[quote="mrorange55"]But I need the game on Steam.[/quote]I used to take that attitude, and for most games I still do, since if they aren't in my Steam list I never see them, don't get achievements, etc. but for most Ubisoft games (except Blood Dragon and Grow Home) they have no real advantage to being on Steam since they don't take advantage of any Steam features beyond the mandatory forum, and they still have to go through UPlay anyway, so there's two possible points of failure instead of one.
For me personally, Steam's DRM has caused me trouble on a few occasions (Paradise City was unplayable for a few days because of some BS reason that they did not have enough keys, and it is surprising just how many games will not launch in Steam's offline mode, even if they have been played online recently), while UPlay has never given me any trouble, and the offline mode seems to work flawlessly. Of course YMMV, but from what I gather, UPlay used to be a lot worse than it is now.
Ubisoft are pricing their games better on UPlay than Steam because they want people on the platform, and when FC3 was a whole $50 cheaper for a boxed copy with a UPlay code *on launch* (through Video Ezy of all places) than it was to buy on Steam I was convinced to go UPlay only for that title, and my experience has been mostly positive since then.
Publishers trying to force us to one platform or the other aside, UPlay does now seem to support launching a game while it is still downloading, and I was able to run FCPrimal with no issues when it still had about 10GB remaining.
Still, at least they do allow the option of buying it through Steam, unlike E.A. and their Origin exclusives.
I used to take that attitude, and for most games I still do, since if they aren't in my Steam list I never see them, don't get achievements, etc. but for most Ubisoft games (except Blood Dragon and Grow Home) they have no real advantage to being on Steam since they don't take advantage of any Steam features beyond the mandatory forum, and they still have to go through UPlay anyway, so there's two possible points of failure instead of one.
For me personally, Steam's DRM has caused me trouble on a few occasions (Paradise City was unplayable for a few days because of some BS reason that they did not have enough keys, and it is surprising just how many games will not launch in Steam's offline mode, even if they have been played online recently), while UPlay has never given me any trouble, and the offline mode seems to work flawlessly. Of course YMMV, but from what I gather, UPlay used to be a lot worse than it is now.
Ubisoft are pricing their games better on UPlay than Steam because they want people on the platform, and when FC3 was a whole $50 cheaper for a boxed copy with a UPlay code *on launch* (through Video Ezy of all places) than it was to buy on Steam I was convinced to go UPlay only for that title, and my experience has been mostly positive since then.
Publishers trying to force us to one platform or the other aside, UPlay does now seem to support launching a game while it is still downloading, and I was able to run FCPrimal with no issues when it still had about 10GB remaining.
Still, at least they do allow the option of buying it through Steam, unlike E.A. and their Origin exclusives.
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"] UPlay does now seem to support launching a game while it is still downloading, and I was able to run FCPrimal with no issues when it still had about 10GB remaining.
[/quote]
That's awesome, thanks for letting us know about that!
DarkStarSword said: UPlay does now seem to support launching a game while it is still downloading, and I was able to run FCPrimal with no issues when it still had about 10GB remaining.
That's awesome, thanks for letting us know about that!
It looks fabulous, thanks a TON DSS !!
It's my birtday in exactly a week, so I would consider FC Primal to bee a perfect present :)
I totally agree about UPlay, I think it works flawless, except for the lack of family sharing.
I have a lot of games on UPlay, TBH I can't remember a single problem !
I can't really see the point in launching UPlay games through Steam..
It looks fabulous, thanks a TON DSS !!
It's my birtday in exactly a week, so I would consider FC Primal to bee a perfect present :)
I totally agree about UPlay, I think it works flawless, except for the lack of family sharing.
I have a lot of games on UPlay, TBH I can't remember a single problem !
I can't really see the point in launching UPlay games through Steam..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Thanks for the pictures. It truely looks impressive.
I agree that Uplay is overall very good and that two DRM might conflict ingame, even that I have never experienced this myself.
On the other hand, using Steam & Uplay allows to have the best of them both. I like having the Forum as well as the possibility to upload pictures to Steam. I always love having the time counter from Steam and everyhting that comes with it - this is actually one of the best instruments to manage my gaming life.
The biggest problem with games on Uplay or Origin or even on my consoles is, that I simply forget about them. That I don't play them and prefer just going through my vast library on Steam. It is fine for me to wait some more month until I get it cheaper on Steam, I guess... unfortunately the Steam key for this game are still 55 EUR on key sites.
Thanks for the pictures. It truely looks impressive.
I agree that Uplay is overall very good and that two DRM might conflict ingame, even that I have never experienced this myself.
On the other hand, using Steam & Uplay allows to have the best of them both. I like having the Forum as well as the possibility to upload pictures to Steam. I always love having the time counter from Steam and everyhting that comes with it - this is actually one of the best instruments to manage my gaming life.
The biggest problem with games on Uplay or Origin or even on my consoles is, that I simply forget about them. That I don't play them and prefer just going through my vast library on Steam. It is fine for me to wait some more month until I get it cheaper on Steam, I guess... unfortunately the Steam key for this game are still 55 EUR on key sites.
[quote="DarkStarSword]The HUD is still a work in progress - for the most part I have adjusted the entire HUD to match the crosshair depth, which works ok. I don't want to go overboard on adding too much texture filtering since that will need hash tracking enabled which eats some performance (I have plans to rework this in 3DMigoto, but that will change the hashes).[/quote]
Is it possible to set hud at like 30% depth Unless crosshair depth is higher?
I always kind of wondered if it was possible. This way its not pinging around if aiming at ground or close by targets.
Again not sure if its possible. I always wanted to try setting hud to crosshair but setting limits on how high and how low the separation of crosshair.
Again not sure if possible but that sounds great.
Huds were my greatest peev in 3D gaming and rarely found a solution I was happy with on hud heavy games.
DarkStarSword said:The HUD is still a work in progress - for the most part I have adjusted the entire HUD to match the crosshair depth, which works ok. I don't want to go overboard on adding too much texture filtering since that will need hash tracking enabled which eats some performance (I have plans to rework this in 3DMigoto, but that will change the hashes).
Is it possible to set hud at like 30% depth Unless crosshair depth is higher?
I always kind of wondered if it was possible. This way its not pinging around if aiming at ground or close by targets.
Again not sure if its possible. I always wanted to try setting hud to crosshair but setting limits on how high and how low the separation of crosshair.
Again not sure if possible but that sounds great.
Huds were my greatest peev in 3D gaming and rarely found a solution I was happy with on hud heavy games.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Thank you DarkStarSword for this alpha (and for everything!).
I have followed your instructions but, with the fix copied and with the game's .exe added to the Far Cry 4 profile, I have no control over the game once it started: can't navigate with the keyboard and neither with the PS4 controller (through DS4Windows). Without the fix, both keyboard and PS4 controller works.
It wouldn't be the first time the noob side of me messes things, but since the instructions seemed straightforward, I can't see what have I done wrong? ;)
Thank you DarkStarSword for this alpha (and for everything!).
I have followed your instructions but, with the fix copied and with the game's .exe added to the Far Cry 4 profile, I have no control over the game once it started: can't navigate with the keyboard and neither with the PS4 controller (through DS4Windows). Without the fix, both keyboard and PS4 controller works.
It wouldn't be the first time the noob side of me messes things, but since the instructions seemed straightforward, I can't see what have I done wrong? ;)
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
[quote="eqzitara"]Is it possible to set hud at like 30% depth Unless crosshair depth is higher?
I always kind of wondered if it was possible. This way its not pinging around if aiming at ground or close by targets.
Again not sure if its possible. I always wanted to try setting hud to crosshair but setting limits on how high and how low the separation of crosshair.
Again not sure if possible but that sounds great.[/quote]
That is possible, and I already have a minimum depth adjustment on the crosshair. The biggest problem with using the crosshair depth in a game like this is that it can get momentarily snagged on foliage closer to the camera which can make the HUD jump around. I'm using my stereo2mono depth buffer technique to reduce that, but it can't eliminate it entirely. Also, the crosshair depth is not ideal since it's fairly common for the center of the screen to be at a large depth, but the depth around other HUD elements can be a lot closer.
One thing I'm thinking of trying is to try to separate out the minimap and related HUD elements in the bottom left, and the goals in the top left and probe several spots on the depth buffer and average them, then position those elements a little closer than that, maybe even even averaging the calculated depth over the last several frames. I already have some logic to separate these out, but it fell apart the first time a full screen tutorial message appeared, which I will have to see if I can detect and blacklist (I already have two methods to blacklist full screen menus).
Subtitles are one HUD element that is going to be important to try to separate out and apply a good automatic adjustment here, since oddly enough it turns out they didn't speak English in 10,000 BC and the subtitles are kind of important :-p
In FC4 I used the vertex buffers to locate the center of certain whitelisted HUD icons and adjusted them by ray tracing the depth buffer through that point. In theory I should be able to do the same here, but the vertex buffer structure seems inconsistent for some reason (one draw call it seems to be position, texcoord, colour, and the next it seems to be texcoord, colour, position). I may have just screwed something up there - I need to add a way for 3DMigoto to dump their structures so I can check and maybe come up with a solution if they do indeed vary (like passing the offset of a given semantic in via IniParams). I also want to see if it might be possible to inject a geometry shader for HUD adjustments, as it might provide a more consistent means to check the position of each vertex in a single triangle, and potentially adjacent triangles in the same draw call.
Waypoint markers were a problem in FC4 - I was able to detect the icon easily enough, and was hoping to set a flag so that the text in the next draw call could adjust to the same depth, but it turned out that FC4 drew the text before the icon and I couldn't retrospectively adjust it.
But whatever I do, I really want to finish my rework of the texture hashes in 3DMigoto first so I can turn on hash tracking without it causing too much stuttering whenever the game updates a texture. I wrote the code to do this a couple of months ago, but while I was testing it in FC4 I discovered that in some circumstances the game will copy a texture from one mip-map level to a different mip-map level in the destination, which messes up the hash tracking (both the current implementation and my rework), and countering it would nullify the benefit of the reworked hashes... So, my plan is to replace the description hash with a full description so that 3DMigoto can make better decisions about when it really needs to hash the texture data, and can potentially take mip-maps into account, but that's a more significant rework and there are still some details I still need to work out.
[quote]Huds were my greatest peev in 3D gaming and rarely found a solution I was happy with on hud heavy games.[/quote]Definitely!
eqzitara said:Is it possible to set hud at like 30% depth Unless crosshair depth is higher?
I always kind of wondered if it was possible. This way its not pinging around if aiming at ground or close by targets.
Again not sure if its possible. I always wanted to try setting hud to crosshair but setting limits on how high and how low the separation of crosshair.
Again not sure if possible but that sounds great.
That is possible, and I already have a minimum depth adjustment on the crosshair. The biggest problem with using the crosshair depth in a game like this is that it can get momentarily snagged on foliage closer to the camera which can make the HUD jump around. I'm using my stereo2mono depth buffer technique to reduce that, but it can't eliminate it entirely. Also, the crosshair depth is not ideal since it's fairly common for the center of the screen to be at a large depth, but the depth around other HUD elements can be a lot closer.
One thing I'm thinking of trying is to try to separate out the minimap and related HUD elements in the bottom left, and the goals in the top left and probe several spots on the depth buffer and average them, then position those elements a little closer than that, maybe even even averaging the calculated depth over the last several frames. I already have some logic to separate these out, but it fell apart the first time a full screen tutorial message appeared, which I will have to see if I can detect and blacklist (I already have two methods to blacklist full screen menus).
Subtitles are one HUD element that is going to be important to try to separate out and apply a good automatic adjustment here, since oddly enough it turns out they didn't speak English in 10,000 BC and the subtitles are kind of important :-p
In FC4 I used the vertex buffers to locate the center of certain whitelisted HUD icons and adjusted them by ray tracing the depth buffer through that point. In theory I should be able to do the same here, but the vertex buffer structure seems inconsistent for some reason (one draw call it seems to be position, texcoord, colour, and the next it seems to be texcoord, colour, position). I may have just screwed something up there - I need to add a way for 3DMigoto to dump their structures so I can check and maybe come up with a solution if they do indeed vary (like passing the offset of a given semantic in via IniParams). I also want to see if it might be possible to inject a geometry shader for HUD adjustments, as it might provide a more consistent means to check the position of each vertex in a single triangle, and potentially adjacent triangles in the same draw call.
Waypoint markers were a problem in FC4 - I was able to detect the icon easily enough, and was hoping to set a flag so that the text in the next draw call could adjust to the same depth, but it turned out that FC4 drew the text before the icon and I couldn't retrospectively adjust it.
But whatever I do, I really want to finish my rework of the texture hashes in 3DMigoto first so I can turn on hash tracking without it causing too much stuttering whenever the game updates a texture. I wrote the code to do this a couple of months ago, but while I was testing it in FC4 I discovered that in some circumstances the game will copy a texture from one mip-map level to a different mip-map level in the destination, which messes up the hash tracking (both the current implementation and my rework), and countering it would nullify the benefit of the reworked hashes... So, my plan is to replace the description hash with a full description so that 3DMigoto can make better decisions about when it really needs to hash the texture data, and can potentially take mip-maps into account, but that's a more significant rework and there are still some details I still need to work out.
Huds were my greatest peev in 3D gaming and rarely found a solution I was happy with on hud heavy games.
Definitely!
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="costiq"]I have followed your instructions but, with the fix copied and with the game's .exe added to the Far Cry 4 profile, I have no control over the game once it started: can't navigate with the keyboard and neither with the PS4 controller (through DS4Windows). Without the fix, both keyboard and PS4 controller works.[/quote]I honestly can't think of anything that would cause that :-/
Does FC4 work alright for you with the latest fix?
It might be worth seeing if it happens on older versions of 3DMigoto, like 1.0.1 (the fix won't work, but it might help narrow down the cause).
I see in your signature that you are running Windows 10, so I might boot that later and see if I can reproduce it (and if anyone else is testing on Windows 10, please report success/failure).
The only other possibility I can think of is perhaps some combination of DS4Windows, 3DMigoto's xinput handling and the game is causing issues - it might be worth uninstalling DS4Windows and rebooting to see if that changes anything.
costiq said:I have followed your instructions but, with the fix copied and with the game's .exe added to the Far Cry 4 profile, I have no control over the game once it started: can't navigate with the keyboard and neither with the PS4 controller (through DS4Windows). Without the fix, both keyboard and PS4 controller works.
I honestly can't think of anything that would cause that :-/
Does FC4 work alright for you with the latest fix?
It might be worth seeing if it happens on older versions of 3DMigoto, like 1.0.1 (the fix won't work, but it might help narrow down the cause).
I see in your signature that you are running Windows 10, so I might boot that later and see if I can reproduce it (and if anyone else is testing on Windows 10, please report success/failure).
The only other possibility I can think of is perhaps some combination of DS4Windows, 3DMigoto's xinput handling and the game is causing issues - it might be worth uninstalling DS4Windows and rebooting to see if that changes anything.
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
Alpha 0.2: https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+Primal-0.2.zip
Changes since 0.1:
- Fixed a few more volumetric fog shaders
- Fixed bloom (in the area where you get the owl guide, and around distant campfires at night)
- Fixed crosshair adjustment breaking just after the sun goes down
- Fixed enemy markers (correct depth like FC4)
- Fixed underwater caustics
- Fixed shallow water caustics - I disabled the specular fix on shaders with real reflections for this, so I might revisit it later... but then again that was just polish so I might leave it. Other specular reflections are still at correct depth.
- Add high convergence preset on \ (cycle between two presets), or by holding Z for 1.4 seconds (about how long it takes to call the owl). Tap Z or press \ again to return to the recommended convergence
- Bumped 3DMigoto to 1.2.34 to get the benefit of caching assembly shaders
- Fixed several decals
Be sure to use the uninstall.bat file to remove 0.1 before installing this one!
I'm not finding too many more broken effects at the moment, but there might still be a few - if you spot something broken please report it.
How are people finding the HUD adjustment? Personally I'm finding it pretty playable, though subtitles could be better.
Changes since 0.1:
- Fixed a few more volumetric fog shaders
- Fixed bloom (in the area where you get the owl guide, and around distant campfires at night)
- Fixed crosshair adjustment breaking just after the sun goes down
- Fixed enemy markers (correct depth like FC4)
- Fixed underwater caustics
- Fixed shallow water caustics - I disabled the specular fix on shaders with real reflections for this, so I might revisit it later... but then again that was just polish so I might leave it. Other specular reflections are still at correct depth.
- Add high convergence preset on \ (cycle between two presets), or by holding Z for 1.4 seconds (about how long it takes to call the owl). Tap Z or press \ again to return to the recommended convergence
- Bumped 3DMigoto to 1.2.34 to get the benefit of caching assembly shaders
- Fixed several decals
Be sure to use the uninstall.bat file to remove 0.1 before installing this one!
I'm not finding too many more broken effects at the moment, but there might still be a few - if you spot something broken please report it.
How are people finding the HUD adjustment? Personally I'm finding it pretty playable, though subtitles could be better.
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
So....you`ve been complaining about Game Industry that they push content too fast.
Looks like now I have to buy this game. Was hoping that will take a while and I can easy start with Tomb Raider.
Thanks mate. Much appreciate.
[quote="DarkStarSword"][quote="costiq"]I have followed your instructions but, with the fix copied and with the game's .exe added to the Far Cry 4 profile, I have no control over the game once it started: can't navigate with the keyboard and neither with the PS4 controller (through DS4Windows). Without the fix, both keyboard and PS4 controller works.[/quote]I honestly can't think of anything that would cause that :-/
Does FC4 work alright for you with the latest fix?
It might be worth seeing if it happens on older versions of 3DMigoto, like 1.0.1 (the fix won't work, but it might help narrow down the cause).
I see in your signature that you are running Windows 10, so I might boot that later and see if I can reproduce it (and if anyone else is testing on Windows 10, please report success/failure).
The only other possibility I can think of is perhaps some combination of DS4Windows, 3DMigoto's xinput handling and the game is causing issues - it might be worth uninstalling DS4Windows and rebooting to see if that changes anything.
[/quote]
Thank you DarkStarSword!
I managed to make the controls (keyboard and PS4) work, by enabling the controller (pushing the PS button) [u]AFTER[/u] starting the game.
I haven't played too much, but at this stage the fix looks almost perfect. All I've noticed is that the textures on moving creatures (people and animals) doesn't "stick" to the bodies. They also kind of slightly vibrate. It doesn't happen with creatures already dead.
See the bellow .pns file. (I suppose that, because of using the SBS method, you can't get a cross eye .jps when capturing the screen with Alt-F1)
[img]http://constantin.me.uk/Stereoscopy/FCPrimal007.pns[/img]
And then again, we are so lucky you have created the SBS/T&B method.
It looks like these developers have decided to not allow people to play the game in 3D in 1080 not even @ 24Hz!? You can chose only 25Hz in the menu, which denies you from using the "regular" 3DVision...
But, with your method, 1080 @ 60Hz is now possible! (even if a little blurry)
Thank you!
costiq said:I have followed your instructions but, with the fix copied and with the game's .exe added to the Far Cry 4 profile, I have no control over the game once it started: can't navigate with the keyboard and neither with the PS4 controller (through DS4Windows). Without the fix, both keyboard and PS4 controller works.
I honestly can't think of anything that would cause that :-/
Does FC4 work alright for you with the latest fix?
It might be worth seeing if it happens on older versions of 3DMigoto, like 1.0.1 (the fix won't work, but it might help narrow down the cause).
I see in your signature that you are running Windows 10, so I might boot that later and see if I can reproduce it (and if anyone else is testing on Windows 10, please report success/failure).
The only other possibility I can think of is perhaps some combination of DS4Windows, 3DMigoto's xinput handling and the game is causing issues - it might be worth uninstalling DS4Windows and rebooting to see if that changes anything.
Thank you DarkStarSword!
I managed to make the controls (keyboard and PS4) work, by enabling the controller (pushing the PS button) AFTER starting the game.
I haven't played too much, but at this stage the fix looks almost perfect. All I've noticed is that the textures on moving creatures (people and animals) doesn't "stick" to the bodies. They also kind of slightly vibrate. It doesn't happen with creatures already dead.
See the bellow .pns file. (I suppose that, because of using the SBS method, you can't get a cross eye .jps when capturing the screen with Alt-F1)
And then again, we are so lucky you have created the SBS/T&B method.
It looks like these developers have decided to not allow people to play the game in 3D in 1080 not even @ 24Hz!? You can chose only 25Hz in the menu, which denies you from using the "regular" 3DVision...
But, with your method, 1080 @ 60Hz is now possible! (even if a little blurry)
Thank you!
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
For me personally, Steam's DRM has caused me trouble on a few occasions (Paradise City was unplayable for a few days because of some BS reason that they did not have enough keys, and it is surprising just how many games will not launch in Steam's offline mode, even if they have been played online recently), while UPlay has never given me any trouble, and the offline mode seems to work flawlessly. Of course YMMV, but from what I gather, UPlay used to be a lot worse than it is now.
Ubisoft are pricing their games better on UPlay than Steam because they want people on the platform, and when FC3 was a whole $50 cheaper for a boxed copy with a UPlay code *on launch* (through Video Ezy of all places) than it was to buy on Steam I was convinced to go UPlay only for that title, and my experience has been mostly positive since then.
Publishers trying to force us to one platform or the other aside, UPlay does now seem to support launching a game while it is still downloading, and I was able to run FCPrimal with no issues when it still had about 10GB remaining.
Still, at least they do allow the option of buying it through Steam, unlike E.A. and their Origin exclusives.
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
That's awesome, thanks for letting us know about that!
OS & Driver: Win 10 w/417.35
CPU & GPU: i7 4790k, Gigabyte 980Ti G1 Gaming
MB & RAM: Asrock Z97 Extreme4, GSkill Trident 16Gb DDR3 2400Mhz
Audio: Realtek HD, Steinberg UR44
Display: Acer XB271HUA w/3D Vision 2 Kit
It's my birtday in exactly a week, so I would consider FC Primal to bee a perfect present :)
I totally agree about UPlay, I think it works flawless, except for the lack of family sharing.
I have a lot of games on UPlay, TBH I can't remember a single problem !
I can't really see the point in launching UPlay games through Steam..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
I agree that Uplay is overall very good and that two DRM might conflict ingame, even that I have never experienced this myself.
On the other hand, using Steam & Uplay allows to have the best of them both. I like having the Forum as well as the possibility to upload pictures to Steam. I always love having the time counter from Steam and everyhting that comes with it - this is actually one of the best instruments to manage my gaming life.
The biggest problem with games on Uplay or Origin or even on my consoles is, that I simply forget about them. That I don't play them and prefer just going through my vast library on Steam. It is fine for me to wait some more month until I get it cheaper on Steam, I guess... unfortunately the Steam key for this game are still 55 EUR on key sites.
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Is it possible to set hud at like 30% depth Unless crosshair depth is higher?
I always kind of wondered if it was possible. This way its not pinging around if aiming at ground or close by targets.
Again not sure if its possible. I always wanted to try setting hud to crosshair but setting limits on how high and how low the separation of crosshair.
Again not sure if possible but that sounds great.
Huds were my greatest peev in 3D gaming and rarely found a solution I was happy with on hud heavy games.
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Its a bit hard to play without objective markers though.
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I have followed your instructions but, with the fix copied and with the game's .exe added to the Far Cry 4 profile, I have no control over the game once it started: can't navigate with the keyboard and neither with the PS4 controller (through DS4Windows). Without the fix, both keyboard and PS4 controller works.
It wouldn't be the first time the noob side of me messes things, but since the instructions seemed straightforward, I can't see what have I done wrong? ;)
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That is possible, and I already have a minimum depth adjustment on the crosshair. The biggest problem with using the crosshair depth in a game like this is that it can get momentarily snagged on foliage closer to the camera which can make the HUD jump around. I'm using my stereo2mono depth buffer technique to reduce that, but it can't eliminate it entirely. Also, the crosshair depth is not ideal since it's fairly common for the center of the screen to be at a large depth, but the depth around other HUD elements can be a lot closer.
One thing I'm thinking of trying is to try to separate out the minimap and related HUD elements in the bottom left, and the goals in the top left and probe several spots on the depth buffer and average them, then position those elements a little closer than that, maybe even even averaging the calculated depth over the last several frames. I already have some logic to separate these out, but it fell apart the first time a full screen tutorial message appeared, which I will have to see if I can detect and blacklist (I already have two methods to blacklist full screen menus).
Subtitles are one HUD element that is going to be important to try to separate out and apply a good automatic adjustment here, since oddly enough it turns out they didn't speak English in 10,000 BC and the subtitles are kind of important :-p
In FC4 I used the vertex buffers to locate the center of certain whitelisted HUD icons and adjusted them by ray tracing the depth buffer through that point. In theory I should be able to do the same here, but the vertex buffer structure seems inconsistent for some reason (one draw call it seems to be position, texcoord, colour, and the next it seems to be texcoord, colour, position). I may have just screwed something up there - I need to add a way for 3DMigoto to dump their structures so I can check and maybe come up with a solution if they do indeed vary (like passing the offset of a given semantic in via IniParams). I also want to see if it might be possible to inject a geometry shader for HUD adjustments, as it might provide a more consistent means to check the position of each vertex in a single triangle, and potentially adjacent triangles in the same draw call.
Waypoint markers were a problem in FC4 - I was able to detect the icon easily enough, and was hoping to set a flag so that the text in the next draw call could adjust to the same depth, but it turned out that FC4 drew the text before the icon and I couldn't retrospectively adjust it.
But whatever I do, I really want to finish my rework of the texture hashes in 3DMigoto first so I can turn on hash tracking without it causing too much stuttering whenever the game updates a texture. I wrote the code to do this a couple of months ago, but while I was testing it in FC4 I discovered that in some circumstances the game will copy a texture from one mip-map level to a different mip-map level in the destination, which messes up the hash tracking (both the current implementation and my rework), and countering it would nullify the benefit of the reworked hashes... So, my plan is to replace the description hash with a full description so that 3DMigoto can make better decisions about when it really needs to hash the texture data, and can potentially take mip-maps into account, but that's a more significant rework and there are still some details I still need to work out.
Definitely!
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Does FC4 work alright for you with the latest fix?
It might be worth seeing if it happens on older versions of 3DMigoto, like 1.0.1 (the fix won't work, but it might help narrow down the cause).
I see in your signature that you are running Windows 10, so I might boot that later and see if I can reproduce it (and if anyone else is testing on Windows 10, please report success/failure).
The only other possibility I can think of is perhaps some combination of DS4Windows, 3DMigoto's xinput handling and the game is causing issues - it might be worth uninstalling DS4Windows and rebooting to see if that changes anything.
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
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Changes since 0.1:
- Fixed a few more volumetric fog shaders
- Fixed bloom (in the area where you get the owl guide, and around distant campfires at night)
- Fixed crosshair adjustment breaking just after the sun goes down
- Fixed enemy markers (correct depth like FC4)
- Fixed underwater caustics
- Fixed shallow water caustics - I disabled the specular fix on shaders with real reflections for this, so I might revisit it later... but then again that was just polish so I might leave it. Other specular reflections are still at correct depth.
- Add high convergence preset on \ (cycle between two presets), or by holding Z for 1.4 seconds (about how long it takes to call the owl). Tap Z or press \ again to return to the recommended convergence
- Bumped 3DMigoto to 1.2.34 to get the benefit of caching assembly shaders
- Fixed several decals
Be sure to use the uninstall.bat file to remove 0.1 before installing this one!
I'm not finding too many more broken effects at the moment, but there might still be a few - if you spot something broken please report it.
How are people finding the HUD adjustment? Personally I'm finding it pretty playable, though subtitles could be better.
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
Looks like now I have to buy this game. Was hoping that will take a while and I can easy start with Tomb Raider.
Thanks mate. Much appreciate.
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I managed to make the controls (keyboard and PS4) work, by enabling the controller (pushing the PS button) AFTER starting the game.
I haven't played too much, but at this stage the fix looks almost perfect. All I've noticed is that the textures on moving creatures (people and animals) doesn't "stick" to the bodies. They also kind of slightly vibrate. It doesn't happen with creatures already dead.
See the bellow .pns file. (I suppose that, because of using the SBS method, you can't get a cross eye .jps when capturing the screen with Alt-F1)
And then again, we are so lucky you have created the SBS/T&B method.
It looks like these developers have decided to not allow people to play the game in 3D in 1080 not even @ 24Hz!? You can chose only 25Hz in the menu, which denies you from using the "regular" 3DVision...
But, with your method, 1080 @ 60Hz is now possible! (even if a little blurry)
Thank you!
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers