That's correct I'm working on it right now. Specifically for INSIDE, this game was my main motivation for a Unity fix. I'll be posting screens soon, so be patient.
That's correct I'm working on it right now. Specifically for INSIDE, this game was my main motivation for a Unity fix. I'll be posting screens soon, so be patient.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
As i mentioned I've been working on a universal Unity fix. I managed to get most of the rendering issues sorted out. There are still a few things left to fix, menus, and some reflections and shadows . The latter are actually caused by a unity bug, using a off center projection matrix causes artifacts, but i should be able to fix this as well. The main thing that's left before the fix is actually usable is to get 3dvision to work lol. Right now everything is being rendered in SBS mode. Helifax and some others on the forum have offered some assistance in this so hopefully it won't take me to long to sort out. Anyhow here's some screenshots to feast your eye holes on:
[url=http://www.iforce.co.nz/View.aspx?i=2sgyh24q.fl3.jpg][img]http://iforce.co.nz/i/2sgyh24q.fl3.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=ocnwi5i4.xsi.jpg][img]http://iforce.co.nz/i/ocnwi5i4.xsi.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=h4sufnoc.mm1.jpg][img]http://iforce.co.nz/i/h4sufnoc.mm1.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=dyoblczm.sf1.jpg][img]http://iforce.co.nz/i/dyoblczm.sf1.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=1kp0hrat.chf.jpg][img]http://iforce.co.nz/i/1kp0hrat.chf.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=0xebb5iq.eid.jpg][img]http://iforce.co.nz/i/0xebb5iq.eid.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=e5krn5zt.pfn.jpg][img]http://iforce.co.nz/i/e5krn5zt.pfn.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=xaem00lf.xkk.jpg][img]http://iforce.co.nz/i/xaem00lf.xkk.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=53znwidw.auj.jpg][img]http://iforce.co.nz/i/53znwidw.auj.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=x5heehbc.m1j.jpg][img]http://iforce.co.nz/i/x5heehbc.m1j.jpg[/img][/url]
As i mentioned I've been working on a universal Unity fix. I managed to get most of the rendering issues sorted out. There are still a few things left to fix, menus, and some reflections and shadows . The latter are actually caused by a unity bug, using a off center projection matrix causes artifacts, but i should be able to fix this as well. The main thing that's left before the fix is actually usable is to get 3dvision to work lol. Right now everything is being rendered in SBS mode. Helifax and some others on the forum have offered some assistance in this so hopefully it won't take me to long to sort out. Anyhow here's some screenshots to feast your eye holes on:
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Thanks! I recommend everyone play this game. The art design, atmosphere, animation, etc is all top notch. One of my favorite games of last year and I can't wait to play it in 3D if/when the fix is finished.
To all you inside fans...check out this game called Little Nightmares which comes out next week. Looks incredible from the footage I've seen
https://www.youtube.com/watch?v=VCn430sHLxs
Thanks! I recommend everyone play this game. The art design, atmosphere, animation, etc is all top notch. One of my favorite games of last year and I can't wait to play it in 3D if/when the fix is finished.
To all you inside fans...check out this game called Little Nightmares which comes out next week. Looks incredible from the footage I've seen
[quote="sgsrules"]As i mentioned I've been working on a universal Unity fix. I managed to get most of the rendering issues sorted out. There are still a few things left to fix, menus, and some reflections and shadows . The latter are actually caused by a unity bug, using a off center projection matrix causes artifacts, but i should be able to fix this as well. The main thing that's left before the fix is actually usable is to get 3dvision to work lol. Right now everything is being rendered in SBS mode. Helifax and some others on the forum have offered some assistance in this so hopefully it won't take me to long to sort out. Anyhow here's some screenshots to feast your eye holes on:
<snip>
[/quote]
These are looking totally awesome. Also really looking forward to being able to also play this one in 3D.
For the off-center projection matrix- try doing an unbalanced projection matrix, with one eye being chosen as dominant. There has been some discussion that this is much more natural 3D anyway, because we all have a dominant eye.
For 3D aiming via iron-sights for example, it makes waaay more sense to have a dominant eye as the primary view, and an offset view for the other eye. Rather than centered.
If this is a unity problem from that, it's possible that it might not give you shadow glitches if the primary is not off-center. (May also make the non-dominant worse of course.)
sgsrules said:As i mentioned I've been working on a universal Unity fix. I managed to get most of the rendering issues sorted out. There are still a few things left to fix, menus, and some reflections and shadows . The latter are actually caused by a unity bug, using a off center projection matrix causes artifacts, but i should be able to fix this as well. The main thing that's left before the fix is actually usable is to get 3dvision to work lol. Right now everything is being rendered in SBS mode. Helifax and some others on the forum have offered some assistance in this so hopefully it won't take me to long to sort out. Anyhow here's some screenshots to feast your eye holes on:
<snip>
These are looking totally awesome. Also really looking forward to being able to also play this one in 3D.
For the off-center projection matrix- try doing an unbalanced projection matrix, with one eye being chosen as dominant. There has been some discussion that this is much more natural 3D anyway, because we all have a dominant eye.
For 3D aiming via iron-sights for example, it makes waaay more sense to have a dominant eye as the primary view, and an offset view for the other eye. Rather than centered.
If this is a unity problem from that, it's possible that it might not give you shadow glitches if the primary is not off-center. (May also make the non-dominant worse of course.)
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
Nice Work, looks great
If you haven't, you might look at DarkStarSword's Unity documentaion
He has quite a few gitHub entries for Unity, so it's better just to Google DarkStarSword Unity to find them all
Here's a link to just one of them
https://github.com/DarkStarSword/3d-fixes/tree/master/Unity5/DX11
Excellent work sgsrules - this was one of my favourite games last year, with a very appealing art style. Can't wait to play through again with your fix.
Excellent work sgsrules - this was one of my favourite games last year, with a very appealing art style. Can't wait to play through again with your fix.
Can't wait to play INSIDE in 3D! I got it yesterday on GOG (by buying Little Nightmares) and I was thinking about fixing it, but then I remembered about your work in progress tool. I tried to use the Unity scripts to fix it anyway, but I got an error:
[code]
autofix53.sh: línea 32: cd: ShaderFNVs: No such file or directory
cleanup_unity_shaders: /cygdrive/c/gog not tracked in git, skipping
Applying sun shaft fix...
Applying vertex shader halo, reflection & frustum fixes...
usage: hlsltool.py [-h] [--install] [--install-to INSTALL_TO] [--to-git]
[--force] [--output OUTPUT] [--in-place] [--fxc FXC]
[--no-validate] [--strip-tail] [--auto-fix-vertex-halo]
[--fix-unity-lighting-ps [FIX_UNITY_LIGHTING_PS]]
[--fix-unity-reflection] [--fix-unity-frustum-world]
[--fix-unity-sun-shafts] [--only-autofixed]
[--ignore-other-errors] [--verbose] [--quiet]
files [files ...]
hlsltool.py: error: unrecognized arguments: --fix-unusual-halo-with-inconsistent-w-optimisation
Applying pixel shader reflection fix...
Alejandro@DESKTOP-EJQ014C /cygdrive/c/gog/inside
[/code]
So aside from forcing the game to enable 3D and fixing two haloing issues, I couldn't do more.
Can't wait to play INSIDE in 3D! I got it yesterday on GOG (by buying Little Nightmares) and I was thinking about fixing it, but then I remembered about your work in progress tool. I tried to use the Unity scripts to fix it anyway, but I got an error:
autofix53.sh: línea 32: cd: ShaderFNVs: No such file or directory
cleanup_unity_shaders: /cygdrive/c/gog not tracked in git, skipping
[quote="bo3b"]
For the off-center projection matrix- try doing an unbalanced projection matrix, with one eye being chosen as dominant. There has been some discussion that this is much more natural 3D anyway, because we all have a dominant eye.
For 3D aiming via iron-sights for example, it makes waaay more sense to have a dominant eye as the primary view, and an offset view for the other eye. Rather than centered.
[/quote]
That's interesting, I've never heard of an unbalanced projection matrix. I'm assuming to create one you would leave one of the projection matrices for an eye untouched and then apply 2x the normal offset to the other? I'm a bit skeptical as to the accuracy of this approach but I could add this as a feature and have it toggled via a hotkey. This still wouldn't fix the issue with the shadows on reflection since one of the eyes would still be incorrect.
[quote="bo3b"]
If this is a unity problem from that, it's possible that it might not give you shadow glitches if the primary is not off-center. (May also make the non-dominant worse of course.)[/quote]
I misspoke, the shadow glitch isn't universal, it only affects some uncommon combinations. In INSIDE the only time i've seen it pop up is when there are shadows on the water or a reflective surface. The reflections and shadows work fine otherwise. During my tests if i only offset the view matrix the shadows on the water would offset correctly, but any direct changes to the projection matrix would not affect the shadows at all. Stereo rendering doesn't even have to be enabled, you can simply adjust the main camera to a offcenter projection and it will break the reflection shadows. I'm assuming that somewhere in the pipeline the projection matrix is being recalculated (or optimized) by Unity in a way that doesn't take into consideration the off center calculations. Unity is basically just calculating it using the fov and near and far clip plane, instead of referencing the projection matrix that it stored in the camera. The solution would be to find out were this is being done and override the function with a fix. It's a fairly small issue when compared to the plethora or issues that ussually pop up when using 3dVision automatic.
bo3b said:
For the off-center projection matrix- try doing an unbalanced projection matrix, with one eye being chosen as dominant. There has been some discussion that this is much more natural 3D anyway, because we all have a dominant eye.
For 3D aiming via iron-sights for example, it makes waaay more sense to have a dominant eye as the primary view, and an offset view for the other eye. Rather than centered.
That's interesting, I've never heard of an unbalanced projection matrix. I'm assuming to create one you would leave one of the projection matrices for an eye untouched and then apply 2x the normal offset to the other? I'm a bit skeptical as to the accuracy of this approach but I could add this as a feature and have it toggled via a hotkey. This still wouldn't fix the issue with the shadows on reflection since one of the eyes would still be incorrect.
bo3b said:
If this is a unity problem from that, it's possible that it might not give you shadow glitches if the primary is not off-center. (May also make the non-dominant worse of course.)
I misspoke, the shadow glitch isn't universal, it only affects some uncommon combinations. In INSIDE the only time i've seen it pop up is when there are shadows on the water or a reflective surface. The reflections and shadows work fine otherwise. During my tests if i only offset the view matrix the shadows on the water would offset correctly, but any direct changes to the projection matrix would not affect the shadows at all. Stereo rendering doesn't even have to be enabled, you can simply adjust the main camera to a offcenter projection and it will break the reflection shadows. I'm assuming that somewhere in the pipeline the projection matrix is being recalculated (or optimized) by Unity in a way that doesn't take into consideration the off center calculations. Unity is basically just calculating it using the fov and near and far clip plane, instead of referencing the projection matrix that it stored in the camera. The solution would be to find out were this is being done and override the function with a fix. It's a fairly small issue when compared to the plethora or issues that ussually pop up when using 3dVision automatic.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
[quote="Conan481"]Thanks! I recommend everyone play this game. The art design, atmosphere, animation, etc is all top notch. One of my favorite games of last year and I can't wait to play it in 3D if/when the fix is finished.
[/quote]
[quote="ummester"]
Excellent work sgsrules - this was one of my favourite games last year, with a very appealing art style. Can't wait to play through again with your fix.
[/quote]
Oh yes! Inside is one of my favorite games of the past few years, it and the Witcher 3 are my 2 top two hands down. If you look at my previous posts you'll see me praising the hell out of it. If it wasn't for INSIDE I probably wouldn't be spending so much time on a Unity fix since i can't think of any other Unity games that haven't been fixed yet that i want to play in 3D.
[quote="Conan481"]
To all you inside fans...check out this game called Little Nightmares which comes out next week. Looks incredible from the footage I've seen
https://www.youtube.com/watch?v=VCn430sHLxs
[/quote]
I've been looking forward to this game as well. Does anyone know what engine it's running on. If it's using Unity then we could potentially apply the same fix.
Conan481 said:Thanks! I recommend everyone play this game. The art design, atmosphere, animation, etc is all top notch. One of my favorite games of last year and I can't wait to play it in 3D if/when the fix is finished.
ummester said:
Excellent work sgsrules - this was one of my favourite games last year, with a very appealing art style. Can't wait to play through again with your fix.
Oh yes! Inside is one of my favorite games of the past few years, it and the Witcher 3 are my 2 top two hands down. If you look at my previous posts you'll see me praising the hell out of it. If it wasn't for INSIDE I probably wouldn't be spending so much time on a Unity fix since i can't think of any other Unity games that haven't been fixed yet that i want to play in 3D.
Conan481 said:
To all you inside fans...check out this game called Little Nightmares which comes out next week. Looks incredible from the footage I've seen
I've been looking forward to this game as well. Does anyone know what engine it's running on. If it's using Unity then we could potentially apply the same fix.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
[quote="D-Man11"]Nice Work, looks great
If you haven't, you might look at DarkStarSword's Unity documentaion
He has quite a few gitHub entries for Unity, so it's better just to Google DarkStarSword Unity to find them all
Here's a link to just one of them
https://github.com/DarkStarSword/3d-fixes/tree/master/Unity5/DX11[/quote]
[quote="masterotaku"]
Can't wait to play INSIDE in 3D! I got it yesterday on GOG (by buying Little Nightmares) and I was thinking about fixing it, but then I remembered about your work in progress tool. I tried to use the Unity scripts to fix it anyway, but I got an error:
[/quote]
I cloned DarkStarSwords repository a while ago but it's all Shader fixes which don't apply to this method... unless i missed something.
I tried using his Unity scripts to fix INSIDE when it first came out but Masterotaku got further than I did. I could extract the shaders but would get errors once it started trying to patch them, I gave up fairly quickly.
masterotaku said:
Can't wait to play INSIDE in 3D! I got it yesterday on GOG (by buying Little Nightmares) and I was thinking about fixing it, but then I remembered about your work in progress tool. I tried to use the Unity scripts to fix it anyway, but I got an error:
I cloned DarkStarSwords repository a while ago but it's all Shader fixes which don't apply to this method... unless i missed something.
I tried using his Unity scripts to fix INSIDE when it first came out but Masterotaku got further than I did. I could extract the shaders but would get errors once it started trying to patch them, I gave up fairly quickly.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Bought it 2 weeks ago (40% discount for LIMBO owners) and I knew it wasn't 3D friendly so I didn't wait and played it all.
Now if it's get fixed to play in 3D I'll sure revisit all over again! I'm blown away by those pics! Didn't know there could be so much depth.
It's also worth noting that 4everawake took a look at this game using DarkStarSword's Unity Python scripts. 4everawake is the master of using those scripts, as they are non-trivial to get working.
I can't pull up the post now, but he had a work-in-progress that fixed haloing and shadows, but lights like the flashlight were still broken. I think he got past the errors, but the lights were non-standard unity shaders, and thus unfixable by the script. (And stripped headers)
It's also worth noting that 4everawake took a look at this game using DarkStarSword's Unity Python scripts. 4everawake is the master of using those scripts, as they are non-trivial to get working.
I can't pull up the post now, but he had a work-in-progress that fixed haloing and shadows, but lights like the flashlight were still broken. I think he got past the errors, but the lights were non-standard unity shaders, and thus unfixable by the script. (And stripped headers)
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
[quote="sgsrules"][quote="bo3b"]For the off-center projection matrix- try doing an unbalanced projection matrix, with one eye being chosen as dominant. There has been some discussion that this is much more natural 3D anyway, because we all have a dominant eye.
For 3D aiming via iron-sights for example, it makes waaay more sense to have a dominant eye as the primary view, and an offset view for the other eye. Rather than centered.[/quote]That's interesting, I've never heard of an unbalanced projection matrix. I'm assuming to create one you would leave one of the projection matrices for an eye untouched and then apply 2x the normal offset to the other? I'm a bit skeptical as to the accuracy of this approach but I could add this as a feature and have it toggled via a hotkey. This still wouldn't fix the issue with the shadows on reflection since one of the eyes would still be incorrect.[/quote]
The reports I read said that it was surprisingly good, but the emphasis was on iron-sight aiming, and that logically would be better with an offset matrix. When reading about stereo 3D, the only real mistake would be to use toe-in matrices. NVidia was one of the first to make them parallel, and I think it just didn't occur to them to make a dominant eye version.
[quote="sgsrules"][quote="bo3b"]If this is a unity problem from that, it's possible that it might not give you shadow glitches if the primary is not off-center. (May also make the non-dominant worse of course.)[/quote]I misspoke, the shadow glitch isn't universal, it only affects some uncommon combinations. In INSIDE the only time i've seen it pop up is when there are shadows on the water or a reflective surface. The reflections and shadows work fine otherwise. During my tests if i only offset the view matrix the shadows on the water would offset correctly, but any direct changes to the projection matrix would not affect the shadows at all. Stereo rendering doesn't even have to be enabled, you can simply adjust the main camera to a offcenter projection and it will break the reflection shadows. I'm assuming that somewhere in the pipeline the projection matrix is being recalculated (or optimized) by Unity in a way that doesn't take into consideration the off center calculations. Unity is basically just calculating it using the fov and near and far clip plane, instead of referencing the projection matrix that it stored in the camera. The solution would be to find out were this is being done and override the function with a fix. It's a fairly small issue when compared to the plethora or issues that ussually pop up when using 3dVision automatic.[/quote]
My best guess here, after having looked at probably 100 games, is that the reflection shader is actually using yet another matrix that is not being modified.
For reflections in particular, I've seen a lot of examples where they create yet another projection matrix and don't use the primary one. And/or they also use an inverse matrix that is different than others used for things like shadows. I'm not sure what their motivation is, but it's pretty common to have another inverse or projection matrix just for reflections.
It might be worth looking for the reflection shader specifically, maybe use 3Dmigoto to dump it, and see if this is the case. You could then theoretically also modify that matrix, and have reflections fixed too. If you dump the headers using DarkStarSword's tool, you can then find the actual name that you could then tweak in your C# code.
bo3b said:For the off-center projection matrix- try doing an unbalanced projection matrix, with one eye being chosen as dominant. There has been some discussion that this is much more natural 3D anyway, because we all have a dominant eye.
For 3D aiming via iron-sights for example, it makes waaay more sense to have a dominant eye as the primary view, and an offset view for the other eye. Rather than centered.
That's interesting, I've never heard of an unbalanced projection matrix. I'm assuming to create one you would leave one of the projection matrices for an eye untouched and then apply 2x the normal offset to the other? I'm a bit skeptical as to the accuracy of this approach but I could add this as a feature and have it toggled via a hotkey. This still wouldn't fix the issue with the shadows on reflection since one of the eyes would still be incorrect.
The reports I read said that it was surprisingly good, but the emphasis was on iron-sight aiming, and that logically would be better with an offset matrix. When reading about stereo 3D, the only real mistake would be to use toe-in matrices. NVidia was one of the first to make them parallel, and I think it just didn't occur to them to make a dominant eye version.
sgsrules said:
bo3b said:If this is a unity problem from that, it's possible that it might not give you shadow glitches if the primary is not off-center. (May also make the non-dominant worse of course.)
I misspoke, the shadow glitch isn't universal, it only affects some uncommon combinations. In INSIDE the only time i've seen it pop up is when there are shadows on the water or a reflective surface. The reflections and shadows work fine otherwise. During my tests if i only offset the view matrix the shadows on the water would offset correctly, but any direct changes to the projection matrix would not affect the shadows at all. Stereo rendering doesn't even have to be enabled, you can simply adjust the main camera to a offcenter projection and it will break the reflection shadows. I'm assuming that somewhere in the pipeline the projection matrix is being recalculated (or optimized) by Unity in a way that doesn't take into consideration the off center calculations. Unity is basically just calculating it using the fov and near and far clip plane, instead of referencing the projection matrix that it stored in the camera. The solution would be to find out were this is being done and override the function with a fix. It's a fairly small issue when compared to the plethora or issues that ussually pop up when using 3dVision automatic.
My best guess here, after having looked at probably 100 games, is that the reflection shader is actually using yet another matrix that is not being modified.
For reflections in particular, I've seen a lot of examples where they create yet another projection matrix and don't use the primary one. And/or they also use an inverse matrix that is different than others used for things like shadows. I'm not sure what their motivation is, but it's pretty common to have another inverse or projection matrix just for reflections.
It might be worth looking for the reflection shader specifically, maybe use 3Dmigoto to dump it, and see if this is the case. You could then theoretically also modify that matrix, and have reflections fixed too. If you dump the headers using DarkStarSword's tool, you can then find the actual name that you could then tweak in your C# code.
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
Sad that nobody at nvidia is looking at fixing this with others working on it. It would be great to still see some kind of support. What I mean is if they see some are working hard on trying to fix this, they could just be friendly and be interested to have a look also, and maybe just release a new driver or something that would help us all for a few more months.
If it ever get fixed by the community I think we should get ready to spread the news, starting by Playdead and showing them the game. Not only one guy, in case he's not interested in 3D that muc but to all the studio. Who knows maybe next time they will have in mind to support 3D from start or make it easier to have it done by the community.
Then reaches to all important news websites to demonstrate fans can do wonders. INSIDE won many prizes so that should be easy to have anyone have a second look, in 3D this time.
This is exciting! :)
Sad that nobody at nvidia is looking at fixing this with others working on it. It would be great to still see some kind of support. What I mean is if they see some are working hard on trying to fix this, they could just be friendly and be interested to have a look also, and maybe just release a new driver or something that would help us all for a few more months.
If it ever get fixed by the community I think we should get ready to spread the news, starting by Playdead and showing them the game. Not only one guy, in case he's not interested in 3D that muc but to all the studio. Who knows maybe next time they will have in mind to support 3D from start or make it easier to have it done by the community.
Then reaches to all important news websites to demonstrate fans can do wonders. INSIDE won many prizes so that should be easy to have anyone have a second look, in 3D this time.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
To all you inside fans...check out this game called Little Nightmares which comes out next week. Looks incredible from the footage I've seen
These are looking totally awesome. Also really looking forward to being able to also play this one in 3D.
For the off-center projection matrix- try doing an unbalanced projection matrix, with one eye being chosen as dominant. There has been some discussion that this is much more natural 3D anyway, because we all have a dominant eye.
For 3D aiming via iron-sights for example, it makes waaay more sense to have a dominant eye as the primary view, and an offset view for the other eye. Rather than centered.
If this is a unity problem from that, it's possible that it might not give you shadow glitches if the primary is not off-center. (May also make the non-dominant worse of course.)
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
If you haven't, you might look at DarkStarSword's Unity documentaion
He has quite a few gitHub entries for Unity, so it's better just to Google DarkStarSword Unity to find them all
Here's a link to just one of them
https://github.com/DarkStarSword/3d-fixes/tree/master/Unity5/DX11
So aside from forcing the game to enable 3D and fixing two haloing issues, I couldn't do more.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
That's interesting, I've never heard of an unbalanced projection matrix. I'm assuming to create one you would leave one of the projection matrices for an eye untouched and then apply 2x the normal offset to the other? I'm a bit skeptical as to the accuracy of this approach but I could add this as a feature and have it toggled via a hotkey. This still wouldn't fix the issue with the shadows on reflection since one of the eyes would still be incorrect.
I misspoke, the shadow glitch isn't universal, it only affects some uncommon combinations. In INSIDE the only time i've seen it pop up is when there are shadows on the water or a reflective surface. The reflections and shadows work fine otherwise. During my tests if i only offset the view matrix the shadows on the water would offset correctly, but any direct changes to the projection matrix would not affect the shadows at all. Stereo rendering doesn't even have to be enabled, you can simply adjust the main camera to a offcenter projection and it will break the reflection shadows. I'm assuming that somewhere in the pipeline the projection matrix is being recalculated (or optimized) by Unity in a way that doesn't take into consideration the off center calculations. Unity is basically just calculating it using the fov and near and far clip plane, instead of referencing the projection matrix that it stored in the camera. The solution would be to find out were this is being done and override the function with a fix. It's a fairly small issue when compared to the plethora or issues that ussually pop up when using 3dVision automatic.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Oh yes! Inside is one of my favorite games of the past few years, it and the Witcher 3 are my 2 top two hands down. If you look at my previous posts you'll see me praising the hell out of it. If it wasn't for INSIDE I probably wouldn't be spending so much time on a Unity fix since i can't think of any other Unity games that haven't been fixed yet that i want to play in 3D.
I've been looking forward to this game as well. Does anyone know what engine it's running on. If it's using Unity then we could potentially apply the same fix.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
The pictures looks great, you are about to revolutionaire 3D gaming !!!
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 ;)
I cloned DarkStarSwords repository a while ago but it's all Shader fixes which don't apply to this method... unless i missed something.
I tried using his Unity scripts to fix INSIDE when it first came out but Masterotaku got further than I did. I could extract the shaders but would get errors once it started trying to patch them, I gave up fairly quickly.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Now if it's get fixed to play in 3D I'll sure revisit all over again! I'm blown away by those pics! Didn't know there could be so much depth.
3D Vision must live! NVIDIA, don't let us down!
I can't pull up the post now, but he had a work-in-progress that fixed haloing and shadows, but lights like the flashlight were still broken. I think he got past the errors, but the lights were non-standard unity shaders, and thus unfixable by the script. (And stripped headers)
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 reports I read said that it was surprisingly good, but the emphasis was on iron-sight aiming, and that logically would be better with an offset matrix. When reading about stereo 3D, the only real mistake would be to use toe-in matrices. NVidia was one of the first to make them parallel, and I think it just didn't occur to them to make a dominant eye version.
My best guess here, after having looked at probably 100 games, is that the reflection shader is actually using yet another matrix that is not being modified.
For reflections in particular, I've seen a lot of examples where they create yet another projection matrix and don't use the primary one. And/or they also use an inverse matrix that is different than others used for things like shadows. I'm not sure what their motivation is, but it's pretty common to have another inverse or projection matrix just for reflections.
It might be worth looking for the reflection shader specifically, maybe use 3Dmigoto to dump it, and see if this is the case. You could then theoretically also modify that matrix, and have reflections fixed too. If you dump the headers using DarkStarSword's tool, you can then find the actual name that you could then tweak in your C# code.
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
If it ever get fixed by the community I think we should get ready to spread the news, starting by Playdead and showing them the game. Not only one guy, in case he's not interested in 3D that muc but to all the studio. Who knows maybe next time they will have in mind to support 3D from start or make it easier to have it done by the community.
Then reaches to all important news websites to demonstrate fans can do wonders. INSIDE won many prizes so that should be easy to have anyone have a second look, in 3D this time.
This is exciting! :)
3D Vision must live! NVIDIA, don't let us down!