[quote="helifax"]@DJ-RK:
Awesome stuff there!!! Really awesome!!! I got the game with my cards and I decided yesterday to give it a try and a look and after 5 minutes of 2D UI I tried to make the UI render in depth with the whole thing:)) Sorry, if I posted it first;))
Yeah I tried the ROTTR SLI fix for this game as well;)) and for me both the official and this flag seem to work the same;))
Out of curiosity, can you please tell me, what is the tweak that you made to the z-buffer to make the nasty convergence/depth change when looking at boxex/ladders (interactive objects) better?[/quote]
No need to apologize for posting it first, I wasn't upset at that at all, especially since I've found yours to provide a nice balance between depth and artifacting.
This was my first time working with tweaking a CM profile, so I was technically still in testing trying to find a good balance like yours. My first instinct was to take the 2DD Convergence value and crank that all the way up to CAFFFFFF, and man did that ever shock me with how good it actually looked, but the haloing was massive, so from there I was just just scaling it down until I found one I liked. I thought where I had landed was just about perfect for the amount of depth it provided, but then I tried your profile, which at first seemed a little 'off' to me, but then once my eyes adjusted to the different depth perception I found I liked yours a bit better, but figured I'd still post mine for those that might find it more to their preference, or who might fare better than us with the ROTTR SLI fix.
As for the actual tweak I did, I noticed the z-buffer acted up whenever the storage crate would flash, however it would look perfectly fine when it wasn't flashing, so I loaded up 3DMigoto (which still has the ability to disable shaders even with 3DVision not enabled), and when I found the shader for the pulsating glow on the crate, the scene just snapped into place correctly. From there, I just had to add into the d3dx.ini file a shader override instruction to skip that shader. Same thing with the ladders. As far as I can tell, the only thing it disables is the pulsating flash on the objects (but they still get highlighted), couldn't really tell what, if anything, was disabled on the ladders.
helifax said:@DJ-RK:
Awesome stuff there!!! Really awesome!!! I got the game with my cards and I decided yesterday to give it a try and a look and after 5 minutes of 2D UI I tried to make the UI render in depth with the whole thing:)) Sorry, if I posted it first;))
Yeah I tried the ROTTR SLI fix for this game as well;)) and for me both the official and this flag seem to work the same;))
Out of curiosity, can you please tell me, what is the tweak that you made to the z-buffer to make the nasty convergence/depth change when looking at boxex/ladders (interactive objects) better?
No need to apologize for posting it first, I wasn't upset at that at all, especially since I've found yours to provide a nice balance between depth and artifacting.
This was my first time working with tweaking a CM profile, so I was technically still in testing trying to find a good balance like yours. My first instinct was to take the 2DD Convergence value and crank that all the way up to CAFFFFFF, and man did that ever shock me with how good it actually looked, but the haloing was massive, so from there I was just just scaling it down until I found one I liked. I thought where I had landed was just about perfect for the amount of depth it provided, but then I tried your profile, which at first seemed a little 'off' to me, but then once my eyes adjusted to the different depth perception I found I liked yours a bit better, but figured I'd still post mine for those that might find it more to their preference, or who might fare better than us with the ROTTR SLI fix.
As for the actual tweak I did, I noticed the z-buffer acted up whenever the storage crate would flash, however it would look perfectly fine when it wasn't flashing, so I loaded up 3DMigoto (which still has the ability to disable shaders even with 3DVision not enabled), and when I found the shader for the pulsating glow on the crate, the scene just snapped into place correctly. From there, I just had to add into the d3dx.ini file a shader override instruction to skip that shader. Same thing with the ladders. As far as I can tell, the only thing it disables is the pulsating flash on the objects (but they still get highlighted), couldn't really tell what, if anything, was disabled on the ladders.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="DJ-RK"][quote="helifax"]@DJ-RK:
Awesome stuff there!!! Really awesome!!! I got the game with my cards and I decided yesterday to give it a try and a look and after 5 minutes of 2D UI I tried to make the UI render in depth with the whole thing:)) Sorry, if I posted it first;))
Yeah I tried the ROTTR SLI fix for this game as well;)) and for me both the official and this flag seem to work the same;))
Out of curiosity, can you please tell me, what is the tweak that you made to the z-buffer to make the nasty convergence/depth change when looking at boxex/ladders (interactive objects) better?[/quote]
No need to apologize for posting it first, I wasn't upset at that at all, especially since I've found yours to provide a nice balance between depth and artifacting.
This was my first time working with tweaking a CM profile, so I was technically still in testing trying to find a good balance like yours. My first instinct was to take the 2DD Convergence value and crank that all the way up to CAFFFFFF, and man did that ever shock me with how good it actually looked, but the haloing was massive, so from there I was just just scaling it down until I found one I liked. I thought where I had landed was just about perfect for the amount of depth it provided, but then I tried your profile, which at first seemed a little 'off' to me, but then once my eyes adjusted to the different depth perception I found I liked yours a bit better, but figured I'd still post mine for those that might find it more to their preference, or who might fare better than us with the ROTTR SLI fix.
As for the actual tweak I did, I noticed the z-buffer acted up whenever the storage crate would flash, however it would look perfectly fine when it wasn't flashing, so I loaded up 3DMigoto (which still has the ability to disable shaders even with 3DVision not enabled), and when I found the shader for the pulsating glow on the crate, the scene just snapped into place correctly. From there, I just had to add into the d3dx.ini file a shader override instruction to skip that shader. Same thing with the ladders. As far as I can tell, the only thing it disables is the pulsating flash on the objects (but they still get highlighted), couldn't really tell what, if anything, was disabled on the ladders.[/quote]
Awesome stuff!! Really awesome!! Yeah I noticed the same on my 30 minutes of play, that the damn halo around objects is the thing that seems to change the z-buffer in a weird way...Once I interact or is gone everything perfect;)
For the CM flag the way I managed to reduce the haloing is by using a somehow strange setting value:
[code]
Setting ID_0x709adada = 0x07F58557 InternalSettingFlag=V0
[/code]
Instead of the regular
[code]
Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0
[/code]
Notice the LACK of the 3 in the first digit;) also I bumped the 3rd digit from the end from 3 to 5 and seems I get less haloing when I use both of them. Now, how that value actually translates in a "logical" way I have no idea...but it seems to do the job;) So much stuff is not documented anywhere :( and a real shame!
I bet the nvidia driver has a lot of "unknown" values like these that could help us achieve awesome stuff!
helifax said:@DJ-RK:
Awesome stuff there!!! Really awesome!!! I got the game with my cards and I decided yesterday to give it a try and a look and after 5 minutes of 2D UI I tried to make the UI render in depth with the whole thing:)) Sorry, if I posted it first;))
Yeah I tried the ROTTR SLI fix for this game as well;)) and for me both the official and this flag seem to work the same;))
Out of curiosity, can you please tell me, what is the tweak that you made to the z-buffer to make the nasty convergence/depth change when looking at boxex/ladders (interactive objects) better?
No need to apologize for posting it first, I wasn't upset at that at all, especially since I've found yours to provide a nice balance between depth and artifacting.
This was my first time working with tweaking a CM profile, so I was technically still in testing trying to find a good balance like yours. My first instinct was to take the 2DD Convergence value and crank that all the way up to CAFFFFFF, and man did that ever shock me with how good it actually looked, but the haloing was massive, so from there I was just just scaling it down until I found one I liked. I thought where I had landed was just about perfect for the amount of depth it provided, but then I tried your profile, which at first seemed a little 'off' to me, but then once my eyes adjusted to the different depth perception I found I liked yours a bit better, but figured I'd still post mine for those that might find it more to their preference, or who might fare better than us with the ROTTR SLI fix.
As for the actual tweak I did, I noticed the z-buffer acted up whenever the storage crate would flash, however it would look perfectly fine when it wasn't flashing, so I loaded up 3DMigoto (which still has the ability to disable shaders even with 3DVision not enabled), and when I found the shader for the pulsating glow on the crate, the scene just snapped into place correctly. From there, I just had to add into the d3dx.ini file a shader override instruction to skip that shader. Same thing with the ladders. As far as I can tell, the only thing it disables is the pulsating flash on the objects (but they still get highlighted), couldn't really tell what, if anything, was disabled on the ladders.
Awesome stuff!! Really awesome!! Yeah I noticed the same on my 30 minutes of play, that the damn halo around objects is the thing that seems to change the z-buffer in a weird way...Once I interact or is gone everything perfect;)
For the CM flag the way I managed to reduce the haloing is by using a somehow strange setting value:
Notice the LACK of the 3 in the first digit;) also I bumped the 3rd digit from the end from 3 to 5 and seems I get less haloing when I use both of them. Now, how that value actually translates in a "logical" way I have no idea...but it seems to do the job;) So much stuff is not documented anywhere :( and a real shame!
I bet the nvidia driver has a lot of "unknown" values like these that could help us achieve awesome stuff!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]For the CM flag the way I managed to reduce the haloing is by using a somehow strange setting value:
[code]
Setting ID_0x709adada = 0x07F58557 InternalSettingFlag=V0
[/code]
Instead of the regular
[code]
Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0
[/code][/quote]
Hmmm, I started to try different values for the 709adada setting, but wasn't noticing much of a difference, other than whether the HUD would be stereoized or not... which made perfect sense since the name for that in NV Inspector for that bit (using DarkStarSwords custom names XML file) calls it 2DDHUD, so I stopped my testing there and moved onto the 709adadb setting instead, since I had a hunch that would be what would ultimately control the depth/convergence. As I previously said, I also had a hunch that the haloing was directly proportional to depth, and couldn't be minimized otherwise, but that's great if your setting does minimize haloing further. I think later I'll try your 2DD HUD setting with a few different convergence setting, to see if that gives less haloing, but a little more depth/convergence. Would certainly be nice to have the best of both worlds! (especially if it would make CAFFFFFF viable, now that would be pretty damn awesome!) Have you tested even higher values in the 2nd and 3rd last bits, to see if that would have an even bigger impact on the haloing reduction?
[quote]Notice the LACK of the 3 in the first digit;)[/quote]
My findings are that having 07 as the first 2 bits simply causes the Nvidia green text to give a "Good" rating, and 37 to give "Excellent." Are you saying that you purposely provide a Good rating because you feel that Excellent isn't exactly fitting for CM compared to proper 3DVision? If so, then I can agree with that 100%! ;)
Hmmm, I started to try different values for the 709adada setting, but wasn't noticing much of a difference, other than whether the HUD would be stereoized or not... which made perfect sense since the name for that in NV Inspector for that bit (using DarkStarSwords custom names XML file) calls it 2DDHUD, so I stopped my testing there and moved onto the 709adadb setting instead, since I had a hunch that would be what would ultimately control the depth/convergence. As I previously said, I also had a hunch that the haloing was directly proportional to depth, and couldn't be minimized otherwise, but that's great if your setting does minimize haloing further. I think later I'll try your 2DD HUD setting with a few different convergence setting, to see if that gives less haloing, but a little more depth/convergence. Would certainly be nice to have the best of both worlds! (especially if it would make CAFFFFFF viable, now that would be pretty damn awesome!) Have you tested even higher values in the 2nd and 3rd last bits, to see if that would have an even bigger impact on the haloing reduction?
Notice the LACK of the 3 in the first digit;)
My findings are that having 07 as the first 2 bits simply causes the Nvidia green text to give a "Good" rating, and 37 to give "Excellent." Are you saying that you purposely provide a Good rating because you feel that Excellent isn't exactly fitting for CM compared to proper 3DVision? If so, then I can agree with that 100%! ;)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Hah! I haven't notice the rating is tight to that digit;)) But awesome find! I wonder then if isn't the 3rd digit from the end that actually influences the depth/haloing then... (I moved it from 3 to 5)...
Hmm...
Hah! I haven't notice the rating is tight to that digit;)) But awesome find! I wonder then if isn't the 3rd digit from the end that actually influences the depth/haloing then... (I moved it from 3 to 5)...
Hmm...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Tried both CM profiles, dont get me wrong as an ungrateful ass but I just cant stand the haloing and the whole scene in any CM game looks like this to me :)
[img]https://s-media-cache-ak0.pinimg.com/736x/b0/55/0d/b0550dce05d37ea2b63b0b5079ea5818.jpg[/img]
the only thing that looked decent was the character itself (excluding the haloing around it) but thats not enough I get more distracted by CM than it helps me. Would really love a real 3d fix but seein how its a new engine and that there isnt such a high demand for it I'll suck it up and play it in 2d.
Tried both CM profiles, dont get me wrong as an ungrateful ass but I just cant stand the haloing and the whole scene in any CM game looks like this to me :)
the only thing that looked decent was the character itself (excluding the haloing around it) but thats not enough I get more distracted by CM than it helps me. Would really love a real 3d fix but seein how its a new engine and that there isnt such a high demand for it I'll suck it up and play it in 2d.
Really? I can't believe the game still looks flat to you using these custom profiles. I've been testing between the 2 profiles and trying to make changes to my own to get it a little bit better, but the way they are to me are:
Mine - Too much convergence, so the character itself is flat, but the world depth is "Wow, this looks as good as 3DVision"
Helifax's - Character looks great and the world looks about 50-75% depth.
Honestly, I'm torn between the 2. I'm literally blown away by how good the depth looks with my profile. I never thought CM would be able to have as much depth as 3DVision, but I can't quite figure out how to reduce the convergence so the character doesn't look flat while still maintaining that level of depth, and that's where Helifax's profile comes in with an also impressive level of depth, but the convergence I'm trying to achieve.
To be honest, though, I played through this game entirely in 2D (character level 30 and DZ rank 30) in 2D, and was surprised at how much I was able to just enjoy the game in 2D, so if that's what you choose to do then this is one game I can say is equally as fun that way.
Really? I can't believe the game still looks flat to you using these custom profiles. I've been testing between the 2 profiles and trying to make changes to my own to get it a little bit better, but the way they are to me are:
Mine - Too much convergence, so the character itself is flat, but the world depth is "Wow, this looks as good as 3DVision"
Helifax's - Character looks great and the world looks about 50-75% depth.
Honestly, I'm torn between the 2. I'm literally blown away by how good the depth looks with my profile. I never thought CM would be able to have as much depth as 3DVision, but I can't quite figure out how to reduce the convergence so the character doesn't look flat while still maintaining that level of depth, and that's where Helifax's profile comes in with an also impressive level of depth, but the convergence I'm trying to achieve.
To be honest, though, I played through this game entirely in 2D (character level 30 and DZ rank 30) in 2D, and was surprised at how much I was able to just enjoy the game in 2D, so if that's what you choose to do then this is one game I can say is equally as fun that way.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
The character looked great but the depth felt weird, it might just be me tho because I remember really well how deadspace 3 used to look amazing in 'proper' 3d or more recent example I've played would be TR or SoM... there is something off-putting for me when using CM and that character haloing is so annoying I just cant stand it.
I've played this game way too much having all gear pretty well optimised with high-end lvl31 items, extracting high-ends solo feels tense :) I have this moments when Im like oh man this would look awesome in proper 3d as the game looks really good, I especially enjoy the DZ5-6 destroyed parts of the city. That being said I kind of come in terms that its probably not going to happen, thanks for the CM fix anyway there were a lot of people who would take CM over 2d.
The character looked great but the depth felt weird, it might just be me tho because I remember really well how deadspace 3 used to look amazing in 'proper' 3d or more recent example I've played would be TR or SoM... there is something off-putting for me when using CM and that character haloing is so annoying I just cant stand it.
I've played this game way too much having all gear pretty well optimised with high-end lvl31 items, extracting high-ends solo feels tense :) I have this moments when Im like oh man this would look awesome in proper 3d as the game looks really good, I especially enjoy the DZ5-6 destroyed parts of the city. That being said I kind of come in terms that its probably not going to happen, thanks for the CM fix anyway there were a lot of people who would take CM over 2d.
^^Nope, I prefer not buying The Division instead of playing it @2D or CM 2.1D.
There are a lot of other fantastic 3D Vision ready titles worth to be played.
[quote="ronrebell"]^^Nope, I prefer not buying The Division instead of playing it @2D or CM 2.1D.
There are a lot of other fantastic 3D Vision ready titles worth to be played. [/quote]
This game looks actually very good in CM, with the Helifax profile and the small 3D file fix posted earlier. Thank you both for that.
Looks stunning that way with all settings maxed out.
[quote="ronrebell"]^^Nope, I prefer not buying The Division instead of playing it @2D or CM 2.1D.
There are a lot of other fantastic 3D Vision ready titles worth to be played. [/quote]
Actually it looks more like 2.7D in CM
^^Ok, 2,7D seems to be acceptable. Thx!
I´ll give it a try.
Which profile should I use? Assassins Creed Syndicate?
Do I have to modifie it? If yes, how does ist work?
Explaination would be great cause I couldnt find anything on the helixblog and reading/ understanding all comments is a liitle bit complicated (english isn´t my mother tongue).
Greetings, Ron
Which profile should I use? Assassins Creed Syndicate?
Do I have to modifie it? If yes, how does ist work?
Explaination would be great cause I couldnt find anything on the helixblog and reading/ understanding all comments is a liitle bit complicated (english isn´t my mother tongue).
[quote="ronrebell"]^^Ok, 2,7D seems to be acceptable. Thx!
I´ll give it a try.
Which profile should I use? Assassins Creed Syndicate?
Do I have to modifie it? If yes, how does ist work?
Explaination would be great cause I couldnt find anything on the helixblog and reading/ understanding all comments is a liitle bit complicated (english isn´t my mother tongue).
Greetings, Ron
[/quote]
Go one page backwards and you can find two profiles by Helifax and DJ-RK - choose one you like and you good.
To add this profile follow this guide:
https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/
ronrebell said:^^Ok, 2,7D seems to be acceptable. Thx!
I´ll give it a try.
Which profile should I use? Assassins Creed Syndicate?
Do I have to modifie it? If yes, how does ist work?
Explaination would be great cause I couldnt find anything on the helixblog and reading/ understanding all comments is a liitle bit complicated (english isn´t my mother tongue).
Just thought I'd provide an update for my own profile, which has reduces the convergence a bit, so the character is no longer flat during regular gameplay, and retains the higher depth. The character becomes a little flat while at the BoO, where the camera zooms in a bit, but that's not really a big deterrent and the compromise of having a slightly higher convergence. Cutscenes are also flat, which is probably the case with any profile, but fortunately there aren't many of those and for the most part they are just people talking. So here it is:
[code]Profile "Tom Clancy's The Division"
ShowOn GeForce
ProfileType Application
Executable "rogue_x64_release.exe"
Executable "thedivision.exe"
Executable "rogue_x64_retail.exe"
Setting ID_0x005f5a32 = 0x00000003
Setting ID_0x00a06946 = 0x280002f5
Setting ID_0x00a0694B = 0x00000001
Setting ID_0x1033cec2 = 0x00000002
Setting ID_0x1033dcd3 = 0x00000004
Setting ID_0x50166c5e = 0x00000000
Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0
SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0
SettingString ID_0x704d456e = "쪳⃟쀰�㒺僪娟簹鹼瀣딅ᤶ厘�빁뼝褧籝譯⑉贼㱅矻粁ꗪ熟胕㖩뫨뚄ᮈ쐙낟锑䭽乂솲ᢺ譬壻媦ͬ嚈ᚕ誚㉤跮軤栵䂆驘윜폱턇㛨뉟핾鏰뫱" InternalSettingFlag=V0
SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0
Setting ID_0x708db8c5 = 0x5c3300b4 InternalSettingFlag=V0
Setting ID_0x709a1ddf = 0x4b1cd969 InternalSettingFlag=V0
Setting ID_0x709adada = 0x37F58357 InternalSettingFlag=V0
Setting ID_0x709adadb = 0x3F7EEFFF UserSpecified=true
SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0
Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0
EndProfile[/code]
Suffice to say, this is now my preferred profile for playing the game. Overall, I think this is the best compromise between convergence & depth, which is a really fine balancing act in CM mode. Alternatively, changing 0x3F7EEFFF to 0x4F7EAFFF provides a little more depth, but at a slightly higher convergence (so character flattens when you sprint, but is fine otherwise), which I personally think is fine, but I didn't put that up above because I don't think everyone will prefer it.
Thanks again to Helifax for his profile for showing me some specific areas to look at for tweaking. As a note to him from our previous discussion, unfortunately I found no difference in regards to the haloing with tweaking Setting ID_0x709adada at all, so I've just put it back to where I previously had it. *shrugs* I find all the magic occurs with tweaking it's counterpart value 0x709adadb.
And just for convenience sake, here's a link to my previous fix for certain objects breaking the z-buffer, to be used in conjunction with any CM profile.
Fix: [url]http://www.mediafire.com/download/27xvzpu8u06hy5x/The_Division_-_CM_Mode.zip[/url]
I'll probably post all this up on the blog when I get back from heading out of town for the weekend, so that it'll be in a central location, and since this is likely as good of a solution we're going to see for a while.
Edit: Had time this morning waiting for my ride, so I posted it up on the blog
Just thought I'd provide an update for my own profile, which has reduces the convergence a bit, so the character is no longer flat during regular gameplay, and retains the higher depth. The character becomes a little flat while at the BoO, where the camera zooms in a bit, but that's not really a big deterrent and the compromise of having a slightly higher convergence. Cutscenes are also flat, which is probably the case with any profile, but fortunately there aren't many of those and for the most part they are just people talking. So here it is:
Suffice to say, this is now my preferred profile for playing the game. Overall, I think this is the best compromise between convergence & depth, which is a really fine balancing act in CM mode. Alternatively, changing 0x3F7EEFFF to 0x4F7EAFFF provides a little more depth, but at a slightly higher convergence (so character flattens when you sprint, but is fine otherwise), which I personally think is fine, but I didn't put that up above because I don't think everyone will prefer it.
Thanks again to Helifax for his profile for showing me some specific areas to look at for tweaking. As a note to him from our previous discussion, unfortunately I found no difference in regards to the haloing with tweaking Setting ID_0x709adada at all, so I've just put it back to where I previously had it. *shrugs* I find all the magic occurs with tweaking it's counterpart value 0x709adadb.
And just for convenience sake, here's a link to my previous fix for certain objects breaking the z-buffer, to be used in conjunction with any CM profile.
I'll probably post all this up on the blog when I get back from heading out of town for the weekend, so that it'll be in a central location, and since this is likely as good of a solution we're going to see for a while.
Edit: Had time this morning waiting for my ride, so I posted it up on the blog
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
I'm having heavy issues with game in CM mode (see attached screenshots). Any suggestions what could be the cause and how to fix it? I'm using fix from Helixmod Blog with profile imported via 3D Profile Manager. Other than that lighting issue game runs quite fine... Thanks.
UPDATE: Other than that, I am also experiencing VERY heavy lighting sources flashing with high frequency. If I stand still and look at one point, frequency tends to increase... I've tried lowering graphics to LOW, changing display frequency, applied various FPS limitations - to no avail. Issue is there and makes game pretty much unplayable for me :( Any help? I'm on 980 Ti SLI on Win 10.
I'm having heavy issues with game in CM mode (see attached screenshots). Any suggestions what could be the cause and how to fix it? I'm using fix from Helixmod Blog with profile imported via 3D Profile Manager. Other than that lighting issue game runs quite fine... Thanks.
UPDATE: Other than that, I am also experiencing VERY heavy lighting sources flashing with high frequency. If I stand still and look at one point, frequency tends to increase... I've tried lowering graphics to LOW, changing display frequency, applied various FPS limitations - to no avail. Issue is there and makes game pretty much unplayable for me :( Any help? I'm on 980 Ti SLI on Win 10.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Seregin"]I'm having heavy issues with game in CM mode (see attached screenshots). Any suggestions what could be the cause and how to fix it? I'm using fix from Helixmod Blog with profile imported via 3D Profile Manager. Other than that lighting issue game runs quite fine... Thanks.
UPDATE: Other than that, I am also experiencing VERY heavy lighting sources flashing with high frequency. If I stand still and look at one point, frequency tends to increase... I've tried lowering graphics to LOW, changing display frequency, applied various FPS limitations - to no avail. Issue is there and makes game pretty much unplayable for me :( Any help? I'm on 980 Ti SLI on Win 10.[/quote]
Seems I was too optimistic hoping that I could provide an exported .nip file for people to use, which people on the blog have reported to not work for them. Is that what you used, or did you try manually importing the profile? Here are some instructions provided by a user on the blog:
[quote="Serzhas"]1. Open 3D Profile Manager.
2. Delete "c:\programdata\NVIDIA Corporation\Drs\nvdrssel.bin" file.
3. Export all profiles to file in 3D Profile Manager.
4. Search for your game in exported file.
5. Replace game profile with provided one (use Notepad++ for it, since file MUST be saved in UTF-8).
6. Delete "c:\programdata\NVIDIA Corporation\Drs\nvdrssel.bin"
7. Import updated profiles back in 3D Profile Manager.
8. Enjoy.[/quote]
Seregin said:I'm having heavy issues with game in CM mode (see attached screenshots). Any suggestions what could be the cause and how to fix it? I'm using fix from Helixmod Blog with profile imported via 3D Profile Manager. Other than that lighting issue game runs quite fine... Thanks.
UPDATE: Other than that, I am also experiencing VERY heavy lighting sources flashing with high frequency. If I stand still and look at one point, frequency tends to increase... I've tried lowering graphics to LOW, changing display frequency, applied various FPS limitations - to no avail. Issue is there and makes game pretty much unplayable for me :( Any help? I'm on 980 Ti SLI on Win 10.
Seems I was too optimistic hoping that I could provide an exported .nip file for people to use, which people on the blog have reported to not work for them. Is that what you used, or did you try manually importing the profile? Here are some instructions provided by a user on the blog:
Serzhas said:1. Open 3D Profile Manager.
2. Delete "c:\programdata\NVIDIA Corporation\Drs\nvdrssel.bin" file.
3. Export all profiles to file in 3D Profile Manager.
4. Search for your game in exported file.
5. Replace game profile with provided one (use Notepad++ for it, since file MUST be saved in UTF-8).
6. Delete "c:\programdata\NVIDIA Corporation\Drs\nvdrssel.bin"
7. Import updated profiles back in 3D Profile Manager.
8. Enjoy.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
No need to apologize for posting it first, I wasn't upset at that at all, especially since I've found yours to provide a nice balance between depth and artifacting.
This was my first time working with tweaking a CM profile, so I was technically still in testing trying to find a good balance like yours. My first instinct was to take the 2DD Convergence value and crank that all the way up to CAFFFFFF, and man did that ever shock me with how good it actually looked, but the haloing was massive, so from there I was just just scaling it down until I found one I liked. I thought where I had landed was just about perfect for the amount of depth it provided, but then I tried your profile, which at first seemed a little 'off' to me, but then once my eyes adjusted to the different depth perception I found I liked yours a bit better, but figured I'd still post mine for those that might find it more to their preference, or who might fare better than us with the ROTTR SLI fix.
As for the actual tweak I did, I noticed the z-buffer acted up whenever the storage crate would flash, however it would look perfectly fine when it wasn't flashing, so I loaded up 3DMigoto (which still has the ability to disable shaders even with 3DVision not enabled), and when I found the shader for the pulsating glow on the crate, the scene just snapped into place correctly. From there, I just had to add into the d3dx.ini file a shader override instruction to skip that shader. Same thing with the ladders. As far as I can tell, the only thing it disables is the pulsating flash on the objects (but they still get highlighted), couldn't really tell what, if anything, was disabled on the ladders.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Awesome stuff!! Really awesome!! Yeah I noticed the same on my 30 minutes of play, that the damn halo around objects is the thing that seems to change the z-buffer in a weird way...Once I interact or is gone everything perfect;)
For the CM flag the way I managed to reduce the haloing is by using a somehow strange setting value:
Instead of the regular
Notice the LACK of the 3 in the first digit;) also I bumped the 3rd digit from the end from 3 to 5 and seems I get less haloing when I use both of them. Now, how that value actually translates in a "logical" way I have no idea...but it seems to do the job;) So much stuff is not documented anywhere :( and a real shame!
I bet the nvidia driver has a lot of "unknown" values like these that could help us achieve awesome stuff!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Hmmm, I started to try different values for the 709adada setting, but wasn't noticing much of a difference, other than whether the HUD would be stereoized or not... which made perfect sense since the name for that in NV Inspector for that bit (using DarkStarSwords custom names XML file) calls it 2DDHUD, so I stopped my testing there and moved onto the 709adadb setting instead, since I had a hunch that would be what would ultimately control the depth/convergence. As I previously said, I also had a hunch that the haloing was directly proportional to depth, and couldn't be minimized otherwise, but that's great if your setting does minimize haloing further. I think later I'll try your 2DD HUD setting with a few different convergence setting, to see if that gives less haloing, but a little more depth/convergence. Would certainly be nice to have the best of both worlds! (especially if it would make CAFFFFFF viable, now that would be pretty damn awesome!) Have you tested even higher values in the 2nd and 3rd last bits, to see if that would have an even bigger impact on the haloing reduction?
My findings are that having 07 as the first 2 bits simply causes the Nvidia green text to give a "Good" rating, and 37 to give "Excellent." Are you saying that you purposely provide a Good rating because you feel that Excellent isn't exactly fitting for CM compared to proper 3DVision? If so, then I can agree with that 100%! ;)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Hmm...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
the only thing that looked decent was the character itself (excluding the haloing around it) but thats not enough I get more distracted by CM than it helps me. Would really love a real 3d fix but seein how its a new engine and that there isnt such a high demand for it I'll suck it up and play it in 2d.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Mine - Too much convergence, so the character itself is flat, but the world depth is "Wow, this looks as good as 3DVision"
Helifax's - Character looks great and the world looks about 50-75% depth.
Honestly, I'm torn between the 2. I'm literally blown away by how good the depth looks with my profile. I never thought CM would be able to have as much depth as 3DVision, but I can't quite figure out how to reduce the convergence so the character doesn't look flat while still maintaining that level of depth, and that's where Helifax's profile comes in with an also impressive level of depth, but the convergence I'm trying to achieve.
To be honest, though, I played through this game entirely in 2D (character level 30 and DZ rank 30) in 2D, and was surprised at how much I was able to just enjoy the game in 2D, so if that's what you choose to do then this is one game I can say is equally as fun that way.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
I've played this game way too much having all gear pretty well optimised with high-end lvl31 items, extracting high-ends solo feels tense :) I have this moments when Im like oh man this would look awesome in proper 3d as the game looks really good, I especially enjoy the DZ5-6 destroyed parts of the city. That being said I kind of come in terms that its probably not going to happen, thanks for the CM fix anyway there were a lot of people who would take CM over 2d.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
There are a lot of other fantastic 3D Vision ready titles worth to be played.
System: http://www.sysprofile.de/id159419
Nvidia 3D Vision - Virtual Reality - 3D Gaming:
http://www.computerbase.de/forum/showthread.php?t=1546633
This game looks actually very good in CM, with the Helifax profile and the small 3D file fix posted earlier. Thank you both for that.
Looks stunning that way with all settings maxed out.
GTX 1080ti - Rampage III Extreme - XEON i7 920 @ 4.0 GHz - 24 GB Ram - Windows 7 64 - ASUS PG278QR
Actually it looks more like 2.7D in CM
I´ll give it a try.
Which profile should I use? Assassins Creed Syndicate?
Do I have to modifie it? If yes, how does ist work?
Explaination would be great cause I couldnt find anything on the helixblog and reading/ understanding all comments is a liitle bit complicated (english isn´t my mother tongue).
Greetings, Ron
System: http://www.sysprofile.de/id159419
Nvidia 3D Vision - Virtual Reality - 3D Gaming:
http://www.computerbase.de/forum/showthread.php?t=1546633
Go one page backwards and you can find two profiles by Helifax and DJ-RK - choose one you like and you good.
To add this profile follow this guide:
https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/
https://steamcommunity.com/profiles/76561198014296177/
Suffice to say, this is now my preferred profile for playing the game. Overall, I think this is the best compromise between convergence & depth, which is a really fine balancing act in CM mode. Alternatively, changing 0x3F7EEFFF to 0x4F7EAFFF provides a little more depth, but at a slightly higher convergence (so character flattens when you sprint, but is fine otherwise), which I personally think is fine, but I didn't put that up above because I don't think everyone will prefer it.
Thanks again to Helifax for his profile for showing me some specific areas to look at for tweaking. As a note to him from our previous discussion, unfortunately I found no difference in regards to the haloing with tweaking Setting ID_0x709adada at all, so I've just put it back to where I previously had it. *shrugs* I find all the magic occurs with tweaking it's counterpart value 0x709adadb.
And just for convenience sake, here's a link to my previous fix for certain objects breaking the z-buffer, to be used in conjunction with any CM profile.
Fix: http://www.mediafire.com/download/27xvzpu8u06hy5x/The_Division_-_CM_Mode.zip
I'll probably post all this up on the blog when I get back from heading out of town for the weekend, so that it'll be in a central location, and since this is likely as good of a solution we're going to see for a while.
Edit: Had time this morning waiting for my ride, so I posted it up on the blog
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
UPDATE: Other than that, I am also experiencing VERY heavy lighting sources flashing with high frequency. If I stand still and look at one point, frequency tends to increase... I've tried lowering graphics to LOW, changing display frequency, applied various FPS limitations - to no avail. Issue is there and makes game pretty much unplayable for me :( Any help? I'm on 980 Ti SLI on Win 10.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Seems I was too optimistic hoping that I could provide an exported .nip file for people to use, which people on the blog have reported to not work for them. Is that what you used, or did you try manually importing the profile? Here are some instructions provided by a user on the blog:
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king