Skyrim 3D Vision compability Guide - need help Nexus Mod is working but shadows are still rendered i
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[quote name='-=HeliX=-' date='22 March 2012 - 08:50 AM' timestamp='1332402646' post='1386167']
I have checked the game and can't say anything good about it.
You can't get old shaders to work with new .exe, because it works with vertex in other projection(was world converted to view in the shader, became view - i.e. converted by the game).
So after this changes any information about w- depth lost and we can't calculate appropriate offset.
The new pixel shader contain z coordinate, but it's not exactly what we need for position correction(linear W value required).
At this moment I see only two ways :
1. Convert z value to W in the shader. it required Projection matrix, but shader doesn't have this matrix.
2. Do approximate offset, this can cause incorrect shadows depth at big convergence values.
I'll try later to hook Projection matrix in the DLL, but don't know if it'll work.
[/quote]
Helix is at work. Hopefully he will find a solution, be patient.
[quote name='-=HeliX=-' date='22 March 2012 - 08:50 AM' timestamp='1332402646' post='1386167']
I have checked the game and can't say anything good about it.
You can't get old shaders to work with new .exe, because it works with vertex in other projection(was world converted to view in the shader, became view - i.e. converted by the game).
So after this changes any information about w- depth lost and we can't calculate appropriate offset.
The new pixel shader contain z coordinate, but it's not exactly what we need for position correction(linear W value required).
At this moment I see only two ways :
1. Convert z value to W in the shader. it required Projection matrix, but shader doesn't have this matrix.
2. Do approximate offset, this can cause incorrect shadows depth at big convergence values.
I'll try later to hook Projection matrix in the DLL, but don't know if it'll work.
Helix is at work. Hopefully he will find a solution, be patient.
Glad to hear Nexus is working to fix this issues. He seems to be very talented as he's the guy that made the 3D Vision compability guide. Let's wait and hope he's able to overcome this annoying issue.
Glad to hear Nexus is working to fix this issues. He seems to be very talented as he's the guy that made the 3D Vision compability guide. Let's wait and hope he's able to overcome this annoying issue.
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[quote name='Pedro167' date='22 March 2012 - 06:26 AM' timestamp='1332419191' post='1386222']
Zloth thanks for uploading the dumps but is there any chance you could elaborate on what do do with them?[/quote]
You? Nothing. That's in response to eqzitar's request for dumps from both 1.4 and 1.5.
HeliX's post in the Skyrim topic isn't very upbeat.
P.S. Skyrim with no shadows is still head and shoulders above MANY other games out there!
Oh right, I see. The dumps were for him to work on. I had thought it was some kind of possible fix just to put them in. You're right it is still pretty good without shadows, I did that pixelshaders file fix too however I have noticed that some indoor locations still suffer from 2d shadows even after this. Has anyone else found this?
Oh right, I see. The dumps were for him to work on. I had thought it was some kind of possible fix just to put them in. You're right it is still pretty good without shadows, I did that pixelshaders file fix too however I have noticed that some indoor locations still suffer from 2d shadows even after this. Has anyone else found this?
I've just fixed mine, accidentaly! I read somewhere in a forum that restoring the old tesv.exe file would have the shadows working how they were but I had recently stopped backing up the drive with my steam dir on it and when I went to restore a previous version there were none available. Because of this situation I decided to start backing it up again and just had another look to see if there was a previous version there and they were! All I can think is that windows backup hadn't discarded them yet but because the drive was no longer set to back up it decided not to show me them. Now it's set to back up I can access them again and hey presto, shadows that dont make your brain hurt! Don't know if anyone is in the same situation as me but if they are I hope this helps!
I've just fixed mine, accidentaly! I read somewhere in a forum that restoring the old tesv.exe file would have the shadows working how they were but I had recently stopped backing up the drive with my steam dir on it and when I went to restore a previous version there were none available. Because of this situation I decided to start backing it up again and just had another look to see if there was a previous version there and they were! All I can think is that windows backup hadn't discarded them yet but because the drive was no longer set to back up it decided not to show me them. Now it's set to back up I can access them again and hey presto, shadows that dont make your brain hurt! Don't know if anyone is in the same situation as me but if they are I hope this helps!
I have checked the game and can't say anything good about it.
You can't get old shaders to work with new .exe, because it works with vertex in other projection(was world converted to view in the shader, became view - i.e. converted by the game).
So after this changes any information about w- depth lost and we can't calculate appropriate offset.
The new pixel shader contain z coordinate, but it's not exactly what we need for position correction(linear W value required).
At this moment I see only two ways :
1. Convert z value to W in the shader. it required Projection matrix, but shader doesn't have this matrix.
2. Do approximate offset, this can cause incorrect shadows depth at big convergence values.
I'll try later to hook Projection matrix in the DLL, but don't know if it'll work.
[/quote]
Helix is at work. Hopefully he will find a solution, be patient.
I have checked the game and can't say anything good about it.
You can't get old shaders to work with new .exe, because it works with vertex in other projection(was world converted to view in the shader, became view - i.e. converted by the game).
So after this changes any information about w- depth lost and we can't calculate appropriate offset.
The new pixel shader contain z coordinate, but it's not exactly what we need for position correction(linear W value required).
At this moment I see only two ways :
1. Convert z value to W in the shader. it required Projection matrix, but shader doesn't have this matrix.
2. Do approximate offset, this can cause incorrect shadows depth at big convergence values.
I'll try later to hook Projection matrix in the DLL, but don't know if it'll work.
Helix is at work. Hopefully he will find a solution, be patient.
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Zloth thanks for uploading the dumps but is there any chance you could elaborate on what do do with them?[/quote]
You? Nothing. That's in response to eqzitar's request for dumps from both 1.4 and 1.5.
HeliX's post in the Skyrim topic isn't very upbeat.
P.S. Skyrim with no shadows is still head and shoulders above MANY other games out there!
Zloth thanks for uploading the dumps but is there any chance you could elaborate on what do do with them?
You? Nothing. That's in response to eqzitar's request for dumps from both 1.4 and 1.5.
HeliX's post in the Skyrim topic isn't very upbeat.
P.S. Skyrim with no shadows is still head and shoulders above MANY other games out there!