The Witcher 3: Wild Hunt
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I kinda understand what you are saying... That if is you increase convergence the screen's bezels (left and right) will act as a "mask" and thus in one eye you will see things which in the other you don;t (cause they are "hidden" by the bezel). [quote="biz"]higher convergence does avoid this bug, but introduces camera inaccuracies the viewport is more accurate with low convergence because I use a single 16:9 display if I had a screen where both eyes could not see the entire image (or separate screens per eye!), then I might be able to get away with a different camera configuration [/quote] With screens per eye you will still get the same thing. Unless the FOV is big enough not to see the edges (like VR). [quote] if you ignore the edges of the screen high convergence is fine, but that's not realistic for 16:9 setups because both eyes will be seeing and processing the entire screen it is possible to trick yourself into ignoring the screen edges, but it's unnatural because you have to process separate images per eye instead of just treating your monitor as a window into the gameworld where each eye naturally has its own perspective i attached a diagram to illustrate what I'm getting at.[/quote] The "tunnel" effect that you are displaying there is un-natural. I still recommend increasing the convergence: Stereoscopy is not just pushing everything to a huge depth and get that "tunnel" effect you show there... That screenshot is not even real from the photographic point of view;)) Stereo3d Is exactly about the opposite: to get the objects pushed into depth in a "natural" way. Of course this a personal taste but that is what I and probably others will recommend. Unfortunately there isn't anything you can do except: - Don't focus on the bezels... I am playing on my Laptop as well where I have a 17" screen and this never ever bothered me or I didn't even noticed unless I focus on the image that is drawn exactly at the bezel. - Try a bigger screen or 3D Surround where you don't see the side bezels (due to the very big FOV).
I kinda understand what you are saying...
That if is you increase convergence the screen's bezels (left and right) will act as a "mask" and thus in one eye you will see things which in the other you don;t (cause they are "hidden" by the bezel).

biz said:higher convergence does avoid this bug, but introduces camera inaccuracies
the viewport is more accurate with low convergence because I use a single 16:9 display
if I had a screen where both eyes could not see the entire image (or separate screens per eye!), then I might be able to get away with a different camera configuration

With screens per eye you will still get the same thing. Unless the FOV is big enough not to see the edges (like VR).


if you ignore the edges of the screen high convergence is fine, but that's not realistic for 16:9 setups because both eyes will be seeing and processing the entire screen
it is possible to trick yourself into ignoring the screen edges, but it's unnatural because you have to process separate images per eye instead of just treating your monitor as a window into the gameworld where each eye naturally has its own perspective
i attached a diagram to illustrate what I'm getting at.


The "tunnel" effect that you are displaying there is un-natural.
I still recommend increasing the convergence: Stereoscopy is not just pushing everything to a huge depth and get that "tunnel" effect you show there... That screenshot is not even real from the photographic point of view;)) Stereo3d Is exactly about the opposite: to get the objects pushed into depth in a "natural" way.
Of course this a personal taste but that is what I and probably others will recommend.

Unfortunately there isn't anything you can do except:
- Don't focus on the bezels... I am playing on my Laptop as well where I have a 17" screen and this never ever bothered me or I didn't even noticed unless I focus on the image that is drawn exactly at the bezel.
- Try a bigger screen or 3D Surround where you don't see the side bezels (due to the very big FOV).

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 01/14/2016 10:15 AM   
[quote="biz"]some shadow bugs. driver version 358.87. 980ti[/quote] These issues look like there are a couple of compute shaders that have not been fixed. Is this from a game expansion pack/quest? If not, please attach a save game and I will look at fixing it. If it is, you can help me by finding the compute shaders and sending them to me. To do this, go in the d3dx.ini file and enable "hunting=1", and un-comment out the lines for stepping through compute shaders. Start the game, get to the places in these pictures, and press the "forward" key for compute shaders to step through one at a time, or hold it down to whizz through them. What we are trying to see is if that shadow effect is disabled/removed - when it is, press the 'save' compute shader key (there should be a high pitched beep). It will be saved in the ShaderFixes folder - sort by date/time and it will be at the top. Do this for all cases. It might be the same compute shader in which case when you do it at the next place, you will get a double beep when you save the compute shader. Send me all the identified compute shaders. Of course it might not be this, but this is one positive thing to try.
biz said:some shadow bugs. driver version 358.87. 980ti

These issues look like there are a couple of compute shaders that have not been fixed. Is this from a game expansion pack/quest? If not, please attach a save game and I will look at fixing it. If it is, you can help me by finding the compute shaders and sending them to me. To do this, go in the d3dx.ini file and enable "hunting=1", and un-comment out the lines for stepping through compute shaders. Start the game, get to the places in these pictures, and press the "forward" key for compute shaders to step through one at a time, or hold it down to whizz through them. What we are trying to see is if that shadow effect is disabled/removed - when it is, press the 'save' compute shader key (there should be a high pitched beep). It will be saved in the ShaderFixes folder - sort by date/time and it will be at the top. Do this for all cases. It might be the same compute shader in which case when you do it at the next place, you will get a double beep when you save the compute shader. Send me all the identified compute shaders.

Of course it might not be this, but this is one positive thing to try.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 01/14/2016 04:07 PM   
[quote="mike_ar69"][quote="biz"]some shadow bugs. driver version 358.87. 980ti[/quote] These issues look like there are a couple of compute shaders that have not been fixed. Is this from a game expansion pack/quest? If not, please attach a save game and I will look at fixing it. [/quote] this is the base game. no expansions. i have the latest gog version. attaching saves now if the forum won't accept the sav files (i renamed to jpg): https://www.dropbox.com/s/2q3yl0cc3m3m7od/ManualSave_fffdb_7e003400_2b7e23f.sav?dl=0 https://www.dropbox.com/s/f3upabpo0syjmem/ManualSave_fffdb_7e003400_2b79b95.sav?dl=0 https://www.dropbox.com/s/ts8c9cb3twfo1o0/ManualSave_fffdb_7e003400_2bb3113.sav?dl=0 https://www.dropbox.com/s/65ezvx4nk1omura/ManualSave_fffdb_7e003400_2c06b1d.sav?dl=0 alternatively, you can just fast travel to kaer morhen from any savestate that has progressed far enough [quote="helifax"] The "tunnel" effect that you are displaying there is un-natural. I still recommend increasing the convergence: Stereoscopy is not just pushing everything to a huge depth and get that "tunnel" effect you show there... That screenshot is not even real from the photographic point of view;)) Stereo3d Is exactly about the opposite: to get the objects pushed into depth in a "natural" way. Of course this a personal taste but that is what I and probably others will recommend. Unfortunately there isn't anything you can do except: - Don't focus on the bezels... I am playing on my Laptop as well where I have a 17" screen and this never ever bothered me or I didn't even noticed unless I focus on the image that is drawn exactly at the bezel. - Try a bigger screen or 3D Surround where you don't see the side bezels (due to the very big FOV). [/quote] i find that low-convergence high-depth physically resembles what you would see if you looked through a window from a distance in real life. the right eye would see a little bit more of the left side of the scene high-convergence low-depth is the opposite since the left eye sees more of the left side of the scene. i want to use that setting if i ever play a large fov game with a large fov display (maybe head-mounted), but witcher 3 on a 16:9 monitor is not that game.
mike_ar69 said:
biz said:some shadow bugs. driver version 358.87. 980ti

These issues look like there are a couple of compute shaders that have not been fixed. Is this from a game expansion pack/quest? If not, please attach a save game and I will look at fixing it.


this is the base game. no expansions.
i have the latest gog version. attaching saves now

if the forum won't accept the sav files (i renamed to jpg):
https://www.dropbox.com/s/2q3yl0cc3m3m7od/ManualSave_fffdb_7e003400_2b7e23f.sav?dl=0
https://www.dropbox.com/s/f3upabpo0syjmem/ManualSave_fffdb_7e003400_2b79b95.sav?dl=0
https://www.dropbox.com/s/ts8c9cb3twfo1o0/ManualSave_fffdb_7e003400_2bb3113.sav?dl=0
https://www.dropbox.com/s/65ezvx4nk1omura/ManualSave_fffdb_7e003400_2c06b1d.sav?dl=0

alternatively, you can just fast travel to kaer morhen from any savestate that has progressed far enough

helifax said:
The "tunnel" effect that you are displaying there is un-natural.
I still recommend increasing the convergence: Stereoscopy is not just pushing everything to a huge depth and get that "tunnel" effect you show there... That screenshot is not even real from the photographic point of view;)) Stereo3d Is exactly about the opposite: to get the objects pushed into depth in a "natural" way.
Of course this a personal taste but that is what I and probably others will recommend.

Unfortunately there isn't anything you can do except:
- Don't focus on the bezels... I am playing on my Laptop as well where I have a 17" screen and this never ever bothered me or I didn't even noticed unless I focus on the image that is drawn exactly at the bezel.
- Try a bigger screen or 3D Surround where you don't see the side bezels (due to the very big FOV).


i find that low-convergence high-depth physically resembles what you would see if you looked through a window from a distance in real life. the right eye would see a little bit more of the left side of the scene

high-convergence low-depth is the opposite since the left eye sees more of the left side of the scene. i want to use that setting if i ever play a large fov game with a large fov display (maybe head-mounted), but witcher 3 on a 16:9 monitor is not that game.

Posted 01/14/2016 07:33 PM   
[quote="biz"][quote="mike_ar69"][quote="biz"]some shadow bugs. driver version 358.87. 980ti[/quote] These issues look like there are a couple of compute shaders that have not been fixed. Is this from a game expansion pack/quest? If not, please attach a save game and I will look at fixing it. [/quote] this is the base game. no expansions. i have the latest gog version. attaching saves now alternatively, you can just fast travel to kaer morhen from any savestate that has progressed far enough [quote="helifax"] The "tunnel" effect that you are displaying there is un-natural. I still recommend increasing the convergence: Stereoscopy is not just pushing everything to a huge depth and get that "tunnel" effect you show there... That screenshot is not even real from the photographic point of view;)) Stereo3d Is exactly about the opposite: to get the objects pushed into depth in a "natural" way. Of course this a personal taste but that is what I and probably others will recommend. Unfortunately there isn't anything you can do except: - Don't focus on the bezels... I am playing on my Laptop as well where I have a 17" screen and this never ever bothered me or I didn't even noticed unless I focus on the image that is drawn exactly at the bezel. - Try a bigger screen or 3D Surround where you don't see the side bezels (due to the very big FOV). [/quote] i find that low-convergence high-depth physically resembles what you would see if you looked through a window from a distance in real life. the right eye would see a little bit more of the left side of the scene high-convergence low-depth is the opposite since the left eye sees more of the left side of the scene. i want to use that setting if i ever play a large fov game with a large fov display (maybe head-mounted), but witcher 3 on a 16:9 monitor is not that game.[/quote] I play the game with the same depth and convergence as you do :-) I'm not really into toyification. Not sure if its just taking ages, but no saves attached yet.
biz said:
mike_ar69 said:
biz said:some shadow bugs. driver version 358.87. 980ti

These issues look like there are a couple of compute shaders that have not been fixed. Is this from a game expansion pack/quest? If not, please attach a save game and I will look at fixing it.


this is the base game. no expansions.
i have the latest gog version. attaching saves now

alternatively, you can just fast travel to kaer morhen from any savestate that has progressed far enough

helifax said:
The "tunnel" effect that you are displaying there is un-natural.
I still recommend increasing the convergence: Stereoscopy is not just pushing everything to a huge depth and get that "tunnel" effect you show there... That screenshot is not even real from the photographic point of view;)) Stereo3d Is exactly about the opposite: to get the objects pushed into depth in a "natural" way.
Of course this a personal taste but that is what I and probably others will recommend.

Unfortunately there isn't anything you can do except:
- Don't focus on the bezels... I am playing on my Laptop as well where I have a 17" screen and this never ever bothered me or I didn't even noticed unless I focus on the image that is drawn exactly at the bezel.
- Try a bigger screen or 3D Surround where you don't see the side bezels (due to the very big FOV).


i find that low-convergence high-depth physically resembles what you would see if you looked through a window from a distance in real life. the right eye would see a little bit more of the left side of the scene

high-convergence low-depth is the opposite since the left eye sees more of the left side of the scene. i want to use that setting if i ever play a large fov game with a large fov display (maybe head-mounted), but witcher 3 on a 16:9 monitor is not that game.

I play the game with the same depth and convergence as you do :-) I'm not really into toyification. Not sure if its just taking ages, but no saves attached yet.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 01/14/2016 07:47 PM   
Hold on Mike I`ll go there and make one. Give me a min Edit:
Hold on Mike I`ll go there and make one. Give me a min

Edit:
I got this issue as well. Never paid attention to it thou. Right on the entrance to main yard and probably further down inside the castle itself.
I got this issue as well. Never paid attention to it thou. Right on the entrance to main yard and probably further down inside the castle itself.
Attachments

witcher377_50.jps

Also I don`t know if those light shafts are correct. Didn`t pay attention to them either.
Also I don`t know if those light shafts are correct. Didn`t pay attention to them either.
[quote="SKAUT"]Also I don`t know if those light shafts are correct. Didn`t pay attention to them either. [/quote]At work, so I can't check properly, but they look like they they are using a 2D origin again - must have been broken in an update.
SKAUT said:Also I don`t know if those light shafts are correct. Didn`t pay attention to them either.
At work, so I can't check properly, but they look like they they are using a 2D origin again - must have been broken in an update.

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 01/14/2016 11:07 PM   
[quote="SKAUT"]Hold on Mike I`ll go there and make one. Give me a min Edit: [/quote] Got 'em! - I was able to look briefly earlier, but am now out again, so will pick it up when I get home tonight. I started a brand new game a couple of nights ago and saw an issue in the very first scene with the mountains in the distance when you go on the deck outside (there's are blurry out of focus/distorted areas, really weird). I'll have a look at that as well. I'm busy with Batman right now though (nearly completed automated scripting, but there are lots of variations, so it's taking a while), but since this is an "active fix" I'll prioritize it. @Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.
SKAUT said:Hold on Mike I`ll go there and make one. Give me a min

Edit:

Got 'em! - I was able to look briefly earlier, but am now out again, so will pick it up when I get home tonight.

I started a brand new game a couple of nights ago and saw an issue in the very first scene with the mountains in the distance when you go on the deck outside (there's are blurry out of focus/distorted areas, really weird). I'll have a look at that as well. I'm busy with Batman right now though (nearly completed automated scripting, but there are lots of variations, so it's taking a while), but since this is an "active fix" I'll prioritize it.

@Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 01/15/2016 12:00 AM   
Hmm... Started a new game...apparently a few shaders are broken including some of the decals...they render weird... I wonder if the 1.12 patch didn't change shaders yet again... which would explain why this happens, as I re-fixed all of these when the game got updated to 1.10... :(
Hmm...

Started a new game...apparently a few shaders are broken including some of the decals...they render weird...
I wonder if the 1.12 patch didn't change shaders yet again... which would explain why this happens, as I re-fixed all of these when the game got updated to 1.10... :(

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 01/15/2016 01:42 AM   
[quote="SKAUT"]Also I don`t know if those light shafts are correct. Didn`t pay attention to them either. [/quote] That is definitely a WRONG/2D effect right there...
SKAUT said:Also I don`t know if those light shafts are correct. Didn`t pay attention to them either.


That is definitely a WRONG/2D effect right there...

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 01/15/2016 01:50 AM   
[quote="biz"] i find that low-convergence high-depth physically resembles what you would see if you looked through a window from a distance in real life. the right eye would see a little bit more of the left side of the scene high-convergence low-depth is the opposite since the left eye sees more of the left side of the scene. i want to use that setting if i ever play a large fov game with a large fov display (maybe head-mounted), but witcher 3 on a 16:9 monitor is not that game.[/quote] Fair enough;) Everyone uses, perceives and likes stereo 3D differently! And that is why we can tweak it;) I, for one like a bit of "toyification" but this is my own preference! (My wife for examples likes it with medium depth and low convergence, while I go with max depth + high convergence). I definitely understand what you say and why this is a problem on a single display! I see Mike is already taking action;) and I will try to help him if I can;)
biz said:
i find that low-convergence high-depth physically resembles what you would see if you looked through a window from a distance in real life. the right eye would see a little bit more of the left side of the scene

high-convergence low-depth is the opposite since the left eye sees more of the left side of the scene. i want to use that setting if i ever play a large fov game with a large fov display (maybe head-mounted), but witcher 3 on a 16:9 monitor is not that game.


Fair enough;)
Everyone uses, perceives and likes stereo 3D differently! And that is why we can tweak it;)
I, for one like a bit of "toyification" but this is my own preference! (My wife for examples likes it with medium depth and low convergence, while I go with max depth + high convergence).
I definitely understand what you say and why this is a problem on a single display!

I see Mike is already taking action;) and I will try to help him if I can;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 01/15/2016 01:56 AM   
[quote="mike_ar69"]@Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.[/quote]Righto - I'll set my home machine to start downloading the update so it will hopefully be ready by the time I knock off work. Edit: Huh, seems like GOG now checks that the IP address downloading a game is the same one that clicked the link - had to bounce my web browser through home so the IP matched. Edit2: wth? My download speed from home is low again (max 40KB/s WITH a download accelerator, about 10KB/s without an accelerator) and ping is showing 3-7% packet loss! Gah, can't keep a good Internet connection up in this country for two weeks! Oh well, at least I should be able to fire up my proof of concept network protocol again to download this. Edit3: Proof of concept network protocol chugging away at ~330KB/s on the receiver end (sending at <= 450KB/s, which is the download speed I was getting last night). Currently hitting ~25% packet loss. Edit4: Much better: [code] quickfox.py -i patch_witcher3_1.10-1.12_2.0.0.42.exe -l -r 450K ... Sent: 476M/476M 99% (122254 chunks, 28695 resends totalling 111M, 101 not acknowledged) @ 428K/s Sent: 476M/476M 100% (122255 chunks, 28796 resends totalling 112M, 18 not acknowledged) @ 406K/s Transfer complete and acknowledged dss@byron:~$ sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe [/code] [code] quickfox.py byron.darkstarsword.net -r 450K -O patch_witcher3_1.10-1.12_2.0.0.42.exe ... Received: 476M (122172 chunks, 0 duplicates) @ 357K/s Received: 476M (122252 chunks, 5 duplicates) @ 335K/s Transfer Complete dss@intersect/m/g/S/Witcher3 [i]> sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe [/code]
mike_ar69 said:@Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.
Righto - I'll set my home machine to start downloading the update so it will hopefully be ready by the time I knock off work.

Edit: Huh, seems like GOG now checks that the IP address downloading a game is the same one that clicked the link - had to bounce my web browser through home so the IP matched.

Edit2: wth? My download speed from home is low again (max 40KB/s WITH a download accelerator, about 10KB/s without an accelerator) and ping is showing 3-7% packet loss! Gah, can't keep a good Internet connection up in this country for two weeks! Oh well, at least I should be able to fire up my proof of concept network protocol again to download this.

Edit3: Proof of concept network protocol chugging away at ~330KB/s on the receiver end (sending at <= 450KB/s, which is the download speed I was getting last night). Currently hitting ~25% packet loss.

Edit4: Much better:
quickfox.py -i patch_witcher3_1.10-1.12_2.0.0.42.exe -l -r 450K
...
Sent: 476M/476M 99% (122254 chunks, 28695 resends totalling 111M, 101 not acknowledged) @ 428K/s
Sent: 476M/476M 100% (122255 chunks, 28796 resends totalling 112M, 18 not acknowledged) @ 406K/s
Transfer complete and acknowledged
dss@byron:~$ sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe
e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe

quickfox.py byron.darkstarsword.net -r 450K -O patch_witcher3_1.10-1.12_2.0.0.42.exe
...
Received: 476M (122172 chunks, 0 duplicates) @ 357K/s
Received: 476M (122252 chunks, 5 duplicates) @ 335K/s
Transfer Complete
dss@intersect/m/g/S/Witcher3 [i]> sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe
e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe

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 01/15/2016 03:11 AM   
[quote="DarkStarSword"][quote="mike_ar69"]@Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.[/quote]Righto - I'll set my home machine to start downloading the update so it will hopefully be ready by the time I knock off work. Edit: Huh, seems like GOG now checks that the IP address downloading a game is the same one that clicked the link - had to bounce my web browser through home so the IP matched. Edit2: wth? My download speed from home is low again (max 40KB/s WITH a download accelerator, about 10KB/s without an accelerator) and ping is showing 3-7% packet loss! Gah, can't keep a good Internet connection up in this country for two weeks! Oh well, at least I should be able to fire up my proof of concept network protocol again to download this. Edit3: Proof of concept network protocol chugging away at ~330KB/s on the receiver end (sending at <= 450KB/s, which is the download speed I was getting last night). Currently hitting ~25% packet loss. Edit4: Much better: [code] quickfox.py -i patch_witcher3_1.10-1.12_2.0.0.42.exe -l -r 450K ... Sent: 476M/476M 99% (122254 chunks, 28695 resends totalling 111M, 101 not acknowledged) @ 428K/s Sent: 476M/476M 100% (122255 chunks, 28796 resends totalling 112M, 18 not acknowledged) @ 406K/s Transfer complete and acknowledged dss@byron:~$ sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe [/code] [code] quickfox.py byron.darkstarsword.net -r 450K -O patch_witcher3_1.10-1.12_2.0.0.42.exe ... Received: 476M (122172 chunks, 0 duplicates) @ 357K/s Received: 476M (122252 chunks, 5 duplicates) @ 335K/s Transfer Complete dss@intersect/m/g/S/Witcher3 [i]> sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe [/code] [/quote] I was able to have a *quick* look last night and this is what I see: 1. The compute shader is working, and is not causing the clipping 2. The shadow PS shader is working, and is not causing the clipping 3. Stepping though the compute shaders always leads to a DRIVER crash, and hence a reboot 4. Light shafts are completely 3D for me and look great So it might take a wee bit longer to track this down. I am on the latest driver, so that might be some of the problem, and I am not using the extra profile from Helifax, though some commented on this forum that was not needed anymore?
DarkStarSword said:
mike_ar69 said:@Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.
Righto - I'll set my home machine to start downloading the update so it will hopefully be ready by the time I knock off work.

Edit: Huh, seems like GOG now checks that the IP address downloading a game is the same one that clicked the link - had to bounce my web browser through home so the IP matched.

Edit2: wth? My download speed from home is low again (max 40KB/s WITH a download accelerator, about 10KB/s without an accelerator) and ping is showing 3-7% packet loss! Gah, can't keep a good Internet connection up in this country for two weeks! Oh well, at least I should be able to fire up my proof of concept network protocol again to download this.

Edit3: Proof of concept network protocol chugging away at ~330KB/s on the receiver end (sending at <= 450KB/s, which is the download speed I was getting last night). Currently hitting ~25% packet loss.

Edit4: Much better:
quickfox.py -i patch_witcher3_1.10-1.12_2.0.0.42.exe -l -r 450K
...
Sent: 476M/476M 99% (122254 chunks, 28695 resends totalling 111M, 101 not acknowledged) @ 428K/s
Sent: 476M/476M 100% (122255 chunks, 28796 resends totalling 112M, 18 not acknowledged) @ 406K/s
Transfer complete and acknowledged
dss@byron:~$ sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe
e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe

quickfox.py byron.darkstarsword.net -r 450K -O patch_witcher3_1.10-1.12_2.0.0.42.exe
...
Received: 476M (122172 chunks, 0 duplicates) @ 357K/s
Received: 476M (122252 chunks, 5 duplicates) @ 335K/s
Transfer Complete
dss@intersect/m/g/S/Witcher3 [i]> sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe
e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe


I was able to have a *quick* look last night and this is what I see:
1. The compute shader is working, and is not causing the clipping
2. The shadow PS shader is working, and is not causing the clipping
3. Stepping though the compute shaders always leads to a DRIVER crash, and hence a reboot
4. Light shafts are completely 3D for me and look great
So it might take a wee bit longer to track this down. I am on the latest driver, so that might be some of the problem, and I am not using the extra profile from Helifax, though some commented on this forum that was not needed anymore?

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 01/15/2016 02:43 PM   
[quote="mike_ar69"][quote="DarkStarSword"][quote="mike_ar69"]@Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.[/quote]Righto - I'll set my home machine to start downloading the update so it will hopefully be ready by the time I knock off work. Edit: Huh, seems like GOG now checks that the IP address downloading a game is the same one that clicked the link - had to bounce my web browser through home so the IP matched. Edit2: wth? My download speed from home is low again (max 40KB/s WITH a download accelerator, about 10KB/s without an accelerator) and ping is showing 3-7% packet loss! Gah, can't keep a good Internet connection up in this country for two weeks! Oh well, at least I should be able to fire up my proof of concept network protocol again to download this. Edit3: Proof of concept network protocol chugging away at ~330KB/s on the receiver end (sending at <= 450KB/s, which is the download speed I was getting last night). Currently hitting ~25% packet loss. Edit4: Much better: [code] quickfox.py -i patch_witcher3_1.10-1.12_2.0.0.42.exe -l -r 450K ... Sent: 476M/476M 99% (122254 chunks, 28695 resends totalling 111M, 101 not acknowledged) @ 428K/s Sent: 476M/476M 100% (122255 chunks, 28796 resends totalling 112M, 18 not acknowledged) @ 406K/s Transfer complete and acknowledged dss@byron:~$ sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe [/code] [code] quickfox.py byron.darkstarsword.net -r 450K -O patch_witcher3_1.10-1.12_2.0.0.42.exe ... Received: 476M (122172 chunks, 0 duplicates) @ 357K/s Received: 476M (122252 chunks, 5 duplicates) @ 335K/s Transfer Complete dss@intersect/m/g/S/Witcher3 [i]> sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe [/code] [/quote] I was able to have a *quick* look last night and this is what I see: 1. The compute shader is working, and is not causing the clipping 2. The shadow PS shader is working, and is not causing the clipping 3. Stepping though the compute shaders always leads to a DRIVER crash, and hence a reboot 4. Light shafts are completely 3D for me and look great So it might take a wee bit longer to track this down. I am on the latest driver, so that might be some of the problem, and I am not using the extra profile from Helifax, though some commented on this forum that was not needed anymore?[/quote] Best to test is to swim underwater somewhere. Just dive in the Ocean or big pond:)) If the UI doesn't completely disappears then the Profile is not needed. If it still disappears it is needed. I also checked last night and I wasn't able to find any problems with the shadows or the god-rays. However I did find a couple of Decals that are rendered in Stereo 3D perfectly fine but "above the ground". Now I am not sure exactly if the decal shadows on top or the one below is wrong. I think the one below is using a "double" depth and thus appears "sunken" while the above one is rendered where it should be... Need to investigate a bit more and see who is who;)
mike_ar69 said:
DarkStarSword said:
mike_ar69 said:@Darkstarsword - If you are going to look at light shafts, I'll coordinate with you and send you any extra shaders I fix.
Righto - I'll set my home machine to start downloading the update so it will hopefully be ready by the time I knock off work.

Edit: Huh, seems like GOG now checks that the IP address downloading a game is the same one that clicked the link - had to bounce my web browser through home so the IP matched.

Edit2: wth? My download speed from home is low again (max 40KB/s WITH a download accelerator, about 10KB/s without an accelerator) and ping is showing 3-7% packet loss! Gah, can't keep a good Internet connection up in this country for two weeks! Oh well, at least I should be able to fire up my proof of concept network protocol again to download this.

Edit3: Proof of concept network protocol chugging away at ~330KB/s on the receiver end (sending at <= 450KB/s, which is the download speed I was getting last night). Currently hitting ~25% packet loss.

Edit4: Much better:
quickfox.py -i patch_witcher3_1.10-1.12_2.0.0.42.exe -l -r 450K
...
Sent: 476M/476M 99% (122254 chunks, 28695 resends totalling 111M, 101 not acknowledged) @ 428K/s
Sent: 476M/476M 100% (122255 chunks, 28796 resends totalling 112M, 18 not acknowledged) @ 406K/s
Transfer complete and acknowledged
dss@byron:~$ sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe
e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe

quickfox.py byron.darkstarsword.net -r 450K -O patch_witcher3_1.10-1.12_2.0.0.42.exe
...
Received: 476M (122172 chunks, 0 duplicates) @ 357K/s
Received: 476M (122252 chunks, 5 duplicates) @ 335K/s
Transfer Complete
dss@intersect/m/g/S/Witcher3 [i]> sha1sum patch_witcher3_1.10-1.12_2.0.0.42.exe
e3468bf89730016d4506c0b5dde308930f69ad44 patch_witcher3_1.10-1.12_2.0.0.42.exe


I was able to have a *quick* look last night and this is what I see:
1. The compute shader is working, and is not causing the clipping
2. The shadow PS shader is working, and is not causing the clipping
3. Stepping though the compute shaders always leads to a DRIVER crash, and hence a reboot
4. Light shafts are completely 3D for me and look great
So it might take a wee bit longer to track this down. I am on the latest driver, so that might be some of the problem, and I am not using the extra profile from Helifax, though some commented on this forum that was not needed anymore?


Best to test is to swim underwater somewhere. Just dive in the Ocean or big pond:)) If the UI doesn't completely disappears then the Profile is not needed. If it still disappears it is needed.
I also checked last night and
I wasn't able to find any problems with the shadows or the god-rays.

However I did find a couple of Decals that are rendered in Stereo 3D perfectly fine but "above the ground".
Now I am not sure exactly if the decal shadows on top or the one below is wrong. I think the one below is using a "double" depth and thus appears "sunken" while the above one is rendered where it should be...

Need to investigate a bit more and see who is who;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 01/15/2016 03:54 PM   
  116 / 152    
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