I'll probably take a look at the game during this week/weekend:)
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="Milamber*"]Woahhh
http://store.steampowered.com/app/268050/
Not one positive comment from 88 people![/quote]
As expected, people are getting pissy about the letterboxing, film grain, and 30fps cap.
You can disable the film grain in the in game settings, you can enable 60fps with console commands, and you can reduce the letterboxing with a console command.
A lot of the complaints about poor performance are also from people with low RAM, VRAM, or on portable computers (laptops, ultrabooks, etc). The developers said the game will eat up VRAM since it was designed for the current gen consoles and some people seem to be angry at any game that doesn't run on their 3+ year old systems.
As expected, people are getting pissy about the letterboxing, film grain, and 30fps cap.
You can disable the film grain in the in game settings, you can enable 60fps with console commands, and you can reduce the letterboxing with a console command.
A lot of the complaints about poor performance are also from people with low RAM, VRAM, or on portable computers (laptops, ultrabooks, etc). The developers said the game will eat up VRAM since it was designed for the current gen consoles and some people seem to be angry at any game that doesn't run on their 3+ year old systems.
[quote="Pirateguybrush"]The reviews have kinda put me off this one, to be honest. It seems like it's more action than horror, and not particularly good action.[/quote]
That's not necessarily what I've been hearing. It sounds like there's plenty of horror packed in.
Pirateguybrush said:The reviews have kinda put me off this one, to be honest. It seems like it's more action than horror, and not particularly good action.
That's not necessarily what I've been hearing. It sounds like there's plenty of horror packed in.
it has a solid 76/84 on xbone/ps4 in metacritic, so not bad at all.
Thanks a lot Helifax for giving it a look :)
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
OGL renderer:
[url=http://www.iforce.co.nz/View.aspx?i=wpwybnph.s04.png][img]http://iforce.co.nz/i/wpwybnph.s04.png[/img][/url]
OGL in DX11 emulated renderer ( Lazy port?!?!?!)
[url=http://www.iforce.co.nz/View.aspx?i=qftdh13g.eme.png][img]http://iforce.co.nz/i/qftdh13g.eme.png[/img][/url]
Now I wish I haven't bought this ....
Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
OGL renderer:
OGL in DX11 emulated renderer ( Lazy port?!?!?!)
Now I wish I haven't bought this ....
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"]Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
[/quote]
I don't get it, so it's using both dx11 and opengl to render the game? Aren't they completely different engines? But then if it's using dx11 can't migoto work on it?
helifax said:Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
I don't get it, so it's using both dx11 and opengl to render the game? Aren't they completely different engines? But then if it's using dx11 can't migoto work on it?
[quote="Alo81"]
you can reduce the letterboxing with a console command.
[/quote]
The letterboxing, silly as they are can't be removed; if you do, you'll miss key game prompts and info - the bars are what contain "said" info.
I guess the question is, would this be fixable? If not, I'll start playing it now! :)
Oh, these are not good news. What a shame that we will not be able to play this one in 3D vision, not even compatibiliy mode... I will get it for not more than 10 EUR, I think. I am sorry Helifax for your purchase.
Oh, these are not good news. What a shame that we will not be able to play this one in 3D vision, not even compatibiliy mode... I will get it for not more than 10 EUR, I think. I am sorry Helifax for your purchase.
[quote="ForgottenProdigy"][quote="helifax"]Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
[/quote]
I don't get it, so it's using both dx11 and opengl to render the game? Aren't they completely different engines? But then if it's using dx11 can't migoto work on it?[/quote]
It's an OpenGL engine that uses DX11 render targets. Possibly the same way my wrapper works by using some sort of inter-operability layer. Basically all the draw calls and internal format is OpenGL. Just the Back Buffers + swap mechanism is done in DirectX11. You can share framebuffers between OGL and DX9-11.
I haven't seen an engine behave like this...
I tried will all the OGL debuggers out there...none of them is picking anything up....so something is very very weird with this game....
TBH telling me that some weird cinematic 21:9 AR and 30fps cap is HOW THEY INTENDED is bullshiet..... now we get a hybrid engine as well....
3DMigoto won't work since the draw calls are not DX. My wrapper will not work since is not drawing in the OGL buffers....but rather DX11...
TBH it deserves the bad review is getting on Steam....
helifax said:Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
I don't get it, so it's using both dx11 and opengl to render the game? Aren't they completely different engines? But then if it's using dx11 can't migoto work on it?
It's an OpenGL engine that uses DX11 render targets. Possibly the same way my wrapper works by using some sort of inter-operability layer. Basically all the draw calls and internal format is OpenGL. Just the Back Buffers + swap mechanism is done in DirectX11. You can share framebuffers between OGL and DX9-11.
I haven't seen an engine behave like this...
I tried will all the OGL debuggers out there...none of them is picking anything up....so something is very very weird with this game....
TBH telling me that some weird cinematic 21:9 AR and 30fps cap is HOW THEY INTENDED is bullshiet..... now we get a hybrid engine as well....
3DMigoto won't work since the draw calls are not DX. My wrapper will not work since is not drawing in the OGL buffers....but rather DX11...
TBH it deserves the bad review is getting on Steam....
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
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)
My 3D Vision Gallery
Helix 3D Fixes
Win 7 x64
i7 4960X Extreme Edition
MSI Big Bang XPower II
2x EVGA Titan Z
Silverstone Evo 1200w
http://store.steampowered.com/app/268050/
Not one positive comment from 88 people!
My 3D Vision Gallery
Helix 3D Fixes
Win 7 x64
i7 4960X Extreme Edition
MSI Big Bang XPower II
2x EVGA Titan Z
Silverstone Evo 1200w
As expected, people are getting pissy about the letterboxing, film grain, and 30fps cap.
You can disable the film grain in the in game settings, you can enable 60fps with console commands, and you can reduce the letterboxing with a console command.
A lot of the complaints about poor performance are also from people with low RAM, VRAM, or on portable computers (laptops, ultrabooks, etc). The developers said the game will eat up VRAM since it was designed for the current gen consoles and some people seem to be angry at any game that doesn't run on their 3+ year old systems.
That's not necessarily what I've been hearing. It sounds like there's plenty of horror packed in.
Thanks a lot Helifax for giving it a look :)
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
http://www.joystiq.com/2014/10/14/the-evil-within-review-keep-out/
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
OGL renderer:
OGL in DX11 emulated renderer ( Lazy port?!?!?!)
Now I wish I haven't bought this ....
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)
I don't get it, so it's using both dx11 and opengl to render the game? Aren't they completely different engines? But then if it's using dx11 can't migoto work on it?
My 3D Vision Gallery
Helix 3D Fixes
Win 7 x64
i7 4960X Extreme Edition
MSI Big Bang XPower II
2x EVGA Titan Z
Silverstone Evo 1200w
The letterboxing, silly as they are can't be removed; if you do, you'll miss key game prompts and info - the bars are what contain "said" info.
I guess the question is, would this be fixable? If not, I'll start playing it now! :)
My 3D Vision Gallery
Helix 3D Fixes
Win 7 x64
i7 4960X Extreme Edition
MSI Big Bang XPower II
2x EVGA Titan Z
Silverstone Evo 1200w
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
It's an OpenGL engine that uses DX11 render targets. Possibly the same way my wrapper works by using some sort of inter-operability layer. Basically all the draw calls and internal format is OpenGL. Just the Back Buffers + swap mechanism is done in DirectX11. You can share framebuffers between OGL and DX9-11.
I haven't seen an engine behave like this...
I tried will all the OGL debuggers out there...none of them is picking anything up....so something is very very weird with this game....
TBH telling me that some weird cinematic 21:9 AR and 30fps cap is HOW THEY INTENDED is bullshiet..... now we get a hybrid engine as well....
3DMigoto won't work since the draw calls are not DX. My wrapper will not work since is not drawing in the OGL buffers....but rather DX11...
TBH it deserves the bad review is getting on Steam....
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)