If you have played wAtch dogs 1 in 3D vision, you can't play watch dogs 2 in cm mode or super depth mode, it looks so ugly... let's wait for the proper 3D vision fix ;)
If you have played wAtch dogs 1 in 3D vision, you can't play watch dogs 2 in cm mode or super depth mode, it looks so ugly... let's wait for the proper 3D vision fix ;)
It's pretty hard work, yes.
Basically, shaderhackers play the game, and identify "broken" shaders. A shader is a piece of code that tells your graphics card what kind of surface to render - transparent, reflective, shadow, dust, fire, etc - and how to render it.
They then look through that code and adjust it so that it renders properly in 3D. They then re-inject it into the game.
Some games have hundreds, or even thousands of shaders that must be fixed this way. Sometimes the process can be partially automated, sometimes not - and every game is different.
Basically, shaderhackers play the game, and identify "broken" shaders. A shader is a piece of code that tells your graphics card what kind of surface to render - transparent, reflective, shadow, dust, fire, etc - and how to render it.
They then look through that code and adjust it so that it renders properly in 3D. They then re-inject it into the game.
Some games have hundreds, or even thousands of shaders that must be fixed this way. Sometimes the process can be partially automated, sometimes not - and every game is different.
[quote="kagrra"]Is it hard work to make a 3dvision fix? What exactly they do?[/quote]
In order to make a [i]perfect[/i] fix, it's a lot of work. If your standards are low, like mine, it's not very hard to take a game from completely busted to at least playable. I'm more than happy to disable big effects like shadows even, if it means I can play in 3D. I'd rather disable effects than play in fake-3D. But, everyone is different.
If you are interested in how it all works and how to make fixes, take a look at Bo3b's School for ShaderHackers. Link is in my signature.
kagrra said:Is it hard work to make a 3dvision fix? What exactly they do?
In order to make a perfect fix, it's a lot of work. If your standards are low, like mine, it's not very hard to take a game from completely busted to at least playable. I'm more than happy to disable big effects like shadows even, if it means I can play in 3D. I'd rather disable effects than play in fake-3D. But, everyone is different.
If you are interested in how it all works and how to make fixes, take a look at Bo3b's School for ShaderHackers. Link is in my signature.
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
I'm celebrating - I just managed to *accurately* fix some Screen Space Reflections in this game, which I believe is a first for our community - all the others we've either completely fudged, or left unaltered and lifting off the ground when the camera is tilted, but these actually stay where they are supposed to be (they can still be falsely obscured by something in the foreground, but that's the case in 2D as well, so not my problem):
[url=https://forums.geforce.com/cmd/default/download-comment-attachment/71211/][img]https://forums.geforce.com/cmd/default/download-comment-attachment/71211/[/img][/url]
The gotcha is that similar to AO shaders, they need a bunch of adjustments and look a lot worse until all the adjustments are in place. This lot needed adjustments to all transformations using the InvProjectionMatrix, ProjectionMatrix, CameraSpaceToPreviousProjectedSpace, ProjectToPixelMatrix as well as the CameraPosition (the later moves the reflection from surface depth to correct depth). Based on this, I'm pretty convinced that my idea of altering the constant buffers instead could work for these effects (but not in this game - it uses a shortcut with InvProjectionMatrix that would still need a manual fixup).
I'm celebrating - I just managed to *accurately* fix some Screen Space Reflections in this game, which I believe is a first for our community - all the others we've either completely fudged, or left unaltered and lifting off the ground when the camera is tilted, but these actually stay where they are supposed to be (they can still be falsely obscured by something in the foreground, but that's the case in 2D as well, so not my problem):
The gotcha is that similar to AO shaders, they need a bunch of adjustments and look a lot worse until all the adjustments are in place. This lot needed adjustments to all transformations using the InvProjectionMatrix, ProjectionMatrix, CameraSpaceToPreviousProjectedSpace, ProjectToPixelMatrix as well as the CameraPosition (the later moves the reflection from surface depth to correct depth). Based on this, I'm pretty convinced that my idea of altering the constant buffers instead could work for these effects (but not in this game - it uses a shortcut with InvProjectionMatrix that would still need a manual fixup).
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
OMG, that's so incredible, DarkStar! Well done !
A very good "omen" for the starting year, hope you get down the details for a full shader fix for this game and maybe a new methodology for fixing such engines. Soooo exciting, thank you very much for sharing the news!
OMG, that's so incredible, DarkStar! Well done !
A very good "omen" for the starting year, hope you get down the details for a full shader fix for this game and maybe a new methodology for fixing such engines. Soooo exciting, thank you very much for sharing the news!
[center][size="XL"][color="orange"][b]Alpha release 0.1:[/b][/color][/size]
Link removed, see [url=https://forums.geforce.com/default/topic/979185/3d-vision/watch-dogs-2-3d-vision/post/5047669/#5047669]next update[/url][/center]
30MB zip file with 4.5 thousand shaders patched and I only just managed to find some pants ;-)
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71221/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71222/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71223/[/img]
I'm still quite early in the game so there's probably still broken effects, but I've got all the major stuff I could find. Please test and let me know if you run into any major issues.
Fixed
-----
- Accurate Screen Space Reflections (first ever accurate SSR fix for 3D Vision!)
- Accurate Specular Highlights
- Environmental reflections
- Lights
- Shadows
- Decals
- Skybox
- Light flares
- Volumetric Fog
- Added an automatic stereo crosshair
- Added an automatic/manual crosshair toggle
- Minimap pinned at screen depth
- Profile dialogs capped no closer than screen depth
- Synchronised particle physics between eyes (falling leaves)
- Fixed the "strange blue glitch" at light volume boundaries
- Targetting lines
- Lighting on walls in nethack vision
- Glass panels in nethack vision
Installation
------------
1. Extract the zip file under WATCH_DOGS2\bin
Keys
----
- K: Cycle between three crosshair modes: auto (enabled only when aiming), on
and off.
- ~: Toggle between two convergence presets for cutscenes and gameplay.
Note about anti-cheat software
------------------------------
This game uses anti-cheat software that is running even while in single player.
As far as we know our 3D fixes have never triggered a ban with these type of
services, but if you play with it enabled you do so at your own risk.
If you want to be on the safe side you can disable it by launching the game
with the -eac_launcher option. If you are launching through UPlay you can go
into the properties page for the game and use "Add launch arguments" to add
this. If done correctly you will get a message when the game launches that the
anti cheat software is not installed and multiplayer will be unavailable.
30MB zip file with 4.5 thousand shaders patched and I only just managed to find some pants ;-)
I'm still quite early in the game so there's probably still broken effects, but I've got all the major stuff I could find. Please test and let me know if you run into any major issues.
Fixed
-----
- Accurate Screen Space Reflections (first ever accurate SSR fix for 3D Vision!)
- Accurate Specular Highlights
- Environmental reflections
- Lights
- Shadows
- Decals
- Skybox
- Light flares
- Volumetric Fog
- Added an automatic stereo crosshair
- Added an automatic/manual crosshair toggle
- Minimap pinned at screen depth
- Profile dialogs capped no closer than screen depth
- Synchronised particle physics between eyes (falling leaves)
- Fixed the "strange blue glitch" at light volume boundaries
- Targetting lines
- Lighting on walls in nethack vision
- Glass panels in nethack vision
Installation
------------
1. Extract the zip file under WATCH_DOGS2\bin
Keys
----
- K: Cycle between three crosshair modes: auto (enabled only when aiming), on
and off.
- ~: Toggle between two convergence presets for cutscenes and gameplay.
Note about anti-cheat software
------------------------------
This game uses anti-cheat software that is running even while in single player.
As far as we know our 3D fixes have never triggered a ban with these type of
services, but if you play with it enabled you do so at your own risk.
If you want to be on the safe side you can disable it by launching the game
with the -eac_launcher option. If you are launching through UPlay you can go
into the properties page for the game and use "Add launch arguments" to add
this. If done correctly you will get a message when the game launches that the
anti cheat software is not installed and multiplayer will be unavailable.
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
The perils of shaderhacking - one minute everything is going along just nicely and everyone is happy:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71225/[/img]
Then the next thing you know you go to fix a halo problem on the water surface and discover that the buoyancy of the boats around you depends on the water being drawn:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71226/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71224/[/img]
And those were the lucky boats that landed on something - I didn't manage to hit the screenshot button in time before the others plummeted into the abyss... I haven't been able to reproduce this unfortunately (or fortunately) :-p
The perils of shaderhacking - one minute everything is going along just nicely and everyone is happy:
Then the next thing you know you go to fix a halo problem on the water surface and discover that the buoyancy of the boats around you depends on the water being drawn:
And those were the lucky boats that landed on something - I didn't manage to hit the screenshot button in time before the others plummeted into the abyss... I haven't been able to reproduce this unfortunately (or fortunately) :-p
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
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
Basically, shaderhackers play the game, and identify "broken" shaders. A shader is a piece of code that tells your graphics card what kind of surface to render - transparent, reflective, shadow, dust, fire, etc - and how to render it.
They then look through that code and adjust it so that it renders properly in 3D. They then re-inject it into the game.
Some games have hundreds, or even thousands of shaders that must be fixed this way. Sometimes the process can be partially automated, sometimes not - and every game is different.
In order to make a perfect fix, it's a lot of work. If your standards are low, like mine, it's not very hard to take a game from completely busted to at least playable. I'm more than happy to disable big effects like shadows even, if it means I can play in 3D. I'd rather disable effects than play in fake-3D. But, everyone is different.
If you are interested in how it all works and how to make fixes, take a look at Bo3b's School for ShaderHackers. Link is in my signature.
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
The gotcha is that similar to AO shaders, they need a bunch of adjustments and look a lot worse until all the adjustments are in place. This lot needed adjustments to all transformations using the InvProjectionMatrix, ProjectionMatrix, CameraSpaceToPreviousProjectedSpace, ProjectToPixelMatrix as well as the CameraPosition (the later moves the reflection from surface depth to correct depth). Based on this, I'm pretty convinced that my idea of altering the constant buffers instead could work for these effects (but not in this game - it uses a shortcut with InvProjectionMatrix that would still need a manual fixup).
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
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
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
A very good "omen" for the starting year, hope you get down the details for a full shader fix for this game and maybe a new methodology for fixing such engines. Soooo exciting, thank you very much for sharing the news!
Link removed, see next update
30MB zip file with 4.5 thousand shaders patched and I only just managed to find some pants ;-)
I'm still quite early in the game so there's probably still broken effects, but I've got all the major stuff I could find. Please test and let me know if you run into any major issues.
Fixed
-----
- Accurate Screen Space Reflections (first ever accurate SSR fix for 3D Vision!)
- Accurate Specular Highlights
- Environmental reflections
- Lights
- Shadows
- Decals
- Skybox
- Light flares
- Volumetric Fog
- Added an automatic stereo crosshair
- Added an automatic/manual crosshair toggle
- Minimap pinned at screen depth
- Profile dialogs capped no closer than screen depth
- Synchronised particle physics between eyes (falling leaves)
- Fixed the "strange blue glitch" at light volume boundaries
- Targetting lines
- Lighting on walls in nethack vision
- Glass panels in nethack vision
Installation
------------
1. Extract the zip file under WATCH_DOGS2\bin
Keys
----
- K: Cycle between three crosshair modes: auto (enabled only when aiming), on
and off.
- ~: Toggle between two convergence presets for cutscenes and gameplay.
Note about anti-cheat software
------------------------------
This game uses anti-cheat software that is running even while in single player.
As far as we know our 3D fixes have never triggered a ban with these type of
services, but if you play with it enabled you do so at your own risk.
If you want to be on the safe side you can disable it by launching the game
with the -eac_launcher option. If you are launching through UPlay you can go
into the properties page for the game and use "Add launch arguments" to add
this. If done correctly you will get a message when the game launches that the
anti cheat software is not installed and multiplayer will be unavailable.
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
Then the next thing you know you go to fix a halo problem on the water surface and discover that the buoyancy of the boats around you depends on the water being drawn:
And those were the lucky boats that landed on something - I didn't manage to hit the screenshot button in time before the others plummeted into the abyss... I haven't been able to reproduce this unfortunately (or fortunately) :-p
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
You made my day, that's a perfect 1st January (except I'm working) !
I'll test it during my lunch break :)))
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