The Witcher 3: Wild Hunt
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A Tip was great for 720p Resolution?!
A Tip was great for 720p Resolution?!

Posted 05/22/2015 04:29 AM   
[quote="Arioch1"]It's been a while and I can't remember but can we proxyload Reshade/SweetFX with 3DMigoto like we can with Helixmod?[/quote] Works on other games, should work here. Pretty early days though, so hard to say. [code];------------------------------------------------------------------------------------------------------ ; Chain load other wrapper DLLs instead of system DLLs. ;------------------------------------------------------------------------------------------------------ [System] ;proxy_d3d9=d3d9_helix.dll ;proxy_d3d11=d3d11_helix.dll [/code]
Arioch1 said:It's been a while and I can't remember but can we proxyload Reshade/SweetFX with 3DMigoto like we can with Helixmod?

Works on other games, should work here. Pretty early days though, so hard to say.

;------------------------------------------------------------------------------------------------------
; Chain load other wrapper DLLs instead of system DLLs.
;------------------------------------------------------------------------------------------------------
[System]

;proxy_d3d9=d3d9_helix.dll
;proxy_d3d11=d3d11_helix.dll

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 05/22/2015 04:59 AM   
[quote="it_"]Hello, So I can see you have success to launch this game in 3D including 720p mode. Can you help me to launch this game with resolution 1280x720 without 3D? There are many treads about 720p mode but nobody can answer this question. This solution will be usefil for many, MANY people. Thanks.[/quote] It's not clear, but I think the resolution set to 720p worked in my case because that was the maximum resolution for that monitor (a projector). So when Witcher3 starts with no settings, it goes to best resolution which is 720p. You could try removing all higher resolutions as an experiment, using CRU. Then delete the Witcher3 config file so that it uses default resolution. Boggles the mind that they didn't add 720p to patch 1.03.
it_ said:Hello,
So I can see you have success to launch this game in 3D including 720p mode. Can you help me to launch this game with resolution 1280x720 without 3D? There are many treads about 720p mode but nobody can answer this question. This solution will be usefil for many, MANY people. Thanks.

It's not clear, but I think the resolution set to 720p worked in my case because that was the maximum resolution for that monitor (a projector). So when Witcher3 starts with no settings, it goes to best resolution which is 720p.

You could try removing all higher resolutions as an experiment, using CRU.
Then delete the Witcher3 config file so that it uses default resolution.


Boggles the mind that they didn't add 720p to patch 1.03.

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 05/22/2015 05:33 AM   
[quote="mike_ar69"][quote="zig11727"]Thanks Flugan Does your fix work with hairworks ?[/quote] It's the same "fix", so no. This is how the options map out: Dev Time: - 3DMigoto DLL + ShaderFix Run Time: - 3DMigoto DLL + ShaderFix - Flugan DLL + ShaderFix Hairworks is only 'not working' right now because no attempt has been made to fix it yet. This is only a couple of days work so far, and it will take much longer to sort out all rendering problems, especially as I am going on vacation tomorrow. Unless one of the other modders wants to work on it in the meantime.[/quote] Hello 3D Team, I just retried this morning with the pack "- Flugan DLL + ShaderFix" on my 1.2 game version, and.... IT WORKS GREAT on normal & native 3D Vision mode !!! :) I just spent 30 minuts in real 3D game, and I didn't notice any shadders, lights or 3D positionnning bugs : everything seems to be displayed perfectly ! I just notice that when I try to reload a game, it temporaly cancels the 3D fix advantages, and I have to restart the game to make it fully operational again. Except this minor point, everything is great ! Thanks ! I would like to congratulate all off you for this amazing team work : I can now promote this solution nearby my communauty and help people to get started for the great 3D experience in W3 !
mike_ar69 said:
zig11727 said:Thanks Flugan


Does your fix work with hairworks ?

It's the same "fix", so no. This is how the options map out:

Dev Time:
- 3DMigoto DLL + ShaderFix

Run Time:
- 3DMigoto DLL + ShaderFix
- Flugan DLL + ShaderFix

Hairworks is only 'not working' right now because no attempt has been made to fix it yet. This is only a couple of days work so far, and it will take much longer to sort out all rendering problems, especially as I am going on vacation tomorrow. Unless one of the other modders wants to work on it in the meantime.


Hello 3D Team,

I just retried this morning with the pack "- Flugan DLL + ShaderFix" on my 1.2 game version, and.... IT WORKS GREAT on normal & native 3D Vision mode !!! :) I just spent 30 minuts in real 3D game, and I didn't notice any shadders, lights or 3D positionnning bugs : everything seems to be displayed perfectly !

I just notice that when I try to reload a game, it temporaly cancels the 3D fix advantages, and I have to restart the game to make it fully operational again. Except this minor point, everything is great ! Thanks !

I would like to congratulate all off you for this amazing team work : I can now promote this solution nearby my communauty and help people to get started for the great 3D experience in W3 !

Posted 05/22/2015 06:25 AM   
[quote="mike_ar69"]I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???[/quote]Curious, so I checked your code and noticed: [quote][code] //...Determinant det = a1.x*(a2.y*(a3.z*a4.w - a3.w*a4.z) + a2.z*(a3.w*a4.y - a3.y*a4.w) + a2.w*(a3.y*a4.z - a3.z*a4.y)); det += a1.y*(a2.x*(a3.w*a4.z - a3.z*a4.w) + a2.z*(a3.x*a4.w - a3.w*a4.z) + a2.w*(a3.z*a4.x - a3.x*a4.z)); det += a1.z*(a2.x*(a3.y*a4.w - a3.w*a4.y) + a2.y*(a3.w*a4.x - a3.x*a4.w) + a2.w*(a3.x*a4.y - a3.y*a4.x)); det += a1.w*(a2.x*(a3.z*a4.y - a3.y*a4.z) + a2.y*(a3.x*a4.z - a3.z*a4.x) + a2.z*(a3.y*a4.x - a3.x*a4.y))[/code][/quote] Rather than doing that you can simply use the HLSL built in function determinant() ;-) I don't think it has a function for the rest of the matrix inverse though, so that part you still have to do. e.g. I do this for Unity 5 DX11 games (not doing a full inverse here - just enough to get the inverse projection _m00): https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/DX11/ShaderFixes/ca5cfc8e4d8b1ce5-vs_replace.txt
mike_ar69 said:I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???
Curious, so I checked your code and noticed:
//...Determinant
det = a1.x*(a2.y*(a3.z*a4.w - a3.w*a4.z) + a2.z*(a3.w*a4.y - a3.y*a4.w) + a2.w*(a3.y*a4.z - a3.z*a4.y));
det += a1.y*(a2.x*(a3.w*a4.z - a3.z*a4.w) + a2.z*(a3.x*a4.w - a3.w*a4.z) + a2.w*(a3.z*a4.x - a3.x*a4.z));
det += a1.z*(a2.x*(a3.y*a4.w - a3.w*a4.y) + a2.y*(a3.w*a4.x - a3.x*a4.w) + a2.w*(a3.x*a4.y - a3.y*a4.x));
det += a1.w*(a2.x*(a3.z*a4.y - a3.y*a4.z) + a2.y*(a3.x*a4.z - a3.z*a4.x) + a2.z*(a3.y*a4.x - a3.x*a4.y))

Rather than doing that you can simply use the HLSL built in function determinant() ;-)

I don't think it has a function for the rest of the matrix inverse though, so that part you still have to do.

e.g. I do this for Unity 5 DX11 games (not doing a full inverse here - just enough to get the inverse projection _m00):

https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/DX11/ShaderFixes/ca5cfc8e4d8b1ce5-vs_replace.txt

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 05/22/2015 07:59 AM   
[quote="helifax"]I'll probably end up looking at the remaining shaders;)) So, if you encounter any shaders that are rendering wrong can you provide a screenshot + savegame there? This way I can replicate the issue and find out the culprit;))[/quote] I'm also happy to help out (though I want to get Life is Strange Ep 3 update out before I get lost in this one). Might I make a suggestion - if there are going to be a few modders working on this can we use git to collaborate? Makes it easy keep in sync with each other and track changes. If there are no objections would you mind if I add the 0.02 alpha to the 3Dmigoto repository? I can try to get the original shaders dumped from the game first so that we have a history for them. Up to you though - I know you two have collaborated in the past so we can stick with your existing workflow if you prefer.
helifax said:I'll probably end up looking at the remaining shaders;))
So, if you encounter any shaders that are rendering wrong can you provide a screenshot + savegame there? This way I can replicate the issue and find out the culprit;))

I'm also happy to help out (though I want to get Life is Strange Ep 3 update out before I get lost in this one).

Might I make a suggestion - if there are going to be a few modders working on this can we use git to collaborate? Makes it easy keep in sync with each other and track changes.

If there are no objections would you mind if I add the 0.02 alpha to the 3Dmigoto repository? I can try to get the original shaders dumped from the game first so that we have a history for them.

Up to you though - I know you two have collaborated in the past so we can stick with your existing workflow if you prefer.

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 05/22/2015 08:10 AM   
Flugan - Thanks for the update, was able to download the zip version from your drive. Mike thanks for your tips about not installing correctly if shadows are broken etc. Well, now it is working.. And I must say the game now looks fantastic! This is how I wanted to play. I think the graphics and faces, armor etc look great! Maybe some of the graphics are not as detailed as was shown a couple years ago but, at this level in 1440p and in 3d I am perfectly content. Couple things that I notice are off: The white tutorial type boxes and the names/actions above peoples head are spaced to far apart and not converging correctly. When I do adjust convergence it spreads the games graphics together and farther apart but doesn't seem to fix the names above people. Geralt and other environment are able to adjust to perfect levels of convergence. Other text such as inventory screen stuff is working great. Overall I'm amazed this was put together so fast. Really great job, thanks for making this game playable (and now to me enjoyable)!!
Flugan - Thanks for the update, was able to download the zip version from your drive.
Mike thanks for your tips about not installing correctly if shadows are broken etc.

Well, now it is working.. And I must say the game now looks fantastic! This is how I wanted to play. I think the graphics and faces, armor etc look great! Maybe some of the graphics are not as detailed as was shown a couple years ago but, at this level in 1440p and in 3d I am perfectly content.

Couple things that I notice are off:
The white tutorial type boxes and the names/actions above peoples head are spaced to far apart and not converging correctly. When I do adjust convergence it spreads the games graphics together and farther apart but doesn't seem to fix the names above people.
Geralt and other environment are able to adjust to perfect levels of convergence.
Other text such as inventory screen stuff is working great.

Overall I'm amazed this was put together so fast. Really great job, thanks for making this game playable (and now to me enjoyable)!!

NZXT Noctis 450. Asus ROG Formula VIII, 6700k, NZXT Kracken x61. Avexir Core DDR4 (Red) 16g. Windows 10. Samsung Evo 1T & 2T SSD. Asus Strix 2080 ti. EVGA 1300w Modular Gold PSU.
Asus ROG Swift PG278Q Monitor: 1440p 3D Vision

Posted 05/22/2015 08:31 AM   
[quote="DarkStarSword"][quote="mike_ar69"]I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???[/quote]Curious, so I checked your code and noticed: [quote][code] //...Determinant det = a1.x*(a2.y*(a3.z*a4.w - a3.w*a4.z) + a2.z*(a3.w*a4.y - a3.y*a4.w) + a2.w*(a3.y*a4.z - a3.z*a4.y)); det += a1.y*(a2.x*(a3.w*a4.z - a3.z*a4.w) + a2.z*(a3.x*a4.w - a3.w*a4.z) + a2.w*(a3.z*a4.x - a3.x*a4.z)); det += a1.z*(a2.x*(a3.y*a4.w - a3.w*a4.y) + a2.y*(a3.w*a4.x - a3.x*a4.w) + a2.w*(a3.x*a4.y - a3.y*a4.x)); det += a1.w*(a2.x*(a3.z*a4.y - a3.y*a4.z) + a2.y*(a3.x*a4.z - a3.z*a4.x) + a2.z*(a3.y*a4.x - a3.x*a4.y))[/code][/quote] Rather than doing that you can simply use the HLSL built in function determinant() ;-) I don't think it has a function for the rest of the matrix inverse though, so that part you still have to do. e.g. I do this for Unity 5 DX11 games (not doing a full inverse here - just enough to get the inverse projection _m00): https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/DX11/ShaderFixes/ca5cfc8e4d8b1ce5-vs_replace.txt[/quote] So HLSL has a det() function but not an inverse() function? that is weird hahaha. I am perfectly fine to keep everything in sync on GitHub. I am still trying to understand what the problem is there with the shadow shader yet I fail to see what can go wrong... If anyone else wants to give a look I can share the savegame:)
DarkStarSword said:
mike_ar69 said:I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???
Curious, so I checked your code and noticed:
//...Determinant
det = a1.x*(a2.y*(a3.z*a4.w - a3.w*a4.z) + a2.z*(a3.w*a4.y - a3.y*a4.w) + a2.w*(a3.y*a4.z - a3.z*a4.y));
det += a1.y*(a2.x*(a3.w*a4.z - a3.z*a4.w) + a2.z*(a3.x*a4.w - a3.w*a4.z) + a2.w*(a3.z*a4.x - a3.x*a4.z));
det += a1.z*(a2.x*(a3.y*a4.w - a3.w*a4.y) + a2.y*(a3.w*a4.x - a3.x*a4.w) + a2.w*(a3.x*a4.y - a3.y*a4.x));
det += a1.w*(a2.x*(a3.z*a4.y - a3.y*a4.z) + a2.y*(a3.x*a4.z - a3.z*a4.x) + a2.z*(a3.y*a4.x - a3.x*a4.y))

Rather than doing that you can simply use the HLSL built in function determinant() ;-)

I don't think it has a function for the rest of the matrix inverse though, so that part you still have to do.

e.g. I do this for Unity 5 DX11 games (not doing a full inverse here - just enough to get the inverse projection _m00):
https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/DX11/ShaderFixes/ca5cfc8e4d8b1ce5-vs_replace.txt


So HLSL has a det() function but not an inverse() function? that is weird hahaha.
I am perfectly fine to keep everything in sync on GitHub.

I am still trying to understand what the problem is there with the shadow shader yet I fail to see what can go wrong...
If anyone else wants to give a look I can share the savegame:)

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 05/22/2015 09:01 AM   
ok, I've pushed it up to the 3Dmigoto repository on github. If you have commit access (ask bo3b) you can push directly to it, otherwise you can always fork it and use pull requests. Feel free to send me the save if you would like me to take a look, but I'm about to head out to a gig and at the moment the 3D is disabling after only about a minute in game (need to work out if this is drivers or the 1.03 update or something else) so I won't be able to look at it until tomorrow at the earliest.
ok, I've pushed it up to the 3Dmigoto repository on github. If you have commit access (ask bo3b) you can push directly to it, otherwise you can always fork it and use pull requests.

Feel free to send me the save if you would like me to take a look, but I'm about to head out to a gig and at the moment the 3D is disabling after only about a minute in game (need to work out if this is drivers or the 1.03 update or something else) so I won't be able to look at it until tomorrow at the earliest.

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 05/22/2015 09:40 AM   
[quote="DarkStarSword"]ok, I've pushed it up to the 3Dmigoto repository on github. If you have commit access (ask bo3b) you can push directly to it, otherwise you can always fork it and use pull requests. Feel free to send me the save if you would like me to take a look, but I'm about to head out to a gig and at the moment the 3D is disabling after only about a minute in game (need to work out if this is drivers or the 1.03 update or something else) so I won't be able to look at it until tomorrow at the earliest.[/quote] Will do;)) I'll send you the savegame later this evening when I get home:) I also noticed this, the 3D disabling sometimes. It looks like is triggered by a loading screen more or less... Big thx!
DarkStarSword said:ok, I've pushed it up to the 3Dmigoto repository on github. If you have commit access (ask bo3b) you can push directly to it, otherwise you can always fork it and use pull requests.

Feel free to send me the save if you would like me to take a look, but I'm about to head out to a gig and at the moment the 3D is disabling after only about a minute in game (need to work out if this is drivers or the 1.03 update or something else) so I won't be able to look at it until tomorrow at the earliest.


Will do;)) I'll send you the savegame later this evening when I get home:) I also noticed this, the 3D disabling sometimes. It looks like is triggered by a loading screen more or less...

Big thx!

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 05/22/2015 11:14 AM   
Helifax added as collaborator.
Helifax added as collaborator.

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 05/22/2015 12:49 PM   
Passing by to say thanks to all the shader hackers out there! You´re doing a damn good job on bringing all the 3d joy to the people :)
Passing by to say thanks to all the shader hackers out there!
You´re doing a damn good job on bringing all the 3d joy to the people :)

Posted 05/22/2015 01:05 PM   
[quote="DarkStarSword"][quote="mike_ar69"]I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???[/quote]Curious, so I checked your code and noticed: [quote][code] //...Determinant det = a1.x*(a2.y*(a3.z*a4.w - a3.w*a4.z) + a2.z*(a3.w*a4.y - a3.y*a4.w) + a2.w*(a3.y*a4.z - a3.z*a4.y)); det += a1.y*(a2.x*(a3.w*a4.z - a3.z*a4.w) + a2.z*(a3.x*a4.w - a3.w*a4.z) + a2.w*(a3.z*a4.x - a3.x*a4.z)); det += a1.z*(a2.x*(a3.y*a4.w - a3.w*a4.y) + a2.y*(a3.w*a4.x - a3.x*a4.w) + a2.w*(a3.x*a4.y - a3.y*a4.x)); det += a1.w*(a2.x*(a3.z*a4.y - a3.y*a4.z) + a2.y*(a3.x*a4.z - a3.z*a4.x) + a2.z*(a3.y*a4.x - a3.x*a4.y))[/code][/quote] Rather than doing that you can simply use the HLSL built in function determinant() ;-) I don't think it has a function for the rest of the matrix inverse though, so that part you still have to do. e.g. I do this for Unity 5 DX11 games (not doing a full inverse here - just enough to get the inverse projection _m00): https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/DX11/ShaderFixes/ca5cfc8e4d8b1ce5-vs_replace.txt[/quote] actually the shader has the inverse matrix in it so i already replaced all that inverse code :-)
DarkStarSword said:
mike_ar69 said:I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???
Curious, so I checked your code and noticed:
//...Determinant
det = a1.x*(a2.y*(a3.z*a4.w - a3.w*a4.z) + a2.z*(a3.w*a4.y - a3.y*a4.w) + a2.w*(a3.y*a4.z - a3.z*a4.y));
det += a1.y*(a2.x*(a3.w*a4.z - a3.z*a4.w) + a2.z*(a3.x*a4.w - a3.w*a4.z) + a2.w*(a3.z*a4.x - a3.x*a4.z));
det += a1.z*(a2.x*(a3.y*a4.w - a3.w*a4.y) + a2.y*(a3.w*a4.x - a3.x*a4.w) + a2.w*(a3.x*a4.y - a3.y*a4.x));
det += a1.w*(a2.x*(a3.z*a4.y - a3.y*a4.z) + a2.y*(a3.x*a4.z - a3.z*a4.x) + a2.z*(a3.y*a4.x - a3.x*a4.y))

Rather than doing that you can simply use the HLSL built in function determinant() ;-)

I don't think it has a function for the rest of the matrix inverse though, so that part you still have to do.

e.g. I do this for Unity 5 DX11 games (not doing a full inverse here - just enough to get the inverse projection _m00):

https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/DX11/ShaderFixes/ca5cfc8e4d8b1ce5-vs_replace.txt


actually the shader has the inverse matrix in it so i already replaced all that inverse code :-)

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

Posted 05/22/2015 03:36 PM   
Thank you so much for your incredible 3D vision fixes. Witcher 3 works great in 3D but unfortunately the game crashes very often. This is really a showstopper... Any ideas?
Thank you so much for your incredible 3D vision fixes. Witcher 3 works great in 3D but unfortunately the game crashes very often. This is really a showstopper... Any ideas?

Win 8.1 pro 64 bit, Gigabyte Z87X-D3H - i7-4770K@3.5 - 32 GB, 2x Geforce TITAN SLI (EVGA), 3x ASUS 3D-Vision-Monitors

Posted 05/22/2015 04:05 PM   
[quote="3D_Mike"]Thank you so much for your incredible 3D vision fixes. Witcher 3 works great in 3D but unfortunately the game crashes very often. This is really a showstopper... Any ideas?[/quote] game crash for me only when i die and reload, so my ideas is try to not ..die :P
3D_Mike said:Thank you so much for your incredible 3D vision fixes. Witcher 3 works great in 3D but unfortunately the game crashes very often. This is really a showstopper... Any ideas?


game crash for me only when i die and reload, so my ideas is try to not ..die :P

ASUS VG248QE - 3D Vision 2 - Newest Driver
GTX 760 SLI 2G - i5-4670K@4.4GHz - 8GB RAM - Win 8.1

Posted 05/22/2015 04:12 PM   
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