DDR4-2666
Storage: Intel 750 Series 1.2TB PCI-E SSD
Storage: Sandisk Ultra II 960GB 2.5" SSD
Video: 2x Gigabyte Gaming G1 980 Ti in SLI, Driver 362.00
Case: Thermaltake Core V71 Full Tower
Power Supply: EVGA Supernova P2 1200W 80+ Platinum
Monitor: ROG SWIFT PG278Q 120Hz 27.0" running 1440p in 3DVision
OS: Windows 10 Pro x64 Build 10586
Overclocks:
Processor: 4.4 GHz adaptive (1.296v under load), LLC7 input 1.92v
Processor Cache: 4.2 GHz offset +0.27v (max 1.212v under load)
Memory: 2666 15-15-15-35-CR2 oc'd to 3000 15-15-15-35-CR1 at 1.38v
GPU SLI: Stock voltage, 1455 MHz, 8000Mhz memory
[quote="Qwinn"]Hi flugan,
Thanks for all your work. I have been desperately trying to get Deus Ex: Director's Cut working in 3D, and noted in older threads that you had created a fix for it, but the links took me to the nonfunctional OneDrive site. I'm not seeing anything for DX:DC on your new site. Is that fix still available, and can it work on Windows 10? If not, and there's a manual registry edit we can do to get it working, can you let us know what it is? Thanks again!
[/quote]
I have attached the file fix you are looking for. This has been created by Flugan and has worked like a charm for me. You will need to change the file extension back to a zip file and the unzip. I use this file by dropping the exe into the DX:HR root directory. Run the exe and make your settings before you launch. I use this with the directors edition and works greate for some real 3D convergence and depth. Hope this helps!
Thanks for all your work. I have been desperately trying to get Deus Ex: Director's Cut working in 3D, and noted in older threads that you had created a fix for it, but the links took me to the nonfunctional OneDrive site. I'm not seeing anything for DX:DC on your new site. Is that fix still available, and can it work on Windows 10? If not, and there's a manual registry edit we can do to get it working, can you let us know what it is? Thanks again!
I have attached the file fix you are looking for. This has been created by Flugan and has worked like a charm for me. You will need to change the file extension back to a zip file and the unzip. I use this file by dropping the exe into the DX:HR root directory. Run the exe and make your settings before you launch. I use this with the directors edition and works greate for some real 3D convergence and depth. Hope this helps!
Not working for me, unless I'm supposed to ignore these errors:
----------------
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: value
at System.BitConverter.ToSingle(Byte[] value, Int32 startIndex)
at DXHR_3D_Settings.DXHR3D.DXHR3D_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DXHR 3D Settings
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Deus%20Ex%20Human%20Revolution%20Director's%20Cut/DXHR-3D-Settings.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Not working for me, unless I'm supposed to ignore these errors:
----------------
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: value
at System.BitConverter.ToSingle(Byte[] value, Int32 startIndex)
at DXHR_3D_Settings.DXHR3D.DXHR3D_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
CPU: Intel Core i7-5930K
Cooler: Thermaltake Water 3.0 Ultimate
Motherboard: Asus RAMPAGE V EXTREME, BIOS 2101
Memory: G.Skill 32GB (4 x 8GB) DDR4-2666
Storage: Intel 750 Series 1.2TB PCI-E SSD
Storage: Sandisk Ultra II 960GB 2.5" SSD
Video: 2x Gigabyte Gaming G1 980 Ti in SLI, Driver 362.00
Case: Thermaltake Core V71 Full Tower
Power Supply: EVGA Supernova P2 1200W 80+ Platinum
Monitor: ROG SWIFT PG278Q 120Hz 27.0" running 1440p in 3DVision
OS: Windows 10 Pro x64 Build 10586
Overclocks:
Processor: 4.4 GHz adaptive (1.296v under load), LLC7 input 1.92v
Processor Cache: 4.2 GHz offset +0.27v (max 1.212v under load)
Memory: 2666 15-15-15-35-CR2 oc'd to 3000 15-15-15-35-CR1 at 1.38v
GPU SLI: Stock voltage, 1455 MHz, 8000Mhz memory
Yeah, that fix is not going to work on Win10, the underlying APIs have changed so the technique used to tweak in-game memory is going to fail.
You could maybe try running it in Win7 compatibility mode, that puts the APIs back to Win7 state, but no idea if that will be enough.
I seem to have lost my usually broken in memory convergence tweak for AHK to bring convergence to zero when aiming down sight. I've built a new version of my settings app and it's online on the games page.
Found my old folder.
I seem to have lost my usually broken in memory convergence tweak for AHK to bring convergence to zero when aiming down sight. I've built a new version of my settings app and it's online on the games page.
Found my old folder.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Managed to get dynamic convergence working with middle mouse button. Still don't know if different machines require unique memory addresses. Could probably try my old machine.
Managed to get dynamic convergence working with middle mouse button. Still don't know if different machines require unique memory addresses. Could probably try my old machine.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Flugan, thanks! It's definitely working in my DX:HR game. Does anyone have suggested settings for it using Flugan's tool? I'm getting nice depth and the graphics are great but the text that pops up when, for example, a quest completes seems a bit disjointed and is kinda rough on the eyes. Being a noob to the whole 3D thing, I'm not sure what effect 3D Plane has, for example.
Flugan, thanks! It's definitely working in my DX:HR game. Does anyone have suggested settings for it using Flugan's tool? I'm getting nice depth and the graphics are great but the text that pops up when, for example, a quest completes seems a bit disjointed and is kinda rough on the eyes. Being a noob to the whole 3D thing, I'm not sure what effect 3D Plane has, for example.
CPU: Intel Core i7-5930K
Cooler: Thermaltake Water 3.0 Ultimate
Motherboard: Asus RAMPAGE V EXTREME, BIOS 2101
Memory: G.Skill 32GB (4 x 8GB) DDR4-2666
Storage: Intel 750 Series 1.2TB PCI-E SSD
Storage: Sandisk Ultra II 960GB 2.5" SSD
Video: 2x Gigabyte Gaming G1 980 Ti in SLI, Driver 362.00
Case: Thermaltake Core V71 Full Tower
Power Supply: EVGA Supernova P2 1200W 80+ Platinum
Monitor: ROG SWIFT PG278Q 120Hz 27.0" running 1440p in 3DVision
OS: Windows 10 Pro x64 Build 10586
Overclocks:
Processor: 4.4 GHz adaptive (1.296v under load), LLC7 input 1.92v
Processor Cache: 4.2 GHz offset +0.27v (max 1.212v under load)
Memory: 2666 15-15-15-35-CR2 oc'd to 3000 15-15-15-35-CR1 at 1.38v
GPU SLI: Stock voltage, 1455 MHz, 8000Mhz memory
3D plane moves the convergence plane further into the screen. The in-game scale goes from 0-100 and I would avoid pushing it much further as at some point the gun will become messed up. It appears that I was using convergence 120 when writing my convergence toggle. I found I could pretty much rely on in-game changing of 3D plane as the pop-out becomes extreme a bit above max in-game convergence.
The game uses it's own engine to render 3D so 3D vision shortcuts are busted.
3D plane moves the convergence plane further into the screen. The in-game scale goes from 0-100 and I would avoid pushing it much further as at some point the gun will become messed up. It appears that I was using convergence 120 when writing my convergence toggle. I found I could pretty much rely on in-game changing of 3D plane as the pop-out becomes extreme a bit above max in-game convergence.
The game uses it's own engine to render 3D so 3D vision shortcuts are busted.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Thanks a lot Flugan..
It makes a big difference - and I'm about to start a third playthrough, in 3D for the first time..
I like to crank the settings all the way up (convergence only 100 as suggested), but there are some lights in 2D ??
I've tryed different profiles - but with no luck...
Can anybody help here ?
Not sure if our standard methods of fixing 2D objects work inside a custom renderer.
We will have no clue of convergence and separation which is used to create the Stereo texture.
And we rely on the stereotexture for a lot of the fixing.
I'm not the primary to ask as don't know what is needed to know inside the shader to fix things.
but being able to tell which eye is being rendered seems like essential information.
I think I tried to disable the renderer just like in Crysis 3 but to no effect.
Even if you load a wrapper, hunt down the shader I'm not certain you can fix it using the built in renderer.
Not sure if our standard methods of fixing 2D objects work inside a custom renderer.
We will have no clue of convergence and separation which is used to create the Stereo texture.
And we rely on the stereotexture for a lot of the fixing.
I'm not the primary to ask as don't know what is needed to know inside the shader to fix things.
but being able to tell which eye is being rendered seems like essential information.
I think I tried to disable the renderer just like in Crysis 3 but to no effect.
Even if you load a wrapper, hunt down the shader I'm not certain you can fix it using the built in renderer.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Let's see what this will become. Wanted to do something with the domain since I bought it way back.
The site is currently static so any questions or suggestions should go through this thread.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
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)
Obviously needs further testing.
exposing 10 wrappers is not ideal.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
Thanks for all your work. I have been desperately trying to get Deus Ex: Director's Cut working in 3D, and noted in older threads that you had created a fix for it, but the links took me to the nonfunctional OneDrive site. I'm not seeing anything for DX:DC on your new site. Is that fix still available, and can it work on Windows 10? If not, and there's a manual registry edit we can do to get it working, can you let us know what it is? Thanks again!
CPU: Intel Core i7-5930K
Cooler: Thermaltake Water 3.0 Ultimate
Motherboard: Asus RAMPAGE V EXTREME, BIOS 2101
Memory: G.Skill 32GB (4 x 8GB) DDR4-2666
Storage: Intel 750 Series 1.2TB PCI-E SSD
Storage: Sandisk Ultra II 960GB 2.5" SSD
Video: 2x Gigabyte Gaming G1 980 Ti in SLI, Driver 362.00
Case: Thermaltake Core V71 Full Tower
Power Supply: EVGA Supernova P2 1200W 80+ Platinum
Monitor: ROG SWIFT PG278Q 120Hz 27.0" running 1440p in 3DVision
OS: Windows 10 Pro x64 Build 10586
Overclocks:
Processor: 4.4 GHz adaptive (1.296v under load), LLC7 input 1.92v
Processor Cache: 4.2 GHz offset +0.27v (max 1.212v under load)
Memory: 2666 15-15-15-35-CR2 oc'd to 3000 15-15-15-35-CR1 at 1.38v
GPU SLI: Stock voltage, 1455 MHz, 8000Mhz memory
I have attached the file fix you are looking for. This has been created by Flugan and has worked like a charm for me. You will need to change the file extension back to a zip file and the unzip. I use this file by dropping the exe into the DX:HR root directory. Run the exe and make your settings before you launch. I use this with the directors edition and works greate for some real 3D convergence and depth. Hope this helps!
----------------
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: value
at System.BitConverter.ToSingle(Byte[] value, Int32 startIndex)
at DXHR_3D_Settings.DXHR3D.DXHR3D_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DXHR 3D Settings
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Deus%20Ex%20Human%20Revolution%20Director's%20Cut/DXHR-3D-Settings.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
CPU: Intel Core i7-5930K
Cooler: Thermaltake Water 3.0 Ultimate
Motherboard: Asus RAMPAGE V EXTREME, BIOS 2101
Memory: G.Skill 32GB (4 x 8GB) DDR4-2666
Storage: Intel 750 Series 1.2TB PCI-E SSD
Storage: Sandisk Ultra II 960GB 2.5" SSD
Video: 2x Gigabyte Gaming G1 980 Ti in SLI, Driver 362.00
Case: Thermaltake Core V71 Full Tower
Power Supply: EVGA Supernova P2 1200W 80+ Platinum
Monitor: ROG SWIFT PG278Q 120Hz 27.0" running 1440p in 3DVision
OS: Windows 10 Pro x64 Build 10586
Overclocks:
Processor: 4.4 GHz adaptive (1.296v under load), LLC7 input 1.92v
Processor Cache: 4.2 GHz offset +0.27v (max 1.212v under load)
Memory: 2666 15-15-15-35-CR2 oc'd to 3000 15-15-15-35-CR1 at 1.38v
GPU SLI: Stock voltage, 1455 MHz, 8000Mhz memory
You could maybe try running it in Win7 compatibility mode, that puts the APIs back to Win7 state, but no idea if that will be enough.
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
Found my old folder.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
CPU: Intel Core i7-5930K
Cooler: Thermaltake Water 3.0 Ultimate
Motherboard: Asus RAMPAGE V EXTREME, BIOS 2101
Memory: G.Skill 32GB (4 x 8GB) DDR4-2666
Storage: Intel 750 Series 1.2TB PCI-E SSD
Storage: Sandisk Ultra II 960GB 2.5" SSD
Video: 2x Gigabyte Gaming G1 980 Ti in SLI, Driver 362.00
Case: Thermaltake Core V71 Full Tower
Power Supply: EVGA Supernova P2 1200W 80+ Platinum
Monitor: ROG SWIFT PG278Q 120Hz 27.0" running 1440p in 3DVision
OS: Windows 10 Pro x64 Build 10586
Overclocks:
Processor: 4.4 GHz adaptive (1.296v under load), LLC7 input 1.92v
Processor Cache: 4.2 GHz offset +0.27v (max 1.212v under load)
Memory: 2666 15-15-15-35-CR2 oc'd to 3000 15-15-15-35-CR1 at 1.38v
GPU SLI: Stock voltage, 1455 MHz, 8000Mhz memory
The game uses it's own engine to render 3D so 3D vision shortcuts are busted.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
It makes a big difference - and I'm about to start a third playthrough, in 3D for the first time..
I like to crank the settings all the way up (convergence only 100 as suggested), but there are some lights in 2D ??
I've tryed different profiles - but with no luck...
Can anybody help here ?
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
We will have no clue of convergence and separation which is used to create the Stereo texture.
And we rely on the stereotexture for a lot of the fixing.
I'm not the primary to ask as don't know what is needed to know inside the shader to fix things.
but being able to tell which eye is being rendered seems like essential information.
I think I tried to disable the renderer just like in Crysis 3 but to no effect.
Even if you load a wrapper, hunt down the shader I'm not certain you can fix it using the built in renderer.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com