The Witcher 3: Wild Hunt
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[quote=""][quote=""]As far as I could tell it's a double rounding error with most of the damage done by MS disassembler.[/quote]Absolutely spot on - I've manually added the missing precision back into the shader and the white spots are gone :) Thanks Flugan![/quote] Amazing! Where can we get fixed shader version? :)
said:
said:As far as I could tell it's a double rounding error with most of the damage done by MS disassembler.
Absolutely spot on - I've manually added the missing precision back into the shader and the white spots are gone :)

Thanks Flugan!

Amazing! Where can we get fixed shader version? :)

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

Posted 06/20/2015 07:26 PM   
Thanks Helifax. Somehow I`ve totally ignored that topic about best profile - but turns out to be quite important.
Thanks Helifax. Somehow I`ve totally ignored that topic about best profile - but turns out to be quite important.
Deleted
Deleted

Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55

Posted 06/20/2015 07:35 PM   
[b][center][color="green"]Alpha 0.07 (3DMigoto) attached[/color][/center][/b] Fixed: - Light shafts - Hairworks one-eye transparency - White dots - Raindrop splashes in caves - courierbold.spritefont no longer has to be in the bin directory and won't crash if missing from x64 - May be less inclined to crash (@Mike - seems like it might be important to declare t125 in an assembly fix and update dcl_temps to max temp register + 1) Bundled with 3Dmigoto 1.1.22 (various fixes. Hunting=0 will no longer allow toggle - use hunting=2 for that) TODO: - Hairworks glitch at depth W==1 - Shadows on hairworks/fur (@Mike, if you would like to take a look at the shadows they are in 5ddb8dc90679b5ec-ps.txt, but the constant buffers don't seem to match the other shaders again) - Anything else? Feels like we are getting very close now.
Alpha 0.07 (3DMigoto) attached


Fixed:
- Light shafts
- Hairworks one-eye transparency
- White dots
- Raindrop splashes in caves
- courierbold.spritefont no longer has to be in the bin directory and won't crash if missing from x64
- May be less inclined to crash (@Mike - seems like it might be important to declare t125 in an assembly fix and update dcl_temps to max temp register + 1)

Bundled with 3Dmigoto 1.1.22 (various fixes. Hunting=0 will no longer allow toggle - use hunting=2 for that)

TODO:
- Hairworks glitch at depth W==1
- Shadows on hairworks/fur (@Mike, if you would like to take a look at the shadows they are in 5ddb8dc90679b5ec-ps.txt, but the constant buffers don't seem to match the other shaders again)

- Anything else? Feels like we are getting very close now.

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

Posted 06/20/2015 10:19 PM   
[quote=""] [b][center][color="green"]Alpha 0.07 (3DMigoto) attached[/color][/center][/b] Fixed: - Light shafts - Hairworks one-eye transparency - White dots - Raindrop splashes in caves - courierbold.spritefont no longer has to be in the bin directory and won't crash if missing from x64 - May be less inclined to crash (@Mike - seems like it might be important to declare t125 in an assembly fix and update dcl_temps to max temp register + 1) Bundled with 3Dmigoto 1.1.22 (various fixes. Hunting=0 will no longer allow toggle - use hunting=2 for that) TODO: - Hairworks glitch at depth W==1 - Shadows on hairworks/fur (@Mike, if you would like to take a look at the shadows they are in 5ddb8dc90679b5ec-ps.txt, but the constant buffers don't seem to match the other shaders again) - Anything else? Feels like we are getting very close now.[/quote] Awesome JOB!!! Really!! Yet.. I have problems with 3DMigoto... It keeps "disabling" 3D vision on loading/continuing the game...(This happens for quite a few versions now...Can't really say from when)... Image is 2D from a left/right perspective shown in both eyes But, If I use Flugan's wrapper everything works perfectly... I am not sure what is going on there but there is dofo a diff... All the other fixes I can safely say they are working perfectly thou ^_^
said:
Alpha 0.07 (3DMigoto) attached


Fixed:
- Light shafts
- Hairworks one-eye transparency
- White dots
- Raindrop splashes in caves
- courierbold.spritefont no longer has to be in the bin directory and won't crash if missing from x64
- May be less inclined to crash (@Mike - seems like it might be important to declare t125 in an assembly fix and update dcl_temps to max temp register + 1)

Bundled with 3Dmigoto 1.1.22 (various fixes. Hunting=0 will no longer allow toggle - use hunting=2 for that)

TODO:
- Hairworks glitch at depth W==1
- Shadows on hairworks/fur (@Mike, if you would like to take a look at the shadows they are in 5ddb8dc90679b5ec-ps.txt, but the constant buffers don't seem to match the other shaders again)

- Anything else? Feels like we are getting very close now.


Awesome JOB!!! Really!!
Yet.. I have problems with 3DMigoto... It keeps "disabling" 3D vision on loading/continuing the game...(This happens for quite a few versions now...Can't really say from when)... Image is 2D from a left/right perspective shown in both eyes
But, If I use Flugan's wrapper everything works perfectly... I am not sure what is going on there but there is dofo a diff...

All the other fixes I can safely say they are working perfectly thou ^_^

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
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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)

Posted 06/20/2015 11:56 PM   
@helifax For the 3D fix disabled, change this parameter for this (this create bin files) cache_shaders=1 This works for me Thanks DarkStarSword!!
@helifax
For the 3D fix disabled, change this parameter for this (this create bin files)
cache_shaders=1

This works for me

Thanks DarkStarSword!!

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 06/21/2015 12:25 AM   
[quote=""] [b][center][color="green"]Alpha 0.07 (3DMigoto) attached[/color][/center][/b] Fixed: - Light shafts - Hairworks one-eye transparency - White dots - Raindrop splashes in caves - courierbold.spritefont no longer has to be in the bin directory and won't crash if missing from x64 - May be less inclined to crash (@Mike - seems like it might be important to declare t125 in an assembly fix and update dcl_temps to max temp register + 1) Bundled with 3Dmigoto 1.1.22 (various fixes. Hunting=0 will no longer allow toggle - use hunting=2 for that) TODO: - Hairworks glitch at depth W==1 - Shadows on hairworks/fur (@Mike, if you would like to take a look at the shadows they are in 5ddb8dc90679b5ec-ps.txt, but the constant buffers don't seem to match the other shaders again) - Anything else? Feels like we are getting very close now.[/quote] Great stuff! 1. I generally do declare t125, I must have missed one, sorry about that. 2. I am using the ASM assembler in both Project Cars and Dirt Rally, and found that dcl_temps = max register works OK. In fact, for one shader setting it higher caused a problem. Is this causing issues in Witcher3? 3. Hunting toggle - nice idea. 4. Shadows - sure I'll have a look. PS - I don't think the constant buffers matching makes a difference as long as you pick out the correct parameters, this is all I did in 'white dot' shader. I'll let you know if I have any luck.
said:
Alpha 0.07 (3DMigoto) attached


Fixed:
- Light shafts
- Hairworks one-eye transparency
- White dots
- Raindrop splashes in caves
- courierbold.spritefont no longer has to be in the bin directory and won't crash if missing from x64
- May be less inclined to crash (@Mike - seems like it might be important to declare t125 in an assembly fix and update dcl_temps to max temp register + 1)

Bundled with 3Dmigoto 1.1.22 (various fixes. Hunting=0 will no longer allow toggle - use hunting=2 for that)

TODO:
- Hairworks glitch at depth W==1
- Shadows on hairworks/fur (@Mike, if you would like to take a look at the shadows they are in 5ddb8dc90679b5ec-ps.txt, but the constant buffers don't seem to match the other shaders again)

- Anything else? Feels like we are getting very close now.

Great stuff!
1. I generally do declare t125, I must have missed one, sorry about that.
2. I am using the ASM assembler in both Project Cars and Dirt Rally, and found that dcl_temps = max register works OK. In fact, for one shader setting it higher caused a problem. Is this causing issues in Witcher3?
3. Hunting toggle - nice idea.
4. Shadows - sure I'll have a look. PS - I don't think the constant buffers matching makes a difference as long as you pick out the correct parameters, this is all I did in 'white dot' shader. I'll let you know if I have any luck.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/21/2015 12:55 AM   
@Darkstarsword OK I fixed the Hairworks shadows (at least on Geralt's head). The issue with white dots is back though when you inside, so whatever you did to fix the other shader will need the same tweak here. I'll send you the shader via PM. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65030/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65029/[/img]
@Darkstarsword OK I fixed the Hairworks shadows (at least on Geralt's head). The issue with white dots is back though when you inside, so whatever you did to fix the other shader will need the same tweak here. I'll send you the shader via PM.

Image

Image

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/21/2015 01:50 AM   
Need a little advice on what to do. This is my first time trying my 3dVision PC. I am using Alpha 0.07 (3DMigoto), Drivers - 353.06, Windows 7. All looks great except for the black boxes showing on the screen where there should be fire. Here is the attachment image to look at.
Need a little advice on what to do. This is my first time trying my 3dVision PC.

I am using Alpha 0.07 (3DMigoto), Drivers - 353.06, Windows 7. All looks great except for the black boxes showing on the screen where there should be fire.

Here is the attachment image to look at.
Attachments

witcher301_50.jps

Posted 06/21/2015 03:45 AM   
[quote=""]Need a little advice on what to do. This is my first time trying my 3dVision PC. I am using Alpha 0.07 (3DMigoto), Drivers - 353.06, Windows 7. All looks great except for the black boxes showing on the screen where there should be fire. Here is the attachment image to look at.[/quote] Can you please send me a save somewhere that occurs? Saves are under C:\Users\<user>\Documents\The Witcher 3\gamesaves. Also let me know what graphics settings you are using.
said:Need a little advice on what to do. This is my first time trying my 3dVision PC.

I am using Alpha 0.07 (3DMigoto), Drivers - 353.06, Windows 7. All looks great except for the black boxes showing on the screen where there should be fire.

Here is the attachment image to look at.

Can you please send me a save somewhere that occurs? Saves are under C:\Users\<user>\Documents\The Witcher 3\gamesaves. Also let me know what graphics settings you are using.

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

Posted 06/21/2015 05:06 AM   
[quote="DarkStarSword"] . . . TODO: . . . - Anything else? Feels like we are getting very close now.[/quote] THX A LOT, ill test this new version, What definitely is still remaining is the "street problem" [img]http://web396.inetseite.de/witcher313_50.jps[/img] (look @ the left and the right side from the road infront of geralt) [b]Savegame:[/b] [url]http://web396.inetseite.de/TWWH-106_3DVF-007a_road-problem.rar[/url]
DarkStarSword said:
.
.
.

TODO:
.
.
.

- Anything else? Feels like we are getting very close now.


THX A LOT, ill test this new version, What definitely is still remaining is the "street problem"

Image
(look @ the left and the right side from the road infront of geralt)

Savegame: http://web396.inetseite.de/TWWH-106_3DVF-007a_road-problem.rar

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 06/21/2015 08:46 AM   
@DarkStarSword & Co. The world looks now magnificent! Thank you again. Unfortunately, on my configuration (with 353.06), I have similar issues as Helifax. The fix works beautifully on first start of the game, but on next load (in the same session) it crashes the game to desktop. The previous alphas did the same but, on my win 8.1, Flugan's version (Flugan Witcher 3 Alpha 0.06 Update) worked without CTD. PS. In my left hand, the bottle of champagne is getting warmer and warmer. ;)
@DarkStarSword & Co.

The world looks now magnificent! Thank you again.

Unfortunately, on my configuration (with 353.06), I have similar issues as Helifax.
The fix works beautifully on first start of the game, but on next load (in the same session) it crashes the game to desktop.

The previous alphas did the same but, on my win 8.1, Flugan's version (Flugan Witcher 3 Alpha 0.06 Update) worked without CTD.


PS. In my left hand, the bottle of champagne is getting warmer and warmer. ;)

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

Posted 06/21/2015 11:21 AM   
[quote=""]@DarkStarSword & Co. The world looks now magnificent! Thank you again. Unfortunately, on my configuration (with 353.06), I have similar issues as Helifax. The fix works beautifully on first start of the game, but on next load (in the same session) it crashes the game to desktop. The previous alphas did the same but, on my win 8.1, Flugan's version (Flugan Witcher 3 Alpha 0.06 Update) worked without CTD. PS. In my left hand, the bottle of champagne is getting warmer and warmer. ;)[/quote] Same here. I am using 0.07 with the d3d11.dll from Flugans 0.06 Update version. CTD only 1 in a hour.
said:@DarkStarSword & Co.

The world looks now magnificent! Thank you again.

Unfortunately, on my configuration (with 353.06), I have similar issues as Helifax.
The fix works beautifully on first start of the game, but on next load (in the same session) it crashes the game to desktop.

The previous alphas did the same but, on my win 8.1, Flugan's version (Flugan Witcher 3 Alpha 0.06 Update) worked without CTD.


PS. In my left hand, the bottle of champagne is getting warmer and warmer. ;)


Same here. I am using 0.07 with the d3d11.dll from Flugans 0.06 Update version. CTD only 1 in a hour.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 06/21/2015 11:51 AM   
[quote="Losti"] Same here. I am using 0.07 with the d3d11.dll from Flugans 0.06 Update version. CTD only 1 in a hour.[/quote] Thank you for the tip Losti! I did the .dll replacement and I had no CTD after multiple loadings. It did loose the fix on the fourth load (and on alt-tab-ing) but I can live with it. ;) The game is now bordering perfection. :)
Losti said:
Same here. I am using 0.07 with the d3d11.dll from Flugans 0.06 Update version. CTD only 1 in a hour.


Thank you for the tip Losti!
I did the .dll replacement and I had no CTD after multiple loadings.
It did loose the fix on the fourth load (and on alt-tab-ing) but I can live with it. ;)
The game is now bordering perfection. :)

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

Posted 06/21/2015 01:41 PM   
[center][color="green"][b]Alpha 0.08 (3DMigoto) attached:[/b][/color] [url]https://forums.geforce.com/cmd/default/download-comment-attachment/65038/[/url][/center] Fixed: - Shadows on hairworks (white dots fixed via quick n' dirty script to restore lost precision) - Dirt path shader - Sun and moon depth - Another UI shader - Toggle key for HBAO+ added on F11 as a quick kill switch for when it breaks I haven't tackled the hairworks W==1 glitch yet. -------------------------------------------------------------------------------------------------------------------------------------------- The issue with HBAO+ seems to be that after a while pixel shader 170486ed36efcc9e stops being run for the left eye. Unlike the last one-eye issue this one does use a render target already, but has no depth target - When I get some more time I'll experiment to see what happens if I add a dummy depth target. Here's the clue I found in the frame analysis: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65039/[/img] -------------------------------------------------------------------------------------------------------------------------------------------- I'm going to keep running the game in a debugger for a while and see if I can catch the CTDs. I've already caught two, which were NULL pointer dereferences somewhere in the middle of their code, but didn't give me any useful clues. It is possible that we are handing a NULL pointer to the game at some point that it later defererences and crashes. -------------------------------------------------------------------------------------------------------------------------------------------- I checked CreekPeanut's save & settings, and I do *NOT* see the same black box over fire issue on my system. Does anyone else see this problem: [quote="CreekPeanut"]Need a little advice on what to do. This is my first time trying my 3dVision PC. I am using Alpha 0.07 (3DMigoto), Drivers - 353.06, Windows 7. All looks great except for the black boxes showing on the screen where there should be fire. Here is the attachment image to look at. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65032/[/img] [/quote]


Fixed:
- Shadows on hairworks (white dots fixed via quick n' dirty script to restore lost precision)
- Dirt path shader
- Sun and moon depth
- Another UI shader
- Toggle key for HBAO+ added on F11 as a quick kill switch for when it breaks

I haven't tackled the hairworks W==1 glitch yet.

--------------------------------------------------------------------------------------------------------------------------------------------

The issue with HBAO+ seems to be that after a while pixel shader 170486ed36efcc9e stops being run for the left eye. Unlike the last one-eye issue this one does use a render target already, but has no depth target - When I get some more time I'll experiment to see what happens if I add a dummy depth target. Here's the clue I found in the frame analysis:

Image

--------------------------------------------------------------------------------------------------------------------------------------------

I'm going to keep running the game in a debugger for a while and see if I can catch the CTDs. I've already caught two, which were NULL pointer dereferences somewhere in the middle of their code, but didn't give me any useful clues. It is possible that we are handing a NULL pointer to the game at some point that it later defererences and crashes.

--------------------------------------------------------------------------------------------------------------------------------------------

I checked CreekPeanut's save & settings, and I do *NOT* see the same black box over fire issue on my system. Does anyone else see this problem:

CreekPeanut said:Need a little advice on what to do. This is my first time trying my 3dVision PC.

I am using Alpha 0.07 (3DMigoto), Drivers - 353.06, Windows 7. All looks great except for the black boxes showing on the screen where there should be fire.

Here is the attachment image to look at.

Image

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

Posted 06/21/2015 02:48 PM   
  73 / 152    
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