I add the TextureOverride_culling4, maybe there is something related to the setup or GFX.
In my case if i remove the TextureOverride_culling1 i start to see lots of geometry issues. If you see the ini i already have the 3d7dd24e but i don't use it because for me don't fix anything. Thanks for testing!!
I add the TextureOverride_culling4, maybe there is something related to the setup or GFX.
In my case if i remove the TextureOverride_culling1 i start to see lots of geometry issues. If you see the ini i already have the 3d7dd24e but i don't use it because for me don't fix anything. Thanks for testing!!
Haha, sorry, you'll have to update the fix once more. I have fixed a shader (haloing problem) that can be seen when you ride the helicopter at the start of the game. It affects the sun brightness on the sea and some buildings afterwards.
Here it is: https://s3.amazonaws.com/masterotaku/Prey/76f51af1c6101e69-vs_replace.txt
Haha, sorry, you'll have to update the fix once more. I have fixed a shader (haloing problem) that can be seen when you ride the helicopter at the start of the game. It affects the sun brightness on the sea and some buildings afterwards.
ENERGENCY, DHR! Don't use the "6582855f" "TextureOverride_culling5", because it disables lens flares and some sun effects. I didn't see it in the beginning because there are very few of these effects!
ENERGENCY, DHR! Don't use the "6582855f" "TextureOverride_culling5", because it disables lens flares and some sun effects. I didn't see it in the beginning because there are very few of these effects!
I'm a convergence lover, and the hand/gun low convergence is absolutely awesome, and all fps fixes should be with this preset !
Is there a simple way to lower the depht of the UI, I mean there's a function that pushes UI to depht when looking in bodies inventory ect.
I really have to refocus otherwise it's double 0_0
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74205/[/img]
I'm a convergence lover, and the hand/gun low convergence is absolutely awesome, and all fps fixes should be with this preset !
Is there a simple way to lower the depht of the UI, I mean there's a function that pushes UI to depht when looking in bodies inventory ect.
I really have to refocus otherwise it's double 0_0
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 ;)
@masterotaku
I don't include that one, only the one you confirmed that work ok.
And update the VS.
@Blacksmith56
Remove this lines in the d3dx.ini....BUT the screen monitors will look a little off
[code][PresetMonitor]
w = 0.0[/code]
[quote="whyme466"]Thanks for the great suggestions, DHR! "allow_dxgi1_2=2" worked! The game did not launch with "hook=all skip_dxgi_device", by the way.[/quote]Sadly, this addition was a temporary patch that stopped working. I had to use [url]https://steamcommunity.com/app/480490/discussions/0/1471967615872741709/[/url] to finally get more consistent Xbox controller recognition. Note that this problem is NOT related to DHR's great fix - it is a problem with the core (2D) game, and some PC configurations.
whyme466 said:Thanks for the great suggestions, DHR! "allow_dxgi1_2=2" worked! The game did not launch with "hook=all skip_dxgi_device", by the way.
Sadly, this addition was a temporary patch that stopped working. I had to use https://steamcommunity.com/app/480490/discussions/0/1471967615872741709/ to finally get more consistent Xbox controller recognition. Note that this problem is NOT related to DHR's great fix - it is a problem with the core (2D) game, and some PC configurations.
I have fixed another haloing (double depth image in this case) issue. It was the water tanks in the psychotronics section.
File: https://s3.amazonaws.com/masterotaku/Prey/7f30c3a88a385d08-vs_replace.txt
The code is almost the same as the other shader I fixed. Could it be worth a new regex? Register numbers changed, but this is the surrounding code (it just needs the standard formula of the register used by o0, just after it uses it. Then the next output will use it after some calculations):
[code]
o0.xyzw = r1.xyzw;
r1.x+=stereo.x*(r1.w-stereo.y);
r0.xy = r1.xy * float2(1,-1) + r1.ww;
r0.xy = CV_HPosScale.xy * r0.xy;
o4.xy = float2(0.5,0.5) * r0.xy;
o4.zw = r1.zw;
[/code]
In the previous shader:
[code]
o0.xyzw = r0.xyzw;
r0.x+=stereo.x*(r0.w-stereo.y);
r0.xy = r0.xy * float2(1,-1) + r0.ww;
o5.zw = r0.zw;
r0.xy = CV_HPosScale.xy * r0.xy;
o5.xy = float2(0.5,0.5) * r0.xy;
[/code]
The code is almost the same as the other shader I fixed. Could it be worth a new regex? Register numbers changed, but this is the surrounding code (it just needs the standard formula of the register used by o0, just after it uses it. Then the next output will use it after some calculations):
@masterotaku
Those Halo VS (the sun one and the water tanks in the psychotronics) i already fixed in my play time. There is not a single Halo issue remaining. So i suppose those VS hashes change somehow in your setup...maybe is something related to GPU branch, i still playing with my old 980GTX....and i know you play with a 1080. Also i check my game, is updated to 1.05.
There are 3 VS related to halo issues that ShaderRegex don't catch, so i suppose the other Halo VS (1 of 3) is OK (it was previous in the psychotronics). Very strange, normally the #hashes in Shadows, lights and always in the HUD, specially texture hashes are the ones that break somehow, but all of those are working.
I will add that VS.
@masterotaku
Those Halo VS (the sun one and the water tanks in the psychotronics) i already fixed in my play time. There is not a single Halo issue remaining. So i suppose those VS hashes change somehow in your setup...maybe is something related to GPU branch, i still playing with my old 980GTX....and i know you play with a 1080. Also i check my game, is updated to 1.05.
There are 3 VS related to halo issues that ShaderRegex don't catch, so i suppose the other Halo VS (1 of 3) is OK (it was previous in the psychotronics). Very strange, normally the #hashes in Shadows, lights and always in the HUD, specially texture hashes are the ones that break somehow, but all of those are working.
@DHR
I haven't gotten to Psychotronics yet but I experienced the same Sun issue that affected the sea and buildings when you take the helicopter ride at the beginning and masterotaku's VS seems to have corrected it after doing another test. I'm running a single GTX 970 on 1080p 16:9 with the latest nVidia drivers so maybe the drivers are at fault here or Win10... or the depth difference between a monitor and a HDTV.
Also I haven't noticed any issues using SMAA 1x, only SMAA 1tx and 2tx were broken.
@DHR
I haven't gotten to Psychotronics yet but I experienced the same Sun issue that affected the sea and buildings when you take the helicopter ride at the beginning and masterotaku's VS seems to have corrected it after doing another test. I'm running a single GTX 970 on 1080p 16:9 with the latest nVidia drivers so maybe the drivers are at fault here or Win10... or the depth difference between a monitor and a HDTV.
Also I haven't noticed any issues using SMAA 1x, only SMAA 1tx and 2tx were broken.
Thanks for the feedback Kaimasta....a mistery for me that only 2 VS have different hashes #...LOL. The fix for halos work for any convergence value or monitor or tv...the strange here is those 2 # hashes change. I'm win7. i already add those 2 VS...hope this cover all scenarios.
**edit: another thing that can affect shader #hashes is the install location/folder...i never install my games in the default location/driver letter.
Thanks for the feedback Kaimasta....a mistery for me that only 2 VS have different hashes #...LOL. The fix for halos work for any convergence value or monitor or tv...the strange here is those 2 # hashes change. I'm win7. i already add those 2 VS...hope this cover all scenarios.
**edit: another thing that can affect shader #hashes is the install location/folder...i never install my games in the default location/driver letter.
Another fixed shader, with the same kind of fix as the other two: https://s3.amazonaws.com/masterotaku/Prey/959e6ddc43f6cfcc-vs_replace.txt
This time it was hard to detect. It was the eyeballs of at least one NPC, Rani, after doing the greenhouse sidequest. It might have been the lighting in that location what made the issue visible to me, because the "haloing" problem was more noticeable when she was having shadows cast over her body.
If I find and fix more issues while playing, I'll post them quickly as always :).
This time it was hard to detect. It was the eyeballs of at least one NPC, Rani, after doing the greenhouse sidequest. It might have been the lighting in that location what made the issue visible to me, because the "haloing" problem was more noticeable when she was having shadows cast over her body.
If I find and fix more issues while playing, I'll post them quickly as always :).
In my case if i remove the TextureOverride_culling1 i start to see lots of geometry issues. If you see the ini i already have the 3d7dd24e but i don't use it because for me don't fix anything. Thanks for testing!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
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
Having more of those TextureOverride don't hurt and can cover more scenarios.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Here it is: https://s3.amazonaws.com/masterotaku/Prey/76f51af1c6101e69-vs_replace.txt
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
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
Is there a simple way to lower the depht of the UI, I mean there's a function that pushes UI to depht when looking in bodies inventory ect.
I really have to refocus otherwise it's double 0_0
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 ;)
I don't include that one, only the one you confirmed that work ok.
And update the VS.
@Blacksmith56
Remove this lines in the d3dx.ini....BUT the screen monitors will look a little off
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
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 ;)
File: https://s3.amazonaws.com/masterotaku/Prey/7f30c3a88a385d08-vs_replace.txt
The code is almost the same as the other shader I fixed. Could it be worth a new regex? Register numbers changed, but this is the surrounding code (it just needs the standard formula of the register used by o0, just after it uses it. Then the next output will use it after some calculations):
In the previous shader:
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
Those Halo VS (the sun one and the water tanks in the psychotronics) i already fixed in my play time. There is not a single Halo issue remaining. So i suppose those VS hashes change somehow in your setup...maybe is something related to GPU branch, i still playing with my old 980GTX....and i know you play with a 1080. Also i check my game, is updated to 1.05.
There are 3 VS related to halo issues that ShaderRegex don't catch, so i suppose the other Halo VS (1 of 3) is OK (it was previous in the psychotronics). Very strange, normally the #hashes in Shadows, lights and always in the HUD, specially texture hashes are the ones that break somehow, but all of those are working.
I will add that VS.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I haven't gotten to Psychotronics yet but I experienced the same Sun issue that affected the sea and buildings when you take the helicopter ride at the beginning and masterotaku's VS seems to have corrected it after doing another test. I'm running a single GTX 970 on 1080p 16:9 with the latest nVidia drivers so maybe the drivers are at fault here or Win10... or the depth difference between a monitor and a HDTV.
Also I haven't noticed any issues using SMAA 1x, only SMAA 1tx and 2tx were broken.
**edit: another thing that can affect shader #hashes is the install location/folder...i never install my games in the default location/driver letter.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
This time it was hard to detect. It was the eyeballs of at least one NPC, Rani, after doing the greenhouse sidequest. It might have been the lighting in that location what made the issue visible to me, because the "haloing" problem was more noticeable when she was having shadows cast over her body.
If I find and fix more issues while playing, I'll post them quickly as always :).
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
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com