I'm in premature retirement and there is no way for me to keep up with most new games.
If there is a game that doesn't run on 3Dmigoto it could make a decent gift.
Get in touch using PMs.
It's completely optional but not unreasonable.
Best wishes
Ulf Jälmbrant
PS: Obviously the latest version is on my OneDrive so you can just try if it already works.
I was running at 80+ on GPU 1 and high 70's on other, on my sli'd 760's adjusted fans with precisionx16 same results. So I ran Witcher 3 in windowed mode so I could monitor the temps on other display (no difference in appearance on main display) couldn't get it to go over 72 degrees. Checked it with both precisionx and argus monitor.
Everything ultra except hair (off).
Intel 4770
Gigabyte z87 16GB
2x760
I was running at 80+ on GPU 1 and high 70's on other, on my sli'd 760's adjusted fans with precisionx16 same results. So I ran Witcher 3 in windowed mode so I could monitor the temps on other display (no difference in appearance on main display) couldn't get it to go over 72 degrees. Checked it with both precisionx and argus monitor.
Everything ultra except hair (off).
There are three small issues which i don`t think are anything worth to bother about but i will point them out in any case. Blood splashes around bodies, weird fire glow on faces and also stars on night sky are closer then clouds.
There are three small issues which i don`t think are anything worth to bother about but i will point them out in any case. Blood splashes around bodies, weird fire glow on faces and also stars on night sky are closer then clouds.
[quote="bo3b"]This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.[/quote]
So I gave this a spin on f9c83c25de6eaa51 to compare it's result with my hand fixup, and at the moment it causes some issues. I think it's due to reinterpreting values stored in temporary registers which we have already cast to floats. Unless we can get the temporary registers to store the integer bit pattern (which I just can't seem to make work) I think we need to make this a bit smarter so that it only uses asint() on constant buffer reads and (int) when reading a temporary register.
bo3b said:This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.
So I gave this a spin on f9c83c25de6eaa51 to compare it's result with my hand fixup, and at the moment it causes some issues. I think it's due to reinterpreting values stored in temporary registers which we have already cast to floats. Unless we can get the temporary registers to store the integer bit pattern (which I just can't seem to make work) I think we need to make this a bit smarter so that it only uses asint() on constant buffer reads and (int) when reading a temporary register.
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
[quote="DarkStarSword"][quote="bo3b"]This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.[/quote]
So I gave this a spin on f9c83c25de6eaa51 to compare it's result with my hand fixup, and at the moment it causes some issues. I think it's due to reinterpreting values stored in temporary registers which we have already cast to floats. Unless we can get the temporary registers to store the integer bit pattern (which I just can't seem to make work) I think we need to make this a bit smarter so that it only uses asint() on constant buffer reads and (int) when reading a temporary register.[/quote]
Interesting;))
I also noticed it causes some issues in some areas. Like the cave from the savegame. In some areas stuff is semi-dark with a greenish tint.
I also discovered some other interesting facts related to the drivers:
When I set 3D VIsion in CM mode I get SLI scaling of around 80%. Framerate is 58-60fps, which one should say is OK since the 60Hz lock on refresh.
When I switch to proper 3D VIsionm I get half the framerate so 25-28 fps., but the GPUs are 58-60% used.
This shows that the rendering/game is still "locked at that 60Hz refresh rate" and internally it believes it drives the 60fps (which is true and false).
I also discovered that if you change the SLI flag and put a different one you get the perfect scaling on the GPUs (where both are 99% used) but with terrible VERTICAL flickering.
Here is the interesting part: If you study the flickering you can basically see the scanlines as are being drawn on the screen and horizontal bands going from top to bottom of the screen.
This led me to believe that internally the Game is using a 60hz/60fps lock to render the physics/environment and by changing the SLI bits you actually force it to work at 120hz.
I've seen flickering in other games as well but not as in this one;))
In any case it seems that the SLI scaling is F up only when rendering in 3D Vision (single mon + surround tested).
(PS: ingame FPS is set to unlimited, vysnc off).
Just wanted to let you know about it since I find it interesting;)
bo3b said:This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.
So I gave this a spin on f9c83c25de6eaa51 to compare it's result with my hand fixup, and at the moment it causes some issues. I think it's due to reinterpreting values stored in temporary registers which we have already cast to floats. Unless we can get the temporary registers to store the integer bit pattern (which I just can't seem to make work) I think we need to make this a bit smarter so that it only uses asint() on constant buffer reads and (int) when reading a temporary register.
Interesting;))
I also noticed it causes some issues in some areas. Like the cave from the savegame. In some areas stuff is semi-dark with a greenish tint.
I also discovered some other interesting facts related to the drivers:
When I set 3D VIsion in CM mode I get SLI scaling of around 80%. Framerate is 58-60fps, which one should say is OK since the 60Hz lock on refresh.
When I switch to proper 3D VIsionm I get half the framerate so 25-28 fps., but the GPUs are 58-60% used.
This shows that the rendering/game is still "locked at that 60Hz refresh rate" and internally it believes it drives the 60fps (which is true and false).
I also discovered that if you change the SLI flag and put a different one you get the perfect scaling on the GPUs (where both are 99% used) but with terrible VERTICAL flickering.
Here is the interesting part: If you study the flickering you can basically see the scanlines as are being drawn on the screen and horizontal bands going from top to bottom of the screen.
This led me to believe that internally the Game is using a 60hz/60fps lock to render the physics/environment and by changing the SLI bits you actually force it to work at 120hz.
I've seen flickering in other games as well but not as in this one;))
In any case it seems that the SLI scaling is F up only when rendering in 3D Vision (single mon + surround tested).
(PS: ingame FPS is set to unlimited, vysnc off).
Just wanted to let you know about it since I find it interesting;)
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
[quote="Flugan"]I just did some testing and SweetFX wouldn't load.
Either crash to desktop or black screen with mouse pointer.
Just my initial results.[/quote]
HElp,
I tried reshade/sweetFX and It didn't work and NOW I don't have 3d vision no more.
I deleted reshade and sweet FX in the game folder but 3D still doesn't enable no more...
what should I do to make 3D enable again?
Flugan said:I just did some testing and SweetFX wouldn't load.
Either crash to desktop or black screen with mouse pointer.
Just my initial results.
HElp,
I tried reshade/sweetFX and It didn't work and NOW I don't have 3d vision no more.
I deleted reshade and sweet FX in the game folder but 3D still doesn't enable no more...
what should I do to make 3D enable again?
[quote="chtiblue"][quote="Flugan"]I just did some testing and SweetFX wouldn't load.
Either crash to desktop or black screen with mouse pointer.
Just my initial results.[/quote]
HElp,
I tried reshade/sweetFX and It didn't work and NOW I don't have 3d vision no more.
I deleted reshade and sweet FX in the game folder but 3D still doesn't enable no more...
what should I do to make 3D enable again?[/quote]
Check in game menu if you have Display set to "Fullscreen" in Video options.
Also try to force 3D to always On through NV Control Panel.
Flugan said:I just did some testing and SweetFX wouldn't load.
Either crash to desktop or black screen with mouse pointer.
Just my initial results.
HElp,
I tried reshade/sweetFX and It didn't work and NOW I don't have 3d vision no more.
I deleted reshade and sweet FX in the game folder but 3D still doesn't enable no more...
what should I do to make 3D enable again?
Check in game menu if you have Display set to "Fullscreen" in Video options.
Also try to force 3D to always On through NV Control Panel.
[quote="DarkStarSword"][quote="bo3b"]This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.[/quote]
So I gave this a spin on f9c83c25de6eaa51 to compare it's result with my hand fixup, and at the moment it causes some issues. I think it's due to reinterpreting values stored in temporary registers which we have already cast to floats. Unless we can get the temporary registers to store the integer bit pattern (which I just can't seem to make work) I think we need to make this a bit smarter so that it only uses asint() on constant buffer reads and (int) when reading a temporary register.[/quote]
I've pushed up a fix to 3Dmigoto for this. Tested it on four of the affected shaders and it now seems to do the right thing (and has fixed a couple of subtle rendering issues).
[quote="helifax"] Interesting;))
I also noticed it causes some issues in some areas. Like the cave from the savegame. In some areas stuff is semi-dark with a greenish tint. [/quote]
That could easily be from this issue - when I redid some of the shaders some subtle tints were fixed.
Also I noticed the shader that we are skipping (16f398fc56dce109) causes the colour of the whole scene to change, so for my testing I've reenabled that shader.
@Mike - the comment in the shader mentions it's a one eye issue. Maybe I just haven't played far enough or maybe it's an SLI thing but I haven't noticed any one eye issues yet (ditto on other shaders disabled with one eye comments) - what were some of the one eye issues you saw?
bo3b said:This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.
So I gave this a spin on f9c83c25de6eaa51 to compare it's result with my hand fixup, and at the moment it causes some issues. I think it's due to reinterpreting values stored in temporary registers which we have already cast to floats. Unless we can get the temporary registers to store the integer bit pattern (which I just can't seem to make work) I think we need to make this a bit smarter so that it only uses asint() on constant buffer reads and (int) when reading a temporary register.
I've pushed up a fix to 3Dmigoto for this. Tested it on four of the affected shaders and it now seems to do the right thing (and has fixed a couple of subtle rendering issues).
helifax said: Interesting;))
I also noticed it causes some issues in some areas. Like the cave from the savegame. In some areas stuff is semi-dark with a greenish tint.
That could easily be from this issue - when I redid some of the shaders some subtle tints were fixed.
Also I noticed the shader that we are skipping (16f398fc56dce109) causes the colour of the whole scene to change, so for my testing I've reenabled that shader.
@Mike - the comment in the shader mentions it's a one eye issue. Maybe I just haven't played far enough or maybe it's an SLI thing but I haven't noticed any one eye issues yet (ditto on other shaders disabled with one eye comments) - what were some of the one eye issues you saw?
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
I am still not getting how you check if CM mode is enabled or not. If I have the info box activated with CTRL+ALT+INS, pressing the shortcut keys to enable/disable CM has no visible effect. What is supposed to happen?
In regards to the stability of the whole game, can anything be done to make sure that when opening the inventory or any of the other UI screens, the 3D effect doesn't get messed up? There is a 50% chance I'd say that when returning to the game, the 3D effect does not get restored properly and I have to restart the game.
I AM trying not to die, but sometimes I need to check the map, the journal, or the alchemy screens!
I am still not getting how you check if CM mode is enabled or not. If I have the info box activated with CTRL+ALT+INS, pressing the shortcut keys to enable/disable CM has no visible effect. What is supposed to happen?
In regards to the stability of the whole game, can anything be done to make sure that when opening the inventory or any of the other UI screens, the 3D effect doesn't get messed up? There is a 50% chance I'd say that when returning to the game, the 3D effect does not get restored properly and I have to restart the game.
I AM trying not to die, but sometimes I need to check the map, the journal, or the alchemy screens!
[quote="AvengerDr"]I am still not getting how you check if CM mode is enabled or not. If I have the info box activated with CTRL+ALT+INS, pressing the shortcut keys to enable/disable CM has no visible effect. What is supposed to happen?
In regards to the stability of the whole game, can anything be done to make sure that when opening the inventory or any of the other UI screens, the 3D effect doesn't get messed up? There is a 50% chance I'd say that when returning to the game, the 3D effect does not get restored properly and I have to restart the game.
I AM trying not to die, but sometimes I need to check the map, the journal, or the alchemy screens![/quote]
Did you check if your Advance Options are enabled in 3D Settings under "Set Keyboard Shortcuts". Without it you wont be able to switch between modes.
AvengerDr said:I am still not getting how you check if CM mode is enabled or not. If I have the info box activated with CTRL+ALT+INS, pressing the shortcut keys to enable/disable CM has no visible effect. What is supposed to happen?
In regards to the stability of the whole game, can anything be done to make sure that when opening the inventory or any of the other UI screens, the 3D effect doesn't get messed up? There is a 50% chance I'd say that when returning to the game, the 3D effect does not get restored properly and I have to restart the game.
I AM trying not to die, but sometimes I need to check the map, the journal, or the alchemy screens!
Did you check if your Advance Options are enabled in 3D Settings under "Set Keyboard Shortcuts". Without it you wont be able to switch between modes.
[quote="SKAUT"]
Did you check if your Advance Options are enabled in 3D Settings under "Set Keyboard Shortcuts". Without it you wont be able to switch between modes.[/quote]
Yes they are. I am able to cycle frustums. I can see that the screen gets stretched in different ways. But what is supposed to happen once you enable/disable 3D CM? I mean should I get a different 3D effect?
SKAUT said:
Did you check if your Advance Options are enabled in 3D Settings under "Set Keyboard Shortcuts". Without it you wont be able to switch between modes.
Yes they are. I am able to cycle frustums. I can see that the screen gets stretched in different ways. But what is supposed to happen once you enable/disable 3D CM? I mean should I get a different 3D effect?
[quote="AvengerDr"][quote="SKAUT"]
Did you check if your Advance Options are enabled in 3D Settings under "Set Keyboard Shortcuts". Without it you wont be able to switch between modes.[/quote]
Yes they are. I am able to cycle frustums. I can see that the screen gets stretched in different ways. But what is supposed to happen once you enable/disable 3D CM? I mean should I get a different 3D effect?[/quote]
You asking for a long conversation.
The easy way to explain it is to make you feel like CM is the fake 3D and the other one is the real one, so called S3D (stereo). Where you get two separated views (for each eye) instead of creating second view from buffered first frame (view).
All gets to the point where you see better quality 3D. Fake one ain`t that good - depth sucks and you have that halo around objects. Also the objects are not in full geometry. All this is perfect in Stereo 3D (the real one).
Remember - this is just simple explanation. You have to read more and experiment (watch the difference) yourself.
SKAUT said:
Did you check if your Advance Options are enabled in 3D Settings under "Set Keyboard Shortcuts". Without it you wont be able to switch between modes.
Yes they are. I am able to cycle frustums. I can see that the screen gets stretched in different ways. But what is supposed to happen once you enable/disable 3D CM? I mean should I get a different 3D effect?
You asking for a long conversation.
The easy way to explain it is to make you feel like CM is the fake 3D and the other one is the real one, so called S3D (stereo). Where you get two separated views (for each eye) instead of creating second view from buffered first frame (view).
All gets to the point where you see better quality 3D. Fake one ain`t that good - depth sucks and you have that halo around objects. Also the objects are not in full geometry. All this is perfect in Stereo 3D (the real one).
Remember - this is just simple explanation. You have to read more and experiment (watch the difference) yourself.
No worries, as it happens I am actually a 3D Interaction researcher. It seems that nothing happens when I press those keys. Do you get a feedback message when you enable or disable it?
No worries, as it happens I am actually a 3D Interaction researcher. It seems that nothing happens when I press those keys. Do you get a feedback message when you enable or disable it?
[quote="AvengerDr"]No worries, as it happens I am actually a 3D Interaction researcher. It seems that nothing happens when I press those keys. Do you get a feedback message when you enable or disable it? [/quote]
Shitty 3D / Real 3D - yea i guess i do have some good feedback :)
If you don`t see the difference then maybe you not switching between them. Do you have message saying Compatibility Mode - On/Off ? Do you see the halo around Objects/Characters ?
AvengerDr said:No worries, as it happens I am actually a 3D Interaction researcher. It seems that nothing happens when I press those keys. Do you get a feedback message when you enable or disable it?
Shitty 3D / Real 3D - yea i guess i do have some good feedback :)
If you don`t see the difference then maybe you not switching between them. Do you have message saying Compatibility Mode - On/Off ? Do you see the halo around Objects/Characters ?
If there is a game that doesn't run on 3Dmigoto it could make a decent gift.
Get in touch using PMs.
It's completely optional but not unreasonable.
Best wishes
Ulf Jälmbrant
PS: Obviously the latest version is on my OneDrive so you can just try if it already works.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Everything ultra except hair (off).
Intel 4770
Gigabyte z87 16GB
2x760
https://steamcommunity.com/profiles/76561198014296177/
So I gave this a spin on f9c83c25de6eaa51 to compare it's result with my hand fixup, and at the moment it causes some issues. I think it's due to reinterpreting values stored in temporary registers which we have already cast to floats. Unless we can get the temporary registers to store the integer bit pattern (which I just can't seem to make work) I think we need to make this a bit smarter so that it only uses asint() on constant buffer reads and (int) when reading a temporary register.
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
Interesting;))
I also noticed it causes some issues in some areas. Like the cave from the savegame. In some areas stuff is semi-dark with a greenish tint.
I also discovered some other interesting facts related to the drivers:
When I set 3D VIsion in CM mode I get SLI scaling of around 80%. Framerate is 58-60fps, which one should say is OK since the 60Hz lock on refresh.
When I switch to proper 3D VIsionm I get half the framerate so 25-28 fps., but the GPUs are 58-60% used.
This shows that the rendering/game is still "locked at that 60Hz refresh rate" and internally it believes it drives the 60fps (which is true and false).
I also discovered that if you change the SLI flag and put a different one you get the perfect scaling on the GPUs (where both are 99% used) but with terrible VERTICAL flickering.
Here is the interesting part: If you study the flickering you can basically see the scanlines as are being drawn on the screen and horizontal bands going from top to bottom of the screen.
This led me to believe that internally the Game is using a 60hz/60fps lock to render the physics/environment and by changing the SLI bits you actually force it to work at 120hz.
I've seen flickering in other games as well but not as in this one;))
In any case it seems that the SLI scaling is F up only when rendering in 3D Vision (single mon + surround tested).
(PS: ingame FPS is set to unlimited, vysnc off).
Just wanted to let you know about it since I find it interesting;)
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)
HElp,
I tried reshade/sweetFX and It didn't work and NOW I don't have 3d vision no more.
I deleted reshade and sweet FX in the game folder but 3D still doesn't enable no more...
what should I do to make 3D enable again?
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
Check in game menu if you have Display set to "Fullscreen" in Video options.
Also try to force 3D to always On through NV Control Panel.
https://steamcommunity.com/profiles/76561198014296177/
I've pushed up a fix to 3Dmigoto for this. Tested it on four of the affected shaders and it now seems to do the right thing (and has fixed a couple of subtle rendering issues).
That could easily be from this issue - when I redid some of the shaders some subtle tints were fixed.
Also I noticed the shader that we are skipping (16f398fc56dce109) causes the colour of the whole scene to change, so for my testing I've reenabled that shader.
@Mike - the comment in the shader mentions it's a one eye issue. Maybe I just haven't played far enough or maybe it's an SLI thing but I haven't noticed any one eye issues yet (ditto on other shaders disabled with one eye comments) - what were some of the one eye issues you saw?
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
In regards to the stability of the whole game, can anything be done to make sure that when opening the inventory or any of the other UI screens, the 3D effect doesn't get messed up? There is a 50% chance I'd say that when returning to the game, the 3D effect does not get restored properly and I have to restart the game.
I AM trying not to die, but sometimes I need to check the map, the journal, or the alchemy screens!
Did you check if your Advance Options are enabled in 3D Settings under "Set Keyboard Shortcuts". Without it you wont be able to switch between modes.
https://steamcommunity.com/profiles/76561198014296177/
Yes they are. I am able to cycle frustums. I can see that the screen gets stretched in different ways. But what is supposed to happen once you enable/disable 3D CM? I mean should I get a different 3D effect?
You asking for a long conversation.
The easy way to explain it is to make you feel like CM is the fake 3D and the other one is the real one, so called S3D (stereo). Where you get two separated views (for each eye) instead of creating second view from buffered first frame (view).
All gets to the point where you see better quality 3D. Fake one ain`t that good - depth sucks and you have that halo around objects. Also the objects are not in full geometry. All this is perfect in Stereo 3D (the real one).
Remember - this is just simple explanation. You have to read more and experiment (watch the difference) yourself.
https://steamcommunity.com/profiles/76561198014296177/
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Shitty 3D / Real 3D - yea i guess i do have some good feedback :)
If you don`t see the difference then maybe you not switching between them. Do you have message saying Compatibility Mode - On/Off ? Do you see the halo around Objects/Characters ?
https://steamcommunity.com/profiles/76561198014296177/