Watch Dogs
  27 / 29    
[quote="chtiblue"]So did anybody have success with the Bad Blood DLC and real 3Dvision ? Only works with compatibility mode here.[/quote]Most likely is that it launches from a different directory. Set the logging with calls=1, and make sure a log file is created. The log will show what ShaderFixes folder it was to use. How does the game launch the DLC? Different exe or from inside game? I'll probably pick this up, would you recommend getting the Season Pass?
chtiblue said:So did anybody have success with the Bad Blood DLC and real 3Dvision ? Only works with compatibility mode here.
Most likely is that it launches from a different directory.

Set the logging with calls=1, and make sure a log file is created. The log will show what ShaderFixes folder it was to use.

How does the game launch the DLC? Different exe or from inside game?


I'll probably pick this up, would you recommend getting the Season Pass?

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 10/11/2014 12:39 PM   
[quote="bo3b"] Set the logging with calls=1, and make sure a log file is created. The log will show what ShaderFixes folder it was to use. [/quote] How I do that? [quote="bo3b"] How does the game launch the DLC? Different exe or from inside game? [/quote] Inside the game like AC4 and his DLC. [quote="bo3b"] I'll probably pick this up, would you recommend getting the Season Pass?[/quote] I didn't play the DLC yet, because I want to play it with real 3Dvision but this DLC has good reviews.
bo3b said:
Set the logging with calls=1, and make sure a log file is created. The log will show what ShaderFixes folder it was to use.


How I do that?

bo3b said:
How does the game launch the DLC? Different exe or from inside game?


Inside the game like AC4 and his DLC.

bo3b said:
I'll probably pick this up, would you recommend getting the Season Pass?


I didn't play the DLC yet, because I want to play it with real 3Dvision but this DLC has good reviews.

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/11/2014 03:21 PM   
To enable the logging, edit the d3dx.ini file in the game directory. That configures 3Dmigoto. Top couple of lines have logging, with 'calls=0', set it to 'calls=1' and it will generate a d3d11_log.txt. Doesn't seem likely to help though, if the DLC is in-game. I'd be interested in taking a look at the log, and I might be able to tell what's happening. email it to <3dmigoto@bo3b.net> if you get a chance.
To enable the logging, edit the d3dx.ini file in the game directory. That configures 3Dmigoto. Top couple of lines have logging, with 'calls=0', set it to 'calls=1' and it will generate a d3d11_log.txt.

Doesn't seem likely to help though, if the DLC is in-game.

I'd be interested in taking a look at the log, and I might be able to tell what's happening. email it to <3dmigoto@bo3b.net> if you get a chance.

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 10/11/2014 04:56 PM   
Ok I wasn't at home so I'm going to do that now
Ok I wasn't at home so I'm going to do that now

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/11/2014 06:03 PM   
[quote="bo3b"] I'd be interested in taking a look at the log, and I might be able to tell what's happening. email it to <3dmigoto@bo3b.net> if you get a chance.[/quote] I just send it to you. I launched watch dogs menu and then launched directly Bad Blood DLC (in 3Dvision mode). It came in 2D (3Dvision mode) and in compatibility 3D when I switched to compatibility mode.
bo3b said:
I'd be interested in taking a look at the log, and I might be able to tell what's happening. email it to <3dmigoto@bo3b.net> if you get a chance.


I just send it to you. I launched watch dogs menu and then launched directly Bad Blood DLC (in 3Dvision mode). It came in 2D (3Dvision mode) and in compatibility 3D when I switched to compatibility mode.

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/11/2014 06:24 PM   
Cool, thanks for doing that. I took a look at the log, and it looks normal, same as a regular WatchDogs launch. No errors or missed shaders I think, and it's reloading the patched shaders like I expect. My best guess is that this is another manifestation of the glitchy 3D with this game. I get it a lot with SLI, and even with single card on later drivers. If you have the ability to go back to 320.49, I had it run without error on that driver in SLI. And no stutter either. Easily the best solution for playing for real. If you can't go back in driver, next best would be to delete the WatchDogs profile and try that. I think CM interferes somehow. If you run SLI, try doing single card, it's often better.
Cool, thanks for doing that.

I took a look at the log, and it looks normal, same as a regular WatchDogs launch. No errors or missed shaders I think, and it's reloading the patched shaders like I expect.

My best guess is that this is another manifestation of the glitchy 3D with this game. I get it a lot with SLI, and even with single card on later drivers.

If you have the ability to go back to 320.49, I had it run without error on that driver in SLI. And no stutter either. Easily the best solution for playing for real.

If you can't go back in driver, next best would be to delete the WatchDogs profile and try that. I think CM interferes somehow. If you run SLI, try doing single card, it's often better.

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 10/11/2014 09:03 PM   
Thx, I'll try that
Thx, I'll try that

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/11/2014 09:16 PM   
I tried hunting for the shaders responsible for shadows and they turned out to be different than the ones in the fix. The thing is I can't seem to find a similar shader that you guys fixed to apply here (unless I am not looking hard enough) Shader 1 [code] Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : POSITION0, out float2 o0 : TEXCOORD0, out float4 o1 : SV_Position0) { o0.xy = v0.xy * float2(5.000000e-001,-5.000000e-001) + float2(5.000000e-001,5.000000e-001); o1.xy = v0.xy; o1.zw = float2(0.000000e+000,1.000000e+000); return; }[/code] Shader 2 [code] cbuffer Viewport : register(b0) { float4x4 _ViewRotProjectionMatrix : packoffset(c0); float4x4 _ViewProjectionMatrix : packoffset(c4); float4x4 _ProjectionMatrix : packoffset(c8); float4x4 _InvProjectionMatrix : packoffset(c12); float4x4 _InvProjectionMatrixDepth : packoffset(c16); float4x4 _DepthTextureTransform : packoffset(c20); float4x3 _ViewMatrix : packoffset(c24); float4x3 _InvViewMatrix : packoffset(c27); float4x4 _PreviousViewProjectionMatrix : packoffset(c30); float4 _CameraDistances : packoffset(c34); float4 _ViewportSize : packoffset(c35); float4 _CameraPosition_MaxStaticReflectionMipIndex : packoffset(c36); float4 _CameraDirection_MaxParaboloidReflectionMipIndex : packoffset(c37); float4 _ViewPoint_ExposureScale : packoffset(c38); float4 _FogColourVector_ExposedWhitePointOverExposureScale : packoffset(c39); float3 _SideFogColour : packoffset(c40); float3 _SunFogColourDelta : packoffset(c41); float3 _OppositeFogColourDelta : packoffset(c42); float4 _FogValues0 : packoffset(c43); float4 _FogValues1 : packoffset(c44); float4 _CameraNearPlaneSize : packoffset(c45); float4 _UncompressDepthWeights_ShadowProjDepthMinValue : packoffset(c46); float4 _UncompressDepthWeightsWS_ReflectionFadeTarget : packoffset(c47); float4 _WorldAmbientColourParams0 : packoffset(c48); float4 _WorldAmbientColourParams1 : packoffset(c49); float4 _WorldAmbientColourParams2 : packoffset(c50); float4 _GlobalWorldTextureParams : packoffset(c51); float4 _CullingCameraPosition_OneOverAutoExposureScale : packoffset(c52); float4 _AmbientSkyColour_ReflectionScaleStrength : packoffset(c53); float4 _AmbientGroundColour_ReflectionScaleDistanceMul : packoffset(c54); float4 _FacettedShadowCastParams : packoffset(c55); float4 _FSMClipPlanes : packoffset(c56); float2 _ReflectionGIControl : packoffset(c57); } cbuffer SceneGeometry : register(b1) { float4 _GeometryPickingID : packoffset(c0); float4 _GeometryUserData : packoffset(c1); float4 _MeshDecompression : packoffset(c2); float4 _UVDecompression : packoffset(c3); float3 _GeometryBBoxMax : packoffset(c4); float3 _GeometryBBoxMin : packoffset(c5); } Texture2D<float4> StereoParams : register(t125); void main( int4 v0 : position0, int4 v1 : texcoord2, float4 v2 : normal0, float4 v3 : colour1, float4 v4 : texcoord4, float4 v5 : texcoord5, float4 v6 : texcoord6, int4 v7 : texcoord7, out float2 o0 : SV_ClipDistance0, out float4 o1 : SV_Position0) { float4 r0,r1,r2,r3; uint4 bitmask; r0.xyz = v4.xyz; r1.x = v4.w; r1.y = v5.w; r1.z = v6.w; r2.xyzw = v7.xyzw; r1.xyw = r2.xyz + r1.xyz; r2.x = r2.w * 9.765923023e-004 + 3.200000000e+001; r0.w = r1.x; r2.yzw = v0.xyz; r2.yzw = r2.yzw * _MeshDecompression.yyy + _MeshDecompression.xxx; r2.xyz = r2.yzw * r2.xxx; r2.w = 1.000000000e+000; r0.z = dot(r2.xyzw, r0.xyzw); r3.w = r1.y; r3.xyz = v5.xyz; r0.x = dot(r2.xyzw, r3.xyzw); r1.xyz = v6.xyz; r0.y = dot(r2.xyzw, r1.xyzw); r0.xyz = -_CameraPosition_MaxStaticReflectionMipIndex.yzx + r0.xyz; r1.x = _ViewRotProjectionMatrix._m20 * r0.y + _ViewRotProjectionMatrix._m30; r1.y = _ViewRotProjectionMatrix._m21 * r0.y + _ViewRotProjectionMatrix._m31; r1.z = _ViewRotProjectionMatrix._m22 * r0.y + _ViewRotProjectionMatrix._m32; r2.xy = _ViewRotProjectionMatrix._m00_m10 * r0.zx; r3.x = r2.y; r3.yz = _ViewRotProjectionMatrix._m11_m01 * r0.xz; r0.xy = _ViewRotProjectionMatrix._m12_m02 * r0.xz; r2.y = r3.z; r3.z = r0.x; r2.z = r0.y; r0.xyz = r3.xyz + r1.xyz; r0.xyz = r2.xyz + r0.xyz; r0.z = max(r0.z, _UncompressDepthWeights_ShadowProjDepthMinValue.w); r0.z = r0.z * r0.z; r0.z = r0.z * r0.z; r0.w = r0.z * r0.z; r1.xyz = _FacettedShadowCastParams.xxx * r0.xyw; r0.x = dot(r0.xy, _FacettedShadowCastParams.zw); o1.w = _FacettedShadowCastParams.y + r0.x; o0.x = dot(r1.xy, _FSMClipPlanes.xy); o0.y = dot(r1.xy, _FSMClipPlanes.zw); o1.xyz = r1.xyz; return; } [/code] No mention of invProj or viewProj so it appears to be different than the fixed shaders. I don't get why though. I do want to mention that I played an hour or 2 and the fix seemed to work during that time with 1 or 2 lights being 2d. And one time when I started in the area I'm in the fix worked. The next couple of times it doesn't. They're both vertex shaders btw, I've also found a couple of pixel shaders but I've just corrected the "[i]ShadowMaskBlur__ShadowMaskTexture__SampObj___s[/i]" because it oddly had an extra "[i]_s[/i]" at the end.
I tried hunting for the shaders responsible for shadows and they turned out to be different than the ones in the fix. The thing is I can't seem to find a similar shader that you guys fixed to apply here (unless I am not looking hard enough)

Shader 1
Texture2D<float4> StereoParams : register(t125);

void main(
float3 v0 : POSITION0,
out float2 o0 : TEXCOORD0,
out float4 o1 : SV_Position0)
{
o0.xy = v0.xy * float2(5.000000e-001,-5.000000e-001) + float2(5.000000e-001,5.000000e-001);
o1.xy = v0.xy;
o1.zw = float2(0.000000e+000,1.000000e+000);
return;
}


Shader 2
cbuffer Viewport : register(b0)
{
float4x4 _ViewRotProjectionMatrix : packoffset(c0);
float4x4 _ViewProjectionMatrix : packoffset(c4);
float4x4 _ProjectionMatrix : packoffset(c8);
float4x4 _InvProjectionMatrix : packoffset(c12);
float4x4 _InvProjectionMatrixDepth : packoffset(c16);
float4x4 _DepthTextureTransform : packoffset(c20);
float4x3 _ViewMatrix : packoffset(c24);
float4x3 _InvViewMatrix : packoffset(c27);
float4x4 _PreviousViewProjectionMatrix : packoffset(c30);
float4 _CameraDistances : packoffset(c34);
float4 _ViewportSize : packoffset(c35);
float4 _CameraPosition_MaxStaticReflectionMipIndex : packoffset(c36);
float4 _CameraDirection_MaxParaboloidReflectionMipIndex : packoffset(c37);
float4 _ViewPoint_ExposureScale : packoffset(c38);
float4 _FogColourVector_ExposedWhitePointOverExposureScale : packoffset(c39);
float3 _SideFogColour : packoffset(c40);
float3 _SunFogColourDelta : packoffset(c41);
float3 _OppositeFogColourDelta : packoffset(c42);
float4 _FogValues0 : packoffset(c43);
float4 _FogValues1 : packoffset(c44);
float4 _CameraNearPlaneSize : packoffset(c45);
float4 _UncompressDepthWeights_ShadowProjDepthMinValue : packoffset(c46);
float4 _UncompressDepthWeightsWS_ReflectionFadeTarget : packoffset(c47);
float4 _WorldAmbientColourParams0 : packoffset(c48);
float4 _WorldAmbientColourParams1 : packoffset(c49);
float4 _WorldAmbientColourParams2 : packoffset(c50);
float4 _GlobalWorldTextureParams : packoffset(c51);
float4 _CullingCameraPosition_OneOverAutoExposureScale : packoffset(c52);
float4 _AmbientSkyColour_ReflectionScaleStrength : packoffset(c53);
float4 _AmbientGroundColour_ReflectionScaleDistanceMul : packoffset(c54);
float4 _FacettedShadowCastParams : packoffset(c55);
float4 _FSMClipPlanes : packoffset(c56);
float2 _ReflectionGIControl : packoffset(c57);
}

cbuffer SceneGeometry : register(b1)
{
float4 _GeometryPickingID : packoffset(c0);
float4 _GeometryUserData : packoffset(c1);
float4 _MeshDecompression : packoffset(c2);
float4 _UVDecompression : packoffset(c3);
float3 _GeometryBBoxMax : packoffset(c4);
float3 _GeometryBBoxMin : packoffset(c5);
}

Texture2D<float4> StereoParams : register(t125);

void main(
int4 v0 : position0,
int4 v1 : texcoord2,
float4 v2 : normal0,
float4 v3 : colour1,
float4 v4 : texcoord4,
float4 v5 : texcoord5,
float4 v6 : texcoord6,
int4 v7 : texcoord7,
out float2 o0 : SV_ClipDistance0,
out float4 o1 : SV_Position0)
{
float4 r0,r1,r2,r3;
uint4 bitmask;
r0.xyz = v4.xyz;
r1.x = v4.w;
r1.y = v5.w;
r1.z = v6.w;
r2.xyzw = v7.xyzw;
r1.xyw = r2.xyz + r1.xyz;
r2.x = r2.w * 9.765923023e-004 + 3.200000000e+001;
r0.w = r1.x;
r2.yzw = v0.xyz;
r2.yzw = r2.yzw * _MeshDecompression.yyy + _MeshDecompression.xxx;
r2.xyz = r2.yzw * r2.xxx;
r2.w = 1.000000000e+000;
r0.z = dot(r2.xyzw, r0.xyzw);
r3.w = r1.y;
r3.xyz = v5.xyz;
r0.x = dot(r2.xyzw, r3.xyzw);
r1.xyz = v6.xyz;
r0.y = dot(r2.xyzw, r1.xyzw);
r0.xyz = -_CameraPosition_MaxStaticReflectionMipIndex.yzx + r0.xyz;
r1.x = _ViewRotProjectionMatrix._m20 * r0.y + _ViewRotProjectionMatrix._m30;
r1.y = _ViewRotProjectionMatrix._m21 * r0.y + _ViewRotProjectionMatrix._m31;
r1.z = _ViewRotProjectionMatrix._m22 * r0.y + _ViewRotProjectionMatrix._m32;
r2.xy = _ViewRotProjectionMatrix._m00_m10 * r0.zx;
r3.x = r2.y;
r3.yz = _ViewRotProjectionMatrix._m11_m01 * r0.xz;
r0.xy = _ViewRotProjectionMatrix._m12_m02 * r0.xz;
r2.y = r3.z;
r3.z = r0.x;
r2.z = r0.y;
r0.xyz = r3.xyz + r1.xyz;
r0.xyz = r2.xyz + r0.xyz;
r0.z = max(r0.z, _UncompressDepthWeights_ShadowProjDepthMinValue.w);
r0.z = r0.z * r0.z;
r0.z = r0.z * r0.z;
r0.w = r0.z * r0.z;
r1.xyz = _FacettedShadowCastParams.xxx * r0.xyw;
r0.x = dot(r0.xy, _FacettedShadowCastParams.zw);
o1.w = _FacettedShadowCastParams.y + r0.x;
o0.x = dot(r1.xy, _FSMClipPlanes.xy);
o0.y = dot(r1.xy, _FSMClipPlanes.zw);
o1.xyz = r1.xyz;
return;
}

No mention of invProj or viewProj so it appears to be different than the fixed shaders. I don't get why though. I do want to mention that I played an hour or 2 and the fix seemed to work during that time with 1 or 2 lights being 2d. And one time when I started in the area I'm in the fix worked. The next couple of times it doesn't.

They're both vertex shaders btw, I've also found a couple of pixel shaders but I've just corrected the "ShadowMaskBlur__ShadowMaskTexture__SampObj___s" because it oddly had an extra "_s" at the end.

Posted 10/12/2014 03:46 PM   
[quote="ForgottenProdigy"] I do want to mention that I played an hour or 2 and the fix seemed to work during that time with 1 or 2 lights being 2d. And one time when I started in the area I'm in the fix worked. The next couple of times it doesn't.[/quote]I moved the shader discussion over to the main 3Dmigoto thread. For the 3D not kicking in, the problem is the latest drivers are about 1/3 busted and don't always work to display true-3D in this game, 3Dmigoto or not. For the optimal playing experience, run driver 320.49. You can run that with your 780ti. true-3D always kicks in properly on that driver.
ForgottenProdigy said: I do want to mention that I played an hour or 2 and the fix seemed to work during that time with 1 or 2 lights being 2d. And one time when I started in the area I'm in the fix worked. The next couple of times it doesn't.
I moved the shader discussion over to the main 3Dmigoto thread.

For the 3D not kicking in, the problem is the latest drivers are about 1/3 busted and don't always work to display true-3D in this game, 3Dmigoto or not.

For the optimal playing experience, run driver 320.49. You can run that with your 780ti. true-3D always kicks in properly on that driver.

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 10/13/2014 12:06 AM   
[quote="bo3b"] For the optimal playing experience, run driver 320.49. You can run that with your 780ti. true-3D always kicks in properly on that driver.[/quote] Are you sure that driver version works with the 780ti? I've spent around 40 minutes trying to get it to work but it just messed everything up. The 331.65 driver states in the info "NVIDIA is re-releasing this new Game Ready driver as the first release to publicly support the new GeForce GTX 780Ti flagship graphics card." I don't get how they managed to screw up the 3d so badly that even the fixes don't work.
bo3b said:

For the optimal playing experience, run driver 320.49. You can run that with your 780ti. true-3D always kicks in properly on that driver.

Are you sure that driver version works with the 780ti? I've spent around 40 minutes trying to get it to work but it just messed everything up. The 331.65 driver states in the info "NVIDIA is re-releasing this new Game Ready driver as the first release to publicly support the new GeForce GTX 780Ti flagship graphics card."

I don't get how they managed to screw up the 3d so badly that even the fixes don't work.

Posted 10/13/2014 02:44 AM   
Sorry, my bad, the launch driver for 780ti was later. https://forums.geforce.com/default/topic/777954/suggested-driver-to-use-/ Yeah, it's pretty annoying that CM has no trouble enabling, but true-3D glitches out half the time. The other thing to try is to delete the WatchDogs profile, because it enables CM. With no CM available, I've had this work better on newer drivers.
Sorry, my bad, the launch driver for 780ti was later.


https://forums.geforce.com/default/topic/777954/suggested-driver-to-use-/


Yeah, it's pretty annoying that CM has no trouble enabling, but true-3D glitches out half the time.


The other thing to try is to delete the WatchDogs profile, because it enables CM. With no CM available, I've had this work better on newer drivers.

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 10/13/2014 04:08 AM   
[quote="bo3b"]Cool, thanks for doing that. I took a look at the log, and it looks normal, same as a regular WatchDogs launch. No errors or missed shaders I think, and it's reloading the patched shaders like I expect. My best guess is that this is another manifestation of the glitchy 3D with this game. I get it a lot with SLI, and even with single card on later drivers. If you have the ability to go back to 320.49, I had it run without error on that driver in SLI. And no stutter either. Easily the best solution for playing for real. If you can't go back in driver, next best would be to delete the WatchDogs profile and try that. I think CM interferes somehow. If you run SLI, try doing single card, it's often better. [/quote] Well done dude, deleting profile in current driver version didn't work so I switched back to 320.49 and the DLC kicks perfect in 3Dvision, everything looks fine for now, thanks :)
bo3b said:Cool, thanks for doing that.

I took a look at the log, and it looks normal, same as a regular WatchDogs launch. No errors or missed shaders I think, and it's reloading the patched shaders like I expect.

My best guess is that this is another manifestation of the glitchy 3D with this game. I get it a lot with SLI, and even with single card on later drivers.

If you have the ability to go back to 320.49, I had it run without error on that driver in SLI. And no stutter either. Easily the best solution for playing for real.

If you can't go back in driver, next best would be to delete the WatchDogs profile and try that. I think CM interferes somehow. If you run SLI, try doing single card, it's often better.


Well done dude, deleting profile in current driver version didn't work so I switched back to 320.49 and the DLC kicks perfect in 3Dvision, everything looks fine for now, thanks :)

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/13/2014 10:20 AM   
So Bob , I'm playing DLC bad blood (344.16, launched in compatibility mode then switch to real 3D) and I can recommend you that DLC, good story and side missions much more good ;)
So Bob , I'm playing DLC bad blood (344.16, launched in compatibility mode then switch to real 3D) and I can recommend you that DLC, good story and side missions much more good ;)

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/18/2014 03:15 PM   
I can't get it launch in real 3D today (dozen and dozen trials, deleting or not profile...) boring... Could somebody send me watch dogs profile from 320.49? I could try to import it in 344.16 driver to see if it works better.
I can't get it launch in real 3D today (dozen and dozen trials, deleting or not profile...) boring... Could somebody send me watch dogs profile from 320.49? I could try to import it in 344.16 driver to see if it works better.

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/19/2014 09:27 PM   
[quote="chtiblue"]I can't get it launch in real 3D today (dozen and dozen trials, deleting or not profile...) boring... Could somebody send me watch dogs profile from 320.49? I could try to import it in 344.16 driver to see if it works better.[/quote]There is no profile for WatchDogs in 320.49, that driver came out before the game. I've just been using a null profile with that.
chtiblue said:I can't get it launch in real 3D today (dozen and dozen trials, deleting or not profile...) boring... Could somebody send me watch dogs profile from 320.49? I could try to import it in 344.16 driver to see if it works better.
There is no profile for WatchDogs in 320.49, that driver came out before the game. I've just been using a null profile with that.

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 10/19/2014 10:01 PM   
  27 / 29    
Scroll To Top