Mad Max 3D Vision
  9 / 27    
I decided to take a look at the decals, which were a similar pattern to the shadows, though there was a decompiler bug that missed the "noperspective" keyword on one of the inputs. Here's a quick alpha that makes at least the starting area perfect (at least on the default settings): [center][color="green"][size="XL"]Alpha 0.01[/size][/color] [url]https://forums.geforce.com/cmd/default/download-comment-attachment/66195/[/url] [/center] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66196/[/img] This fixes: - Shadows - Decals - Skybox - Halo around Max I used NVIDIA Inspector to set StereoFlagsDX10 to 0x00004000 to resolve some one eye issues. Changing it to the Max Payne 3 profile, or maybe using a different driver may work as well (dunno, please test). I'm seeing some stuttering in one eye - I think DHR mentioned this is an issue in some driver versions (I'm running 355.82)?
I decided to take a look at the decals, which were a similar pattern to the shadows, though there was a decompiler bug that missed the "noperspective" keyword on one of the inputs. Here's a quick alpha that makes at least the starting area perfect (at least on the default settings):



Image

This fixes:
- Shadows
- Decals
- Skybox
- Halo around Max

I used NVIDIA Inspector to set StereoFlagsDX10 to 0x00004000 to resolve some one eye issues. Changing it to the Max Payne 3 profile, or maybe using a different driver may work as well (dunno, please test). I'm seeing some stuttering in one eye - I think DHR mentioned this is an issue in some driver versions (I'm running 355.82)?

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

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Posted 10/01/2015 04:22 PM   
Awesome! Big thanks DarkStarSword!!! Yes the One EYE lag is a BUG. Last working drivers that don't have this issue are 355.60! (Everything after has this issue in NON SLI setups.)
Awesome!
Big thanks DarkStarSword!!!

Yes the One EYE lag is a BUG. Last working drivers that don't have this issue are 355.60! (Everything after has this issue in NON SLI setups.)

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Posted 10/01/2015 04:29 PM   
Many many Thanks DarkStarSword!!! I will play and add more fixed shader, if is needed....i think with this 2 patterns the game will be covered or almost covered. Of course, more shadows and decals will be need to be fixed. Also i want to use the texture separation for the target icons. Just in time, yesterday night i finish SOMA...so is time perfect. The lag, at least for me, happens only in the loading screens, pictures in the menu and logos, etc.....during gameplay i don't have that issues....i use the 355.98 driver
Many many Thanks DarkStarSword!!!

I will play and add more fixed shader, if is needed....i think with this 2 patterns the game will be covered or almost covered. Of course, more shadows and decals will be need to be fixed.

Also i want to use the texture separation for the target icons.

Just in time, yesterday night i finish SOMA...so is time perfect.

The lag, at least for me, happens only in the loading screens, pictures in the menu and logos, etc.....during gameplay i don't have that issues....i use the 355.98 driver

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Posted 10/01/2015 04:47 PM   
A big thank you to you DarkStarSword. I followed the topic since a small time, I was right to have waited to play the game. It looks very promising for the rest.
A big thank you to you DarkStarSword. I followed the topic since a small time, I was right to have waited to play the game. It looks very promising for the rest.

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Posted 10/01/2015 05:13 PM   
Very good. The starting area is almost perfect. I see where this is going to and I like it a lot. :)
Very good. The starting area is almost perfect. I see where this is going to and I like it a lot. :)

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Posted 10/01/2015 06:28 PM   
@DarkStarSword There is another shadows pattern that i don't know exactly if i fixed, i try to apply the same logic. The VS 887b59a6bda9490f is already fixed by you (Halo around Max) and i add the "i / im" and passed to PS The PS is 01037617f0200a5c with a fix code....the shadows seems to look ok, but i'm not 100% sure. i attach both shaders and picture, the place is in the very beginning...a few step where the guy with the dog is. Also i've already look at Sun, Sun glare, some halo in the sky and HUD (i have to quit to separate texture, there are some textures shared in different places, so all the HUD is pushed)
@DarkStarSword

There is another shadows pattern that i don't know exactly if i fixed, i try to apply the same logic.
The VS 887b59a6bda9490f is already fixed by you (Halo around Max) and i add the "i / im" and passed to PS
The PS is 01037617f0200a5c with a fix code....the shadows seems to look ok, but i'm not 100% sure.

i attach both shaders and picture, the place is in the very beginning...a few step where the guy with the dog is.


Also i've already look at Sun, Sun glare, some halo in the sky and HUD (i have to quit to separate texture, there are some textures shared in different places, so all the HUD is pushed)
Attachments

shadows2.zip.jpg

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Posted 10/01/2015 06:46 PM   
Yep, new pattern alright. This time the inverse-view-projection matrix is already in the pixel shader - here's the pattern to fix it: https://github.com/DarkStarSword/3d-fixes/commit/8eda68a0c0d803cac7a6eb803654372df1de5d76 [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66212/[/img]
Yep, new pattern alright. This time the inverse-view-projection matrix is already in the pixel shader - here's the pattern to fix it:
https://github.com/DarkStarSword/3d-fixes/commit/8eda68a0c0d803cac7a6eb803654372df1de5d76

Image

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Posted 10/01/2015 11:54 PM   
Thanks DarkStarSword! Those shaders are beyond my understanding....i try to fix myself, but those pattern are totally different from the other. There is another pattern for Lights, inside the cave where you have to pass to reach the buggy cable. I attach the VS, PS and screenshots.
Thanks DarkStarSword!

Those shaders are beyond my understanding....i try to fix myself, but those pattern are totally different from the other.

There is another pattern for Lights, inside the cave where you have to pass to reach the buggy cable. I attach the VS, PS and screenshots.
Attachments

Lights.zip.jpg

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Posted 10/02/2015 12:54 AM   
This game certainly has a wide variety of different patterns :-p This one actually turned out to be quite simple, but very different to the others: https://github.com/DarkStarSword/3d-fixes/commit/7ec12547445fa5b9589487fc6bcf217d577ed1e9 [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66214/[/img]
This game certainly has a wide variety of different patterns :-p

This one actually turned out to be quite simple, but very different to the others:
https://github.com/DarkStarSword/3d-fixes/commit/7ec12547445fa5b9589487fc6bcf217d577ed1e9

Image

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

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Posted 10/02/2015 02:34 AM   
Sweeeeet! Thanks for taking a look. I looked with frame analysis, but could not put the pieces together. This is some terrific analysis. As a side note, I think this game is worth the effort. I've played just a little bit while jacking around with 3D, and I've found it to be surprisingly fun. Super stoked we are going to get to play this in 3D! I'll fix the Decompiler bug for noperspective. I won't be able to get to it until the weekend though.
Sweeeeet! Thanks for taking a look. I looked with frame analysis, but could not put the pieces together. This is some terrific analysis.

As a side note, I think this game is worth the effort. I've played just a little bit while jacking around with 3D, and I've found it to be surprisingly fun. Super stoked we are going to get to play this in 3D!


I'll fix the Decompiler bug for noperspective. I won't be able to get to it until the weekend though.

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Posted 10/02/2015 07:07 AM   
Thanks DarkStarSword!! I also fix anothers shadows/lights later in game and halos around fire. Game is looking terrific!! Also i still looking some icons (water, food, etc) that are unaffected when trying to fix (share the same shader than Target icons...very strange behavior) Hope all this patterns can be used in Just Cause 3, this new version of the engine is looking very nice.
Thanks DarkStarSword!!

I also fix anothers shadows/lights later in game and halos around fire. Game is looking terrific!!

Also i still looking some icons (water, food, etc) that are unaffected when trying to fix (share the same shader than Target icons...very strange behavior)


Hope all this patterns can be used in Just Cause 3, this new version of the engine is looking very nice.

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Posted 10/02/2015 11:01 AM   
There is another Shadows/Lights type patter. try to use the approach from the light in the cave and the main shadows, but no luck with that. We need your magic again i suppose. I attach both shaders and screenshots. This is in the Chum place.
There is another Shadows/Lights type patter.
try to use the approach from the light in the cave and the main shadows, but no luck with that.

We need your magic again i suppose.

I attach both shaders and screenshots. This is in the Chum place.
Attachments

Light_Fire.zip.jpg

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Posted 10/02/2015 02:22 PM   
No problem :) [url]https://github.com/DarkStarSword/3d-fixes/commit/7a6f582703a4495b1bee08614b139f123f5dc283[/url] There's also a simple halo problem in the vertex shader that is part of the light fix, but isn't shown in that diff because I fixed it earlier: [url]https://github.com/DarkStarSword/3d-fixes/commit/77dfd273afe82409251eafb898058cfe599806e0[/url] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66218/[/img]
No problem :)
https://github.com/DarkStarSword/3d-fixes/commit/7a6f582703a4495b1bee08614b139f123f5dc283

There's also a simple halo problem in the vertex shader that is part of the light fix, but isn't shown in that diff because I fixed it earlier:
https://github.com/DarkStarSword/3d-fixes/commit/77dfd273afe82409251eafb898058cfe599806e0

Image

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

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 10/02/2015 04:12 PM   
[quote="bo3b"]Sweeeeet! Thanks for taking a look. I looked with frame analysis, but could not put the pieces together. This is some terrific analysis.[/quote]I'm really glad I implemented the frame analysis - learning to recognise different types of matrices in the constant buffers has turned out to be really useful in this game :)
bo3b said:Sweeeeet! Thanks for taking a look. I looked with frame analysis, but could not put the pieces together. This is some terrific analysis.
I'm really glad I implemented the frame analysis - learning to recognise different types of matrices in the constant buffers has turned out to be really useful in this game :)

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

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 10/02/2015 04:15 PM   
[quote="DarkStarSword"]I used NVIDIA Inspector to set StereoFlagsDX10 to 0x00004000 to resolve some one eye issues. Changing it to the Max Payne 3 profile, or maybe using a different driver may work as well (dunno, please test). I'm seeing some stuttering in one eye - I think DHR mentioned this is an issue in some driver versions (I'm running 355.82)?[/quote] It works fine with Max Payne 3 profile.
DarkStarSword said:I used NVIDIA Inspector to set StereoFlagsDX10 to 0x00004000 to resolve some one eye issues. Changing it to the Max Payne 3 profile, or maybe using a different driver may work as well (dunno, please test). I'm seeing some stuttering in one eye - I think DHR mentioned this is an issue in some driver versions (I'm running 355.82)?

It works fine with Max Payne 3 profile.
  9 / 27    
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