The Witcher 3: Wild Hunt
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[quote=""][quote=""][quote="Losti"]New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/[/quote] So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file... With 3DMigoto it crashes before even starting the game:) Just curious:) Said to give it a try:))[/quote] Try that one: http://web396.inetseite.de/Lostis_SFX2.0-Reshade.184_TWWH.rar Just copy to x64 dir. Should work fine. ReShade Toggle key is the Menü-Key. You can add the game to Steam, open Steam InGameMenü and use the toggle key to togge/untoggle SweetFX for comparisons. [/quote] Big thx it seems this one works;)) I see what you did there :)) (Using DXGI.dll instead of d3d11.dll) Thanks for sharing;))
said:
said:
Losti said:New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/



So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file...
With 3DMigoto it crashes before even starting the game:)

Just curious:) Said to give it a try:))


Try that one: http://web396.inetseite.de/Lostis_SFX2.0-Reshade.184_TWWH.rar

Just copy to x64 dir. Should work fine. ReShade Toggle key is the Menü-Key. You can add the game to Steam, open Steam InGameMenü and use the toggle key to togge/untoggle SweetFX for comparisons.



Big thx it seems this one works;)) I see what you did there :)) (Using DXGI.dll instead of d3d11.dll)
Thanks for sharing;))

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 05/30/2015 11:19 AM   
Save with ligths generated only for one eye: https://drive.google.com/file/d/0B4hIHmcjFzRwOTNfc2RSMldpd3M/view?usp=sharing https://drive.google.com/file/d/0B4hIHmcjFzRwXzhkZmtPMThZcTQ/view?usp=sharing Also, I have noticed strange effect, with screenshot (ALT+F1) glow can be turned on and off :) https://drive.google.com/file/d/0B4hIHmcjFzRweFZqRHBmanlzd2M/view?usp=sharing

MSI Z97 GAMING 5
Intel Core i7 4790K
G.SKILL RipjawsX DDR3 2133MHz CL9 16GB
MSI GTX980 GAMING 4G
Windows 7

Posted 05/30/2015 11:49 AM   
[quote=""]Also, I have noticed strange effect, with screenshot (ALT+F1) glow can be turned on and off :) https://drive.google.com/file/d/0B4hIHmcjFzRweFZqRHBmanlzd2M/view?usp=sharing[/quote] Oh I completely forgot that Alt+F1 was the default screenshot key when I set the toggle key for the one eye lighting shaders to F1 :facepalm: (I've rebound my screenshot key) Easiest fix until the next alpha release would be to edit the d3dx.ini and change it to a different key under [KeyDisableOneEyeEffects]
said:Also, I have noticed strange effect, with screenshot (ALT+F1) glow can be turned on and off :)

https://drive.google.com/file/d/0B4hIHmcjFzRweFZqRHBmanlzd2M/view?usp=sharing



Oh I completely forgot that Alt+F1 was the default screenshot key when I set the toggle key for the one eye lighting shaders to F1 :facepalm: (I've rebound my screenshot key)

Easiest fix until the next alpha release would be to edit the d3dx.ini and change it to a different key under [KeyDisableOneEyeEffects]

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 05/30/2015 02:00 PM   
Latest release for a bug fix that DarkStarSword found is up: [url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip[/url] This fixes the hangs when alt-tabbing after errors in shaders. Insert key should work for toggle hunting on/off, and ASM reload with F10 should be working. No prior versions are worth using on this game, the 1.1 branch all had this bug. The 1.0.1 version was OK.
Latest release for a bug fix that DarkStarSword found is up:

https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip


This fixes the hangs when alt-tabbing after errors in shaders. Insert key should work for toggle hunting on/off, and ASM reload with F10 should be working.

No prior versions are worth using on this game, the 1.1 branch all had this bug. The 1.0.1 version was OK.

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 05/30/2015 02:04 PM   
@Mike have you had any luck with the specular highlights? I've tracked the surface normals rendered onto a normal buffer from the surfaces to lots of other shaders that take it as input via ShaderUsage.txt, but for the life of me I just can't find where the specular highlights are actually drawn (and not just copied to or from somewhere else). Spending too much time on this one problem... I might have to come back to it later.
@Mike have you had any luck with the specular highlights? I've tracked the surface normals rendered onto a normal buffer from the surfaces to lots of other shaders that take it as input via ShaderUsage.txt, but for the life of me I just can't find where the specular highlights are actually drawn (and not just copied to or from somewhere else).

Spending too much time on this one problem... I might have to come back to it later.

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 05/30/2015 03:41 PM   
every time game reload after dying my game crash (alpha 0.04), did i miss something ? (352.86)
every time game reload after dying my game crash (alpha 0.04), did i miss something ? (352.86)

Core i7-4700 HQ - GTX 970 - Windows 7 - VG248QE - 3Dvision 2

Posted 05/30/2015 04:31 PM   
Guys, thanks for your effort... you've turned a good game into something so much better. LordK77, try turning off shader cache in Nvidia's control panel... works for me... most of the time.
Guys, thanks for your effort... you've turned a good game into something so much better.

LordK77, try turning off shader cache in Nvidia's control panel... works for me... most of the time.

Posted 05/30/2015 06:01 PM   
Anyone about the face gray areas on cutscenes? on flugan latest 004 fix only, win 7 64x, 352 lastest driver, GTX 980 ASUS STRIX OC i4790k 10gb ram. Running latest 1.04 GOG legal game :) faces got gray and sometimes glowing reddish shaders on them :S
Anyone about the face gray areas on cutscenes?

on flugan latest 004 fix only, win 7 64x, 352 lastest driver, GTX 980 ASUS STRIX OC
i4790k 10gb ram.
Running latest 1.04 GOG legal game :)

faces got gray and sometimes glowing reddish shaders on them :S

Win 7 64bit ; i7 4790K ; GTX 980 ASUS OC ;10 gb ram ; 353.06 ; 42" edid 3Dvision passive interleaved screen

Posted 05/30/2015 07:05 PM   
d
d

Win 7 64bit ; i7 4790K ; GTX 980 ASUS OC ;10 gb ram ; 353.06 ; 42" edid 3Dvision passive interleaved screen

Posted 05/30/2015 08:17 PM   
[quote=""]@Mike have you had any luck with the specular highlights? I've tracked the surface normals rendered onto a normal buffer from the surfaces to lots of other shaders that take it as input via ShaderUsage.txt, but for the life of me I just can't find where the specular highlights are actually drawn (and not just copied to or from somewhere else). Spending too much time on this one problem... I might have to come back to it later.[/quote] Hi, I have had some luck :-) Pixel Shader 31052912ee015e3f-ps_replace.txt is the one that seems to plot the shiny stuff (I attach a before and after screenshot of where I have been working). I want to check if this approach applies to other things like the lighting on some of the foliage etc. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64721/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64722/[/img]
said:@Mike have you had any luck with the specular highlights? I've tracked the surface normals rendered onto a normal buffer from the surfaces to lots of other shaders that take it as input via ShaderUsage.txt, but for the life of me I just can't find where the specular highlights are actually drawn (and not just copied to or from somewhere else).

Spending too much time on this one problem... I might have to come back to it later.

Hi, I have had some luck :-) Pixel Shader 31052912ee015e3f-ps_replace.txt is the one that seems to plot the shiny stuff (I attach a before and after screenshot of where I have been working).

I want to check if this approach applies to other things like the lighting on some of the foliage etc.
Image

Image

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

Posted 05/30/2015 08:53 PM   
Mike - do you see how weird that ground on the road look like. It`s like particles floating above it. BTW: I`ve seen that glow later on in swampy area - but that was on the ground and under water as well.
Mike - do you see how weird that ground on the road look like. It`s like particles floating above it.

BTW: I`ve seen that glow later on in swampy area - but that was on the ground and under water as well.
[quote=""]Mike - do you see how weird that ground on the road look like. It`s like particles floating above it. BTW: I`ve seen that glow later on in swampy area - but that was on the ground and under water as well.[/quote] Hi - yeah I noticed that while I was doing this fix. It's kind of "transparent", where there is a layer under the road at a slightly deeper depth. It all seems to render "correctly" (i.e. in stereo), but the layers are different depths. Sometimes that just happens, but I will have a look at the decal shader fix to see if there is something in there I am correcting that I don't need to :-)
said:Mike - do you see how weird that ground on the road look like. It`s like particles floating above it.

BTW: I`ve seen that glow later on in swampy area - but that was on the ground and under water as well.

Hi - yeah I noticed that while I was doing this fix. It's kind of "transparent", where there is a layer under the road at a slightly deeper depth. It all seems to render "correctly" (i.e. in stereo), but the layers are different depths. Sometimes that just happens, but I will have a look at the decal shader fix to see if there is something in there I am correcting that I don't need to :-)

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

Posted 05/30/2015 09:54 PM   
[quote=""]Anyone about the face gray areas on cutscenes? on flugan latest 004 fix only, win 7 64x, 352 lastest driver, GTX 980 ASUS STRIX OC i4790k 10gb ram. Running latest 1.04 GOG legal game :) faces got gray and sometimes glowing reddish shaders on them :S[/quote]
said:Anyone about the face gray areas on cutscenes?

on flugan latest 004 fix only, win 7 64x, 352 lastest driver, GTX 980 ASUS STRIX OC
i4790k 10gb ram.
Running latest 1.04 GOG legal game :)

faces got gray and sometimes glowing reddish shaders on them :S

Win 7 64bit ; i7 4790K ; GTX 980 ASUS OC ;10 gb ram ; 353.06 ; 42" edid 3Dvision passive interleaved screen

Posted 05/30/2015 10:18 PM   
[quote=""][quote=""]Mike - do you see how weird that ground on the road look like. It`s like particles floating above it. BTW: I`ve seen that glow later on in swampy area - but that was on the ground and under water as well.[/quote] Hi - yeah I noticed that while I was doing this fix. It's kind of "transparent", where there is a layer under the road at a slightly deeper depth. It all seems to render "correctly" (i.e. in stereo), but the layers are different depths. Sometimes that just happens, but I will have a look at the decal shader fix to see if there is something in there I am correcting that I don't need to :-)[/quote] The same thing happened on some of the roads in Far Cry 4, and the pattern you showed me to fix decals did the trick there.
said:
said:Mike - do you see how weird that ground on the road look like. It`s like particles floating above it.

BTW: I`ve seen that glow later on in swampy area - but that was on the ground and under water as well.

Hi - yeah I noticed that while I was doing this fix. It's kind of "transparent", where there is a layer under the road at a slightly deeper depth. It all seems to render "correctly" (i.e. in stereo), but the layers are different depths. Sometimes that just happens, but I will have a look at the decal shader fix to see if there is something in there I am correcting that I don't need to :-)

The same thing happened on some of the roads in Far Cry 4, and the pattern you showed me to fix decals did the trick there.

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 05/31/2015 02:01 AM   
Hello, I found this bug with the game of card. The image of the card appears only in one eye.
Hello,

I found this bug with the game of card. The image of the card appears only in one eye.
Attachments

witcher302_50.jps

Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7

Posted 05/31/2015 05:09 AM   
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