My bigest problem playing skyrim in 3d was the stealth indicator in 2d over the top of the nvidia crosshairs in 3d making me go crosseyed , fortunatly Casiotone has made a mod that moves the stealth indicators posistion to below the your compass or removes it completely , hope some others find this helpfull
My bigest problem playing skyrim in 3d was the stealth indicator in 2d over the top of the nvidia crosshairs in 3d making me go crosseyed , fortunatly Casiotone has made a mod that moves the stealth indicators posistion to below the your compass or removes it completely , hope some others find this helpfull
I have kindly asked the cretor of the famous ENB Series for advice - let's see:
[quote]Heyas Boris,
At first thank you very much for all the outstanding work you did for so many games. With delight I have seen that you're now working your magic for Skyrim. Conerning that one question please:
Skyrim works brilliantly with Nvidia 3d Vision and is a sight to behold. The once buggy sky (clouds, stars, aurora...) has been fixed by brave modder Dorkrit. One problem remains unfortunately: the water transparency/refraction. While the water in general is good in stereo 3d, the transparent parts (near the land, where the game lets you see through the water or in shallow waters in general) are rendered very wrongly by vanilla skyrim shader in stereo 3d (double silhouette image of objects near to the water, general wrong depth impression, etc). I tried various .ini settings of Skyrims's both ini (normal and prefs) files, but no avail: bUseWaterDepth=0, falpha=0, buserefraction=0... nothing has even changed transparency it seems. I also removed the alpha channel of some custom water texture - transparent it stayed nonetheless (or someting else projected a texture faking transparency).
Furthermore I unpacked shader.bsa and had a look at shader001.fxp with a hex editor. Waterparams as well as projected tetures and refraction sampler are mentioned, but the file remains very cryptic (I have done quite a lot hex edits for the RPG Two Worlds 2, but not on shaders at all).
So, my question: Do you know perhaps any way to remove water transparency/refraction (or the projection of a ground texture to fake transparency) from Skyrim or perhaps can recommend an alternative shader that will prevent this problem?
It would be so cool if this could be achieved. Many people, of course including me, in the stereo 3D Vision community herew ould be extremely thankful: http://forums.nvidia.com/index.php?showtopic=215250&st=340.
Best wishes, keep on rockin'
youngneil1 [/quote]
Perhaps you can get over there and support this - not in the sense of spamming of course, but as a sign that any work in this field would be really appreciated: [url="http://enbseries.3dn.ru/forum/43-452-1"]http://enbseries.3dn.ru/forum/43-452-1[/url]
I have kindly asked the cretor of the famous ENB Series for advice - let's see:
Heyas Boris,
At first thank you very much for all the outstanding work you did for so many games. With delight I have seen that you're now working your magic for Skyrim. Conerning that one question please:
Skyrim works brilliantly with Nvidia 3d Vision and is a sight to behold. The once buggy sky (clouds, stars, aurora...) has been fixed by brave modder Dorkrit. One problem remains unfortunately: the water transparency/refraction. While the water in general is good in stereo 3d, the transparent parts (near the land, where the game lets you see through the water or in shallow waters in general) are rendered very wrongly by vanilla skyrim shader in stereo 3d (double silhouette image of objects near to the water, general wrong depth impression, etc). I tried various .ini settings of Skyrims's both ini (normal and prefs) files, but no avail: bUseWaterDepth=0, falpha=0, buserefraction=0... nothing has even changed transparency it seems. I also removed the alpha channel of some custom water texture - transparent it stayed nonetheless (or someting else projected a texture faking transparency).
Furthermore I unpacked shader.bsa and had a look at shader001.fxp with a hex editor. Waterparams as well as projected tetures and refraction sampler are mentioned, but the file remains very cryptic (I have done quite a lot hex edits for the RPG Two Worlds 2, but not on shaders at all).
So, my question: Do you know perhaps any way to remove water transparency/refraction (or the projection of a ground texture to fake transparency) from Skyrim or perhaps can recommend an alternative shader that will prevent this problem?
Perhaps you can get over there and support this - not in the sense of spamming of course, but as a sign that any work in this field would be really appreciated: http://enbseries.3dn.ru/forum/43-452-1
I tried tweaking the 3D. But when I put the depth at anything more than 50% part of the menu goes off the edge of the screen. If I set it at 100% (setting the depth to max) it is unusable but with some convergence tweaking it looks really good. Am I the only one having this problem? Is there a fix for it?
Right now I have depth just below 50%, FOV=70 and tweaked convergence so close up objects just pop out the screen.
also:
What are some recommended settings for depth and FOV?
I tried tweaking the 3D. But when I put the depth at anything more than 50% part of the menu goes off the edge of the screen. If I set it at 100% (setting the depth to max) it is unusable but with some convergence tweaking it looks really good. Am I the only one having this problem? Is there a fix for it?
Right now I have depth just below 50%, FOV=70 and tweaked convergence so close up objects just pop out the screen.
also:
What are some recommended settings for depth and FOV?
[quote name='maf11' date='22 November 2011 - 05:36 PM' timestamp='1322004981' post='1331232']
My bigest problem playing skyrim in 3d was the stealth indicator in 2d over the top of the nvidia crosshairs in 3d making me go crosseyed , fortunatly Casiotone has made a mod that moves the stealth indicators posistion to below the your compass or removes it completely , hope some others find this helpfull
grab it here
http://www.skyrimnexus.com/downloads/file.php?id=279
[/quote]
Thanks!!
That helps. /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
[quote name='maf11' date='22 November 2011 - 05:36 PM' timestamp='1322004981' post='1331232']
My bigest problem playing skyrim in 3d was the stealth indicator in 2d over the top of the nvidia crosshairs in 3d making me go crosseyed , fortunatly Casiotone has made a mod that moves the stealth indicators posistion to below the your compass or removes it completely , hope some others find this helpfull
I just want to thank Dorkirt again for all of the hard work. I got a chance to install the mod tonight and it works perfectly. I have no issues with the stars not being far enough away. The last thing is the water refractions and moon(s). Nvidia should donate to your cause.
Thanks again!
I just want to thank Dorkirt again for all of the hard work. I got a chance to install the mod tonight and it works perfectly. I have no issues with the stars not being far enough away. The last thing is the water refractions and moon(s). Nvidia should donate to your cause.
well i installed this realistic water mod and most of the 3d problems with skyrim's water are gone and the water looks really great too. Now the game looks 3d vision ready. only the moon left now. i hope some mod can make the weapons less separate on high convergence. then this game will be 3d vision ready :)
check it out guys:
well i installed this realistic water mod and most of the 3d problems with skyrim's water are gone and the water looks really great too. Now the game looks 3d vision ready. only the moon left now. i hope some mod can make the weapons less separate on high convergence. then this game will be 3d vision ready :)
[quote]well i installed this realistic water mod and most of the 3d problems with skyrim's water are gone and the water looks really great too. Now the game looks 3d vision ready. only the moon left now. i hope some mod can make the weapons less separate on high convergence. then this game will be 3d vision ready :)
check it out guys:[/quote]
Just tried it out - sadly the transparency issue, which is the biggest issue with the water, remains.
well i installed this realistic water mod and most of the 3d problems with skyrim's water are gone and the water looks really great too. Now the game looks 3d vision ready. only the moon left now. i hope some mod can make the weapons less separate on high convergence. then this game will be 3d vision ready :)
check it out guys:
Just tried it out - sadly the transparency issue, which is the biggest issue with the water, remains.
If you set water to minimum, does it remove the problems?
Thanks
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
I wonder though if there are so called "effects textures" we might tweak - the relaistic water mod came with some and stealing away their alpha channel had an infulence on transparency of streams. Now tehse streams are perfect already in vanilla stereo 3d, but perhaps there are other effects textures used for the deeper water.
I wonder though if there are so called "effects textures" we might tweak - the relaistic water mod came with some and stealing away their alpha channel had an infulence on transparency of streams. Now tehse streams are perfect already in vanilla stereo 3d, but perhaps there are other effects textures used for the deeper water.
Ah, many thanks for 3d44's tweak on Dorkrit's star mshes. Now the skydomw feels truely limitless - it dwarves even the mountains. I really recommend very high depth for Skyrim (I am a good thing beyoond the recommended 100% by lowering my virtual screen size via regedit as Arioch also already thankfully pointed to).
Ah, many thanks for 3d44's tweak on Dorkrit's star mshes. Now the skydomw feels truely limitless - it dwarves even the mountains. I really recommend very high depth for Skyrim (I am a good thing beyoond the recommended 100% by lowering my virtual screen size via regedit as Arioch also already thankfully pointed to).
Hi everyone, I have a small question regarding performance:
I play with an overclocked GTX 480 and a Q9450 CPU overclocked to 3.21Ghz. Most of the time I get low framerates is probably because I'm CPU-bound (for example, GPU-Z tells me GPU load is at ~50%). Lowering/increasing effects that only have an effet on GPU don't change my framerate while changing my GPU Load, comforting me in the idea that I'm CPU-bound in these situations.
The problem is: When I start 3D vision, it instantly halves my framerate. What I don't understand is that my GPU load is still far from maxed (say ~70%). Is it normal for 3D Vision to double CPU consumption? If not, does any of you have an idea as to what is causing my performance drop?
Hi everyone, I have a small question regarding performance:
I play with an overclocked GTX 480 and a Q9450 CPU overclocked to 3.21Ghz. Most of the time I get low framerates is probably because I'm CPU-bound (for example, GPU-Z tells me GPU load is at ~50%). Lowering/increasing effects that only have an effet on GPU don't change my framerate while changing my GPU Load, comforting me in the idea that I'm CPU-bound in these situations.
The problem is: When I start 3D vision, it instantly halves my framerate. What I don't understand is that my GPU load is still far from maxed (say ~70%). Is it normal for 3D Vision to double CPU consumption? If not, does any of you have an idea as to what is causing my performance drop?
Depends on what the game is doing. If it's submitting a large number of batches then yes i can have a significant impact on CPU performance.
The driver still has to submit twice as many polygons, which equates to 2x the batch count, which is usually what causes games to be CPU limited.
It's also why console ports tend to be CPU heavy, because submitting batches on a console is cheap and it isn't on Direct X in windows.
Also remember it doesn't have to double the CPU usage just drop the framerate below 60 because 3DVision will force VSync.
Thank you all who ploughed in and made these fixes !! Sooo glad people like you are around to do this. Everyone loves it, and the community sure still needs it too /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' /> Cheers !!
For those who are just arriving at this thread, and for my own clarity, would someone mind compiling what has been done so far, to bring Skyrim "up-to-date" in 3D?
Thank you all who ploughed in and made these fixes !! Sooo glad people like you are around to do this. Everyone loves it, and the community sure still needs it too /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' /> Cheers !!
For those who are just arriving at this thread, and for my own clarity, would someone mind compiling what has been done so far, to bring Skyrim "up-to-date" in 3D?
[quote name='ERP' date='23 November 2011 - 07:54 PM' timestamp='1322078053' post='1331777']
Depends on what the game is doing. If it's submitting a large number of batches then yes i can have a significant impact on CPU performance.
The driver still has to submit twice as many polygons, which equates to 2x the batch count, which is usually what causes games to be CPU limited.
It's also why console ports tend to be CPU heavy, because submitting batches on a console is cheap and it isn't on Direct X in windows.[/quote]
Is see, so guess I need to reduce the amount of polygons rendered.
By the way, I'm quite interested in the details, do you know where I could find more information on this rendering process?
[quote name='ERP' date='23 November 2011 - 07:54 PM' timestamp='1322078053' post='1331777']
Also remember it doesn't have to double the CPU usage just drop the framerate below 60 because 3DVision will force VSync.
[/quote]
I'm testing with VSync on in the settings. In a particular area, I dropped from 40 FPS to 23 FPS by enabling 3D Vision... or does the VSync overhead increases with low framerate?
[quote name='ERP' date='23 November 2011 - 07:54 PM' timestamp='1322078053' post='1331777']
Depends on what the game is doing. If it's submitting a large number of batches then yes i can have a significant impact on CPU performance.
The driver still has to submit twice as many polygons, which equates to 2x the batch count, which is usually what causes games to be CPU limited.
It's also why console ports tend to be CPU heavy, because submitting batches on a console is cheap and it isn't on Direct X in windows.
Is see, so guess I need to reduce the amount of polygons rendered.
By the way, I'm quite interested in the details, do you know where I could find more information on this rendering process?
[quote name='ERP' date='23 November 2011 - 07:54 PM' timestamp='1322078053' post='1331777']
Also remember it doesn't have to double the CPU usage just drop the framerate below 60 because 3DVision will force VSync.
I'm testing with VSync on in the settings. In a particular area, I dropped from 40 FPS to 23 FPS by enabling 3D Vision... or does the VSync overhead increases with low framerate?
grab it here
http://www.skyrimnexus.com/downloads/file.php?id=279
grab it here
http://www.skyrimnexus.com/downloads/file.php?id=279
[quote]Heyas Boris,
At first thank you very much for all the outstanding work you did for so many games. With delight I have seen that you're now working your magic for Skyrim. Conerning that one question please:
Skyrim works brilliantly with Nvidia 3d Vision and is a sight to behold. The once buggy sky (clouds, stars, aurora...) has been fixed by brave modder Dorkrit. One problem remains unfortunately: the water transparency/refraction. While the water in general is good in stereo 3d, the transparent parts (near the land, where the game lets you see through the water or in shallow waters in general) are rendered very wrongly by vanilla skyrim shader in stereo 3d (double silhouette image of objects near to the water, general wrong depth impression, etc). I tried various .ini settings of Skyrims's both ini (normal and prefs) files, but no avail: bUseWaterDepth=0, falpha=0, buserefraction=0... nothing has even changed transparency it seems. I also removed the alpha channel of some custom water texture - transparent it stayed nonetheless (or someting else projected a texture faking transparency).
Furthermore I unpacked shader.bsa and had a look at shader001.fxp with a hex editor. Waterparams as well as projected tetures and refraction sampler are mentioned, but the file remains very cryptic (I have done quite a lot hex edits for the RPG Two Worlds 2, but not on shaders at all).
So, my question: Do you know perhaps any way to remove water transparency/refraction (or the projection of a ground texture to fake transparency) from Skyrim or perhaps can recommend an alternative shader that will prevent this problem?
It would be so cool if this could be achieved. Many people, of course including me, in the stereo 3D Vision community herew ould be extremely thankful: http://forums.nvidia.com/index.php?showtopic=215250&st=340.
Best wishes, keep on rockin'
youngneil1 [/quote]
Perhaps you can get over there and support this - not in the sense of spamming of course, but as a sign that any work in this field would be really appreciated: [url="http://enbseries.3dn.ru/forum/43-452-1"]http://enbseries.3dn.ru/forum/43-452-1[/url]
Perhaps you can get over there and support this - not in the sense of spamming of course, but as a sign that any work in this field would be really appreciated: http://enbseries.3dn.ru/forum/43-452-1
I tried tweaking the 3D. But when I put the depth at anything more than 50% part of the menu goes off the edge of the screen. If I set it at 100% (setting the depth to max) it is unusable but with some convergence tweaking it looks really good. Am I the only one having this problem? Is there a fix for it?
Right now I have depth just below 50%, FOV=70 and tweaked convergence so close up objects just pop out the screen.
also:
What are some recommended settings for depth and FOV?
I tried tweaking the 3D. But when I put the depth at anything more than 50% part of the menu goes off the edge of the screen. If I set it at 100% (setting the depth to max) it is unusable but with some convergence tweaking it looks really good. Am I the only one having this problem? Is there a fix for it?
Right now I have depth just below 50%, FOV=70 and tweaked convergence so close up objects just pop out the screen.
also:
What are some recommended settings for depth and FOV?
My bigest problem playing skyrim in 3d was the stealth indicator in 2d over the top of the nvidia crosshairs in 3d making me go crosseyed , fortunatly Casiotone has made a mod that moves the stealth indicators posistion to below the your compass or removes it completely , hope some others find this helpfull
grab it here
http://www.skyrimnexus.com/downloads/file.php?id=279
[/quote]
Thanks!!
That helps.
My bigest problem playing skyrim in 3d was the stealth indicator in 2d over the top of the nvidia crosshairs in 3d making me go crosseyed , fortunatly Casiotone has made a mod that moves the stealth indicators posistion to below the your compass or removes it completely , hope some others find this helpfull
grab it here
http://www.skyrimnexus.com/downloads/file.php?id=279
Thanks!!
That helps.
Thanks again!
Thanks again!
check it out guys:
http://www.skyrimnexus.com/downloads/file.php?id=711
check it out guys:
http://www.skyrimnexus.com/downloads/file.php?id=711
check it out guys:[/quote]
Just tried it out - sadly the transparency issue, which is the biggest issue with the water, remains.
Just tried it out - sadly the transparency issue, which is the biggest issue with the water, remains.
Thanks
Thanks
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
I wonder though if there are so called "effects textures" we might tweak - the relaistic water mod came with some and stealing away their alpha channel had an infulence on transparency of streams. Now tehse streams are perfect already in vanilla stereo 3d, but perhaps there are other effects textures used for the deeper water.
I wonder though if there are so called "effects textures" we might tweak - the relaistic water mod came with some and stealing away their alpha channel had an infulence on transparency of streams. Now tehse streams are perfect already in vanilla stereo 3d, but perhaps there are other effects textures used for the deeper water.
I play with an overclocked GTX 480 and a Q9450 CPU overclocked to 3.21Ghz. Most of the time I get low framerates is probably because I'm CPU-bound (for example, GPU-Z tells me GPU load is at ~50%). Lowering/increasing effects that only have an effet on GPU don't change my framerate while changing my GPU Load, comforting me in the idea that I'm CPU-bound in these situations.
The problem is: When I start 3D vision, it instantly halves my framerate. What I don't understand is that my GPU load is still far from maxed (say ~70%). Is it normal for 3D Vision to double CPU consumption? If not, does any of you have an idea as to what is causing my performance drop?
Thanks in advance!
I play with an overclocked GTX 480 and a Q9450 CPU overclocked to 3.21Ghz. Most of the time I get low framerates is probably because I'm CPU-bound (for example, GPU-Z tells me GPU load is at ~50%). Lowering/increasing effects that only have an effet on GPU don't change my framerate while changing my GPU Load, comforting me in the idea that I'm CPU-bound in these situations.
The problem is: When I start 3D vision, it instantly halves my framerate. What I don't understand is that my GPU load is still far from maxed (say ~70%). Is it normal for 3D Vision to double CPU consumption? If not, does any of you have an idea as to what is causing my performance drop?
Thanks in advance!
The driver still has to submit twice as many polygons, which equates to 2x the batch count, which is usually what causes games to be CPU limited.
It's also why console ports tend to be CPU heavy, because submitting batches on a console is cheap and it isn't on Direct X in windows.
Also remember it doesn't have to double the CPU usage just drop the framerate below 60 because 3DVision will force VSync.
The driver still has to submit twice as many polygons, which equates to 2x the batch count, which is usually what causes games to be CPU limited.
It's also why console ports tend to be CPU heavy, because submitting batches on a console is cheap and it isn't on Direct X in windows.
Also remember it doesn't have to double the CPU usage just drop the framerate below 60 because 3DVision will force VSync.
My Blog
For those who are just arriving at this thread, and for my own clarity, would someone mind compiling what has been done so far, to bring Skyrim "up-to-date" in 3D?
For those who are just arriving at this thread, and for my own clarity, would someone mind compiling what has been done so far, to bring Skyrim "up-to-date" in 3D?
Depends on what the game is doing. If it's submitting a large number of batches then yes i can have a significant impact on CPU performance.
The driver still has to submit twice as many polygons, which equates to 2x the batch count, which is usually what causes games to be CPU limited.
It's also why console ports tend to be CPU heavy, because submitting batches on a console is cheap and it isn't on Direct X in windows.[/quote]
Is see, so guess I need to reduce the amount of polygons rendered.
By the way, I'm quite interested in the details, do you know where I could find more information on this rendering process?
[quote name='ERP' date='23 November 2011 - 07:54 PM' timestamp='1322078053' post='1331777']
Also remember it doesn't have to double the CPU usage just drop the framerate below 60 because 3DVision will force VSync.
[/quote]
I'm testing with VSync on in the settings. In a particular area, I dropped from 40 FPS to 23 FPS by enabling 3D Vision... or does the VSync overhead increases with low framerate?
Depends on what the game is doing. If it's submitting a large number of batches then yes i can have a significant impact on CPU performance.
The driver still has to submit twice as many polygons, which equates to 2x the batch count, which is usually what causes games to be CPU limited.
It's also why console ports tend to be CPU heavy, because submitting batches on a console is cheap and it isn't on Direct X in windows.
Is see, so guess I need to reduce the amount of polygons rendered.
By the way, I'm quite interested in the details, do you know where I could find more information on this rendering process?
[quote name='ERP' date='23 November 2011 - 07:54 PM' timestamp='1322078053' post='1331777']
Also remember it doesn't have to double the CPU usage just drop the framerate below 60 because 3DVision will force VSync.
I'm testing with VSync on in the settings. In a particular area, I dropped from 40 FPS to 23 FPS by enabling 3D Vision... or does the VSync overhead increases with low framerate?