Far Cry 4 {3D Screenshots}
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[quote="zig11727"][quote="Alien0007"][quote="zig11727"][quote="Alien0007"]Thank you, this is great news. No sure about the first step in the install instructIons. How do I use the max Payne 3 profile? never had to do this before.[/quote] http://helixmod.blogspot.com/2013/03/how-to-change-3d-vision-profile-and.html [/quote] Hey thanks, that's a great guide, going to give it a try. Does this change the game in 2D at all?? How do I revert back to the original fc4 profile if I decide to so? Thanks again. [/quote] The same steps to revert back to the original profile.[/quote] Thanks, I got it to work and the game looks pretty great in 3D. I had to delete the fc4 profile in order to apply the max payne 3 profile to the fc4.exe. Any way to get the profile back without new driver install??
zig11727 said:
Alien0007 said:
zig11727 said:
Alien0007 said:Thank you, this is great news.
No sure about the first step in the install instructIons. How do I use the max Payne 3 profile? never had to do this before.



http://helixmod.blogspot.com/2013/03/how-to-change-3d-vision-profile-and.html



Hey thanks, that's a great guide, going to give it a try.
Does this change the game in 2D at all??
How do I revert back to the original fc4 profile if I decide to so?

Thanks again.


The same steps to revert back to the original profile.


Thanks, I got it to work and the game looks pretty great in 3D.

I had to delete the fc4 profile in order to apply the max payne 3 profile to the fc4.exe.

Any way to get the profile back without new driver install??

Intel 5960x, Asus RVE, 16 Gb Ram
Gtx 980
Samsung 850 pro 1TB
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Posted 03/10/2015 12:32 AM   
[quote="Alien0007"]Anyone know how to change the convergence override to a keyboard key instead of the Right mouse button?? You used to have to placed a different nvpl file with this for example: ;Example of keyboard configuration [OverrideSettings] Input=Keyboard Action=O Convergence=.01 ;Separation=10 To get it to work. This config settings file is different. Thanks[/quote] Instructions are in the d3dx.ini file itself. It's best if you read the documentation first, because we wrote that so that we don't have to answer the same questions all the time. (These are different because this is DX11, not DX9 and thus we are using 3Dmigoto not HelixMod.)
Alien0007 said:Anyone know how to change the convergence override to a keyboard key instead of the Right mouse button??

You used to have to placed a different nvpl file with this for example:

;Example of keyboard configuration
[OverrideSettings]
Input=Keyboard
Action=O
Convergence=.01
;Separation=10

To get it to work.
This config settings file is different.
Thanks

Instructions are in the d3dx.ini file itself. It's best if you read the documentation first, because we wrote that so that we don't have to answer the same questions all the time.

(These are different because this is DX11, not DX9 and thus we are using 3Dmigoto not HelixMod.)

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Posted 03/10/2015 12:35 AM   
Thanks DarkStarSword Looks great!!!
Thanks DarkStarSword
Looks great!!!

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Posted 03/10/2015 12:46 AM   
[quote="DarkStarSword"] We changed how input & overrides is handled in 3Dmigoto recently to be a lot more flexible (and OverrideSettings never really worked anyway). Check the [Key1] section and change the Key= line to whatever you want to use - the comment above that section documents valid key names. You can even change this while the game is running - just press F10 to reload the settings.[/quote] Thanks for the help. [quote="bo3b"] Instructions are in the d3dx.ini file itself. It's best if you read the documentation first, because we wrote that so that we don't have to answer the same questions all the time. (These are different because this is DX11, not DX9 and thus we are using 3Dmigoto not HelixMod.)[/quote] Hey, thanks for the great work. This is the first time I use the 3Dmigoto fix. I've been away from 3d for a while. I did have a look at that file but it's pretty confusing when looking at it in notepad for the first time. So I figured I would ask.
DarkStarSword said:
We changed how input & overrides is handled in 3Dmigoto recently to be a lot more flexible (and OverrideSettings never really worked anyway). Check the [Key1] section and change the Key= line to whatever you want to use - the comment above that section documents valid key names. You can even change this while the game is running - just press F10 to reload the settings.


Thanks for the help.

bo3b said:
Instructions are in the d3dx.ini file itself. It's best if you read the documentation first, because we wrote that so that we don't have to answer the same questions all the time.

(These are different because this is DX11, not DX9 and thus we are using 3Dmigoto not HelixMod.)


Hey, thanks for the great work. This is the first time I use the 3Dmigoto fix. I've been away from 3d for a while.

I did have a look at that file but it's pretty confusing when looking at it in notepad for the first time. So I figured I would ask.

Intel 5960x, Asus RVE, 16 Gb Ram
Gtx 980
Samsung 850 pro 1TB
Win 10 64

Posted 03/10/2015 01:00 AM   
[quote="Alien0007"][quote="DarkStarSword"] We changed how input & overrides is handled in 3Dmigoto recently to be a lot more flexible (and OverrideSettings never really worked anyway). Check the [Key1] section and change the Key= line to whatever you want to use - the comment above that section documents valid key names. You can even change this while the game is running - just press F10 to reload the settings.[/quote]Thanks for the help. [quote="bo3b"]Instructions are in the d3dx.ini file itself. It's best if you read the documentation first, because we wrote that so that we don't have to answer the same questions all the time. (These are different because this is DX11, not DX9 and thus we are using 3Dmigoto not HelixMod.)[/quote]Hey, thanks for the great work. This is the first time I use the 3Dmigoto fix. I've been away from 3d for a while. I did have a look at that file but it's pretty confusing when looking at it in notepad for the first time. So I figured I would ask. [/quote] Cool. I just want to encourage people to put in some legwork first, because we need everyone to lend a hand.
Alien0007 said:
DarkStarSword said:
We changed how input & overrides is handled in 3Dmigoto recently to be a lot more flexible (and OverrideSettings never really worked anyway). Check the [Key1] section and change the Key= line to whatever you want to use - the comment above that section documents valid key names. You can even change this while the game is running - just press F10 to reload the settings.
Thanks for the help.
bo3b said:Instructions are in the d3dx.ini file itself. It's best if you read the documentation first, because we wrote that so that we don't have to answer the same questions all the time.

(These are different because this is DX11, not DX9 and thus we are using 3Dmigoto not HelixMod.)
Hey, thanks for the great work. This is the first time I use the 3Dmigoto fix. I've been away from 3d for a while.

I did have a look at that file but it's pretty confusing when looking at it in notepad for the first time. So I figured I would ask.

Cool. I just want to encourage people to put in some legwork first, because we need everyone to lend a hand.

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

Posted 03/10/2015 01:13 AM   
Hey guys, running 2x680's in sli, game looks just awesome with the fix and the MP3 profile. I have to ask a question though, I am not noticing any .bin files getting created in the shaderfixes folder. Does this fix differ from the others in that regard? Thanks again!
Hey guys, running 2x680's in sli, game looks just awesome with the fix and the MP3 profile. I have to ask a question though, I am not noticing any .bin files getting created in the shaderfixes folder. Does this fix differ from the others in that regard?

Thanks again!

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Posted 03/10/2015 02:08 AM   
Fix works great in single-GPU mode. Only noticed two problems. One is that sometimes ground textures would become broken - this only happened to me twice: once right after enabling 3D mode after starting up the game and another time after alt-tabbing in and out of the game. In both cases fast-traveling seemed to fix the problem. The other is that indoor shadows seem to be broken. I don't know if this is what is mentioned in the readme as the third known issue. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63700/[/img] SLI mode is a different story though. While the fix itself seems to work perfectly using a null profile + Far Cry 3 SLI bits as suggested, that combination completely breaks SLI scaling. In fact I get negative scaling (FPS in the 20s where if I just disable SLI using the same settings I get 30+) and with crazy stuttering every time I look around or move Ajay. Basically the only time I get stable framerates is when I am standing perfectly still and not moving the camera at all. I also tried using null profile + Far Cry 4 SLI bits but that broke the fix, with a bunch of weird shadow artifacts appearing everywhere. Using the default Far Cry 4 profile or the Max Payne profile do not work either.
Fix works great in single-GPU mode. Only noticed two problems.

One is that sometimes ground textures would become broken - this only happened to me twice: once right after enabling 3D mode after starting up the game and another time after alt-tabbing in and out of the game. In both cases fast-traveling seemed to fix the problem.

The other is that indoor shadows seem to be broken. I don't know if this is what is mentioned in the readme as the third known issue.

Image

SLI mode is a different story though. While the fix itself seems to work perfectly using a null profile + Far Cry 3 SLI bits as suggested, that combination completely breaks SLI scaling. In fact I get negative scaling (FPS in the 20s where if I just disable SLI using the same settings I get 30+) and with crazy stuttering every time I look around or move Ajay. Basically the only time I get stable framerates is when I am standing perfectly still and not moving the camera at all.

I also tried using null profile + Far Cry 4 SLI bits but that broke the fix, with a bunch of weird shadow artifacts appearing everywhere. Using the default Far Cry 4 profile or the Max Payne profile do not work either.
Attachments

FarCry404_50.jps

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Windows 8.1 64-bit

Posted 03/10/2015 02:42 AM   
[quote="aznricepuff"]One is that sometimes ground textures would become broken - this only happened to me twice: once right after enabling 3D mode after starting up the game and another time after alt-tabbing in and out of the game. In both cases fast-traveling seemed to fix the problem.[/quote]I might have seen something similar to this, but I'm not sure if it was the same thing or what the cause is. If it happens again can you grab a screenshot and let me know where in the game it was and what you did leading up to it? If I can't track it down I may just have to make a note of it - was fast travel the only solution, or does disabling+enabling 3D or alt+tabbing out and in do anything? [quote]The other is that indoor shadows seem to be broken.[/quote]That looks like a broken lighting/shadow shader. Can you tell me: - Where in the game is that, and if it is in a mission or just the open world? - What shadow quality setting you are using - What anti-aliasing setting you are using I might need to know what other settings you use as well, but so far those are the ones I know for sure that affect which lighting shaders are used. [quote]I don't know if this is what is mentioned in the readme as the third known issue.[/quote]No, the interior mask issue is only visible from from some distance outside the buildings, and it's a very minor issue. [quote]SLI mode is a different story though. While the fix itself seems to work perfectly using a null profile + Far Cry 3 SLI bits as suggested, that combination completely breaks SLI scaling. In fact I get negative scaling (FPS in the 20s where if I just disable SLI using the same settings I get 30+) and with crazy stuttering every time I look around or move Ajay. Basically the only time I get stable framerates is when I am standing perfectly still and not moving the camera at all. I also tried using null profile + Far Cry 4 SLI bits but that broke the fix, with a bunch of weird shadow artifacts appearing everywhere.[/quote] Ok, I'd appreciate it if you are willing to do a bit of experimentation to try to find something that is functional and scales well in SLI. I think Mike was just using a null profile with the FC3 SLI bits, but I may be mistaken and I'm not sure what performance he was getting from it. In particular, I'd be interested to know what happens if you use the default Far Cry 4 profile, and set setting 0x702442fc (StereoFlagsDX10) to 0x00004000, which is the minimum change necessary to make it work in non-SLI. There's a checkbox somewhere in nvidia inspector to show unknown settings so you can change it, or you can replace the CustomSettingNames_en-EN.xml in nvidia inspector with this one: [url]https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml[/url] [quote]Using the default Far Cry 4 profile or the Max Payne profile do not work either.[/quote]Just to check - is that the Max Payne or Max Payne 3 profile?
aznricepuff said:One is that sometimes ground textures would become broken - this only happened to me twice: once right after enabling 3D mode after starting up the game and another time after alt-tabbing in and out of the game. In both cases fast-traveling seemed to fix the problem.
I might have seen something similar to this, but I'm not sure if it was the same thing or what the cause is. If it happens again can you grab a screenshot and let me know where in the game it was and what you did leading up to it?

If I can't track it down I may just have to make a note of it - was fast travel the only solution, or does disabling+enabling 3D or alt+tabbing out and in do anything?


The other is that indoor shadows seem to be broken.
That looks like a broken lighting/shadow shader. Can you tell me:

- Where in the game is that, and if it is in a mission or just the open world?
- What shadow quality setting you are using
- What anti-aliasing setting you are using

I might need to know what other settings you use as well, but so far those are the ones I know for sure that affect which lighting shaders are used.


I don't know if this is what is mentioned in the readme as the third known issue.
No, the interior mask issue is only visible from from some distance outside the buildings, and it's a very minor issue.


SLI mode is a different story though. While the fix itself seems to work perfectly using a null profile + Far Cry 3 SLI bits as suggested, that combination completely breaks SLI scaling. In fact I get negative scaling (FPS in the 20s where if I just disable SLI using the same settings I get 30+) and with crazy stuttering every time I look around or move Ajay. Basically the only time I get stable framerates is when I am standing perfectly still and not moving the camera at all.

I also tried using null profile + Far Cry 4 SLI bits but that broke the fix, with a bunch of weird shadow artifacts appearing everywhere.

Ok, I'd appreciate it if you are willing to do a bit of experimentation to try to find something that is functional and scales well in SLI. I think Mike was just using a null profile with the FC3 SLI bits, but I may be mistaken and I'm not sure what performance he was getting from it.

In particular, I'd be interested to know what happens if you use the default Far Cry 4 profile, and set setting 0x702442fc (StereoFlagsDX10) to 0x00004000, which is the minimum change necessary to make it work in non-SLI. There's a checkbox somewhere in nvidia inspector to show unknown settings so you can change it, or you can replace the CustomSettingNames_en-EN.xml in nvidia inspector with this one:

https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml


Using the default Far Cry 4 profile or the Max Payne profile do not work either.
Just to check - is that the Max Payne or Max Payne 3 profile?

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

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Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 03/10/2015 04:02 AM   
[quote="mgriggs22"]Hey guys, running 2x680's in sli, game looks just awesome with the fix and the MP3 profile. I have to ask a question though, I am not noticing any .bin files getting created in the shaderfixes folder. Does this fix differ from the others in that regard? Thanks again! [/quote] The .bin files are for caching the shaders and making loading faster. They can make debugging problems confusing so the current alpha installation has them disabled. When the fix is released, caching will be enabled, and logging will be disabled.
mgriggs22 said:Hey guys, running 2x680's in sli, game looks just awesome with the fix and the MP3 profile. I have to ask a question though, I am not noticing any .bin files getting created in the shaderfixes folder. Does this fix differ from the others in that regard?

Thanks again!

The .bin files are for caching the shaders and making loading faster. They can make debugging problems confusing so the current alpha installation has them disabled. When the fix is released, caching will be enabled, and logging will be disabled.

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

Posted 03/10/2015 04:30 AM   
wow, great news, thank you very much, DarkStarSword. Now it is meant to be played
wow, great news, thank you very much, DarkStarSword. Now it is meant to be played

Posted 03/10/2015 08:03 AM   
[quote="DarkStarSword"]I might have seen something similar to this, but I'm not sure if it was the same thing or what the cause is. If it happens again can you grab a screenshot and let me know where in the game it was and what you did leading up to it?[/quote]It seems to happen anywhere in the open world. The first time it happened I had just started up the game and enabled 3D, and as soon as I went into ADS mode the textures glitched out (and stayed glitched even after I exited ADS). The second time was after alt-tabbing in and out. The only fix I found was fast traveling. Alt-tabbing and re-enabling 3D do not work. And by the way, I maybe wasn't clear on this before but this was with non-SLI, default Far Cry 4 profile + StereoFlagsDX10 set to 0x00004000. Same with the issue below. [quote="DarkStarSword"]That looks like a broken lighting/shadow shader. Can you tell me: - Where in the game is that, and if it is in a mission or just the open world? - What shadow quality setting you are using - What anti-aliasing setting you are using I might need to know what other settings you use as well, but so far those are the ones I know for sure that affect which lighting shaders are used.[/quote]It seems to happen in any of the outpost lodgings (where you sleep/buy stuff). I can't remember for sure what settings I was using when I encountered that particular problem since I was switching between them a lot, but I think it was ultra shadows + 2xMSAA. [quote]Ok, I'd appreciate it if you are willing to do a bit of experimentation to try to find something that is functional and scales well in SLI. I think Mike was just using a null profile with the FC3 SLI bits, but I may be mistaken and I'm not sure what performance he was getting from it.[/quote]No problem. I will do this a little later in the day when I get some time. [quote]Just to check - is that the Max Payne or Max Payne 3 profile?[/quote]Max Payne 3.
DarkStarSword said:I might have seen something similar to this, but I'm not sure if it was the same thing or what the cause is. If it happens again can you grab a screenshot and let me know where in the game it was and what you did leading up to it?
It seems to happen anywhere in the open world. The first time it happened I had just started up the game and enabled 3D, and as soon as I went into ADS mode the textures glitched out (and stayed glitched even after I exited ADS). The second time was after alt-tabbing in and out.

The only fix I found was fast traveling. Alt-tabbing and re-enabling 3D do not work.

And by the way, I maybe wasn't clear on this before but this was with non-SLI, default Far Cry 4 profile + StereoFlagsDX10 set to 0x00004000. Same with the issue below.

DarkStarSword said:That looks like a broken lighting/shadow shader. Can you tell me:

- Where in the game is that, and if it is in a mission or just the open world?
- What shadow quality setting you are using
- What anti-aliasing setting you are using

I might need to know what other settings you use as well, but so far those are the ones I know for sure that affect which lighting shaders are used.
It seems to happen in any of the outpost lodgings (where you sleep/buy stuff). I can't remember for sure what settings I was using when I encountered that particular problem since I was switching between them a lot, but I think it was ultra shadows + 2xMSAA.

Ok, I'd appreciate it if you are willing to do a bit of experimentation to try to find something that is functional and scales well in SLI. I think Mike was just using a null profile with the FC3 SLI bits, but I may be mistaken and I'm not sure what performance he was getting from it.
No problem. I will do this a little later in the day when I get some time.

Just to check - is that the Max Payne or Max Payne 3 profile?
Max Payne 3.

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Posted 03/10/2015 02:44 PM   
Another quick update: https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.5-2015-03-11.zip - Environment reflections are now fixed everywhere - Thick fog in some temples is fixed (I encountered this in my second visit to Shangri-La) - bo3b worked out the decompiler issue that was selecting the wrong imposter for tree reflections
Another quick update:


https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.5-2015-03-11.zip


- Environment reflections are now fixed everywhere
- Thick fog in some temples is fixed (I encountered this in my second visit to Shangri-La)
- bo3b worked out the decompiler issue that was selecting the wrong imposter for tree reflections

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

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Posted 03/10/2015 03:01 PM   
Awesome work DarkStar & Mike!!!! Seems to work fine on Himalaya mountains too :) Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence
Awesome work DarkStar & Mike!!!!

Seems to work fine on Himalaya mountains too :)

Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence

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Posted 03/10/2015 04:17 PM   
Update on those broken indoor shadows. Still present in v0.5, and they seem to only be broken with either MSAA or TXAA turned on. With AA set to off the shadows look fine. And now for some weirdness. Using SLI + Far Cry 4 profile + stereoflagsdx10 = 0x00004000 makes the fix work perfectly for me - as far as I can tell it's identical to non-SLI...but unfortunately that may be because the game is rendering in single-GPU mode despite having SLI enabled. When I monitor GPU usage, only one is used. I get the exact same performance as I do when I disable SLI. And I don't see SMAA ghosting or TXAA2 artifacting (which are always present when I run in SLI mode). After further testing I discovered that the culprit is simply enabling stereoscopic 3D in the NVCP. When it's enabled - the Far Cry 4 profile forces single-GPU. When it's disabled - SLI works fine. The funny thing is the problem persists even when in-game 3D is turned off - just having the control panel option checked causes the issue. And it's not just Far Cry 4 that's affected either - both Dragon Age Inquisition and Unigine Valley have SLI scaling broken with stereoscopic 3D enabled (whether or not in-game 3D is actually turned on). In both of these cases, both GPUs are utilized but scaling goes down to 10-20%, whereas it's usually at least 70% when SLI is working correctly. Anyway, long story short: this must be some kind of strange interaction between 3D Vision and SLI on the part of the driver and has nothing to do with your fix. I am running 347.52, by the way. It would be nice to know if other people are experiencing this. I guess in the meantime I will try a clean re-install of my drivers to see if that can fix this.
Update on those broken indoor shadows. Still present in v0.5, and they seem to only be broken with either MSAA or TXAA turned on. With AA set to off the shadows look fine.

And now for some weirdness. Using SLI + Far Cry 4 profile + stereoflagsdx10 = 0x00004000 makes the fix work perfectly for me - as far as I can tell it's identical to non-SLI...but unfortunately that may be because the game is rendering in single-GPU mode despite having SLI enabled. When I monitor GPU usage, only one is used. I get the exact same performance as I do when I disable SLI. And I don't see SMAA ghosting or TXAA2 artifacting (which are always present when I run in SLI mode).

After further testing I discovered that the culprit is simply enabling stereoscopic 3D in the NVCP. When it's enabled - the Far Cry 4 profile forces single-GPU. When it's disabled - SLI works fine. The funny thing is the problem persists even when in-game 3D is turned off - just having the control panel option checked causes the issue.

And it's not just Far Cry 4 that's affected either - both Dragon Age Inquisition and Unigine Valley have SLI scaling broken with stereoscopic 3D enabled (whether or not in-game 3D is actually turned on). In both of these cases, both GPUs are utilized but scaling goes down to 10-20%, whereas it's usually at least 70% when SLI is working correctly.

Anyway, long story short: this must be some kind of strange interaction between 3D Vision and SLI on the part of the driver and has nothing to do with your fix. I am running 347.52, by the way. It would be nice to know if other people are experiencing this. I guess in the meantime I will try a clean re-install of my drivers to see if that can fix this.

i7-3930k 4.2 GHz
Asus P9X79 Deluxe
16 GB G.Skill 1866 MHz
2x Gigabyte GTX 980 G1 Gaming 4GB (SLI)
Crucial M500 480GB SSD
WD Black 7200rpm 1TB HDD
WD Black 7200rpm 4TB HDD
Asus ROG Swift PG278Q + 2x Asus PB278Q PLS monitor
Windows 8.1 64-bit

Posted 03/10/2015 05:58 PM   
for SLI: 1. nvidia inspector > Far Cry 4 > remove app > farcry4.exe 2. set terrain quality to medium in case gpu usage drops while moving
for SLI:

1. nvidia inspector > Far Cry 4 > remove app > farcry4.exe

2. set terrain quality to medium in case gpu usage drops while moving

NVIDIA TITAN X (Pascal), Intel Core i7-6900K, Win 10 Pro,
ASUS ROG Rampage V Edition 10, G.Skill RipJaws V 4x 8GB DDR4-3200 CL14-14-14-34,
ASUS ROG Swift PG258Q, ASUS ROG Swift PG278Q, Acer Predator XB280HK, BenQ W710ST

Posted 03/10/2015 08:18 PM   
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