Ark in 3D Vision
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Actually that reminds me - I've seen a few devs talking about DX12 support in UE4 on Win 10, but that's potentially an issue for us since it will take a while to add DX12 support to 3Dmigoto. I'm hoping that it will be possible to just set these games to use DX11 on Win 10 until/if we get support in 3Dmigoto.
Actually that reminds me - I've seen a few devs talking about DX12 support in UE4 on Win 10, but that's potentially an issue for us since it will take a while to add DX12 support to 3Dmigoto. I'm hoping that it will be possible to just set these games to use DX11 on Win 10 until/if we get support in 3Dmigoto.

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

#16
Posted 06/14/2015 12:03 PM   
[quote=""]Actually that reminds me - I've seen a few devs talking about DX12 support in UE4 on Win 10, but that's potentially an issue for us since it will take a while to add DX12 support to 3Dmigoto. I'm hoping that it will be possible to just set these games to use DX11 on Win 10 until/if we get support in 3Dmigoto.[/quote] Unless Win10 adoption is incredibly fast, the game devs will not be in a rush to abandon the Win7 market. I would expect a DX11 fallback for at least a year, even if Win10 consumes the Win7 market. As you know, I strongly discourage doing work before it's actually necessary. There are a lot of dead-ends in technology, and opportunity cost is a real thing. Having noted that though, if there is some breakthrough with SLI or some killer game, we will of course look into it.
said:Actually that reminds me - I've seen a few devs talking about DX12 support in UE4 on Win 10, but that's potentially an issue for us since it will take a while to add DX12 support to 3Dmigoto. I'm hoping that it will be possible to just set these games to use DX11 on Win 10 until/if we get support in 3Dmigoto.

Unless Win10 adoption is incredibly fast, the game devs will not be in a rush to abandon the Win7 market. I would expect a DX11 fallback for at least a year, even if Win10 consumes the Win7 market. As you know, I strongly discourage doing work before it's actually necessary. There are a lot of dead-ends in technology, and opportunity cost is a real thing.

Having noted that though, if there is some breakthrough with SLI or some killer game, we will of course look into it.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
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#17
Posted 06/14/2015 12:26 PM   
[quote="DarkStarSword"]Anyone happen to know which github account the devs are using? If you are a member of the Epic Games github organisation (which is free and required to download the source code), you can see other developers clones of UE4 - but given there's about 10,000 I'm not sure which one is theirs (if it's even on the site).[/quote]To answer my own question, the source code for their shaders is in the ARK Dev Kit, which is available through Steam (look in tools). Their github page (https://github.com/StudioWildcard1/Ark-Dev-Kit) only contains a modified UE4 editor executable which is for use with the dev kit, and I have not been able to find a second repository yet. I'm pretty tempted to take a crack at this one, but given it is still receiving almost daily updates the potential for a fix getting broken is extremely high so maintaining a fix for this game could be a real time sink. Part of the reason I'm investigating the dev kit is that it might provide a means to create a fix that doesn't get broken constantly by updates, and means only dealing with 205 HLSL shaders that are easy to sync with updates from the game instead of the 8,000+ decompiled shaders we see in 3DMigoto as a result of the C pre-processor exploding them.
DarkStarSword said:Anyone happen to know which github account the devs are using? If you are a member of the Epic Games github organisation (which is free and required to download the source code), you can see other developers clones of UE4 - but given there's about 10,000 I'm not sure which one is theirs (if it's even on the site).
To answer my own question, the source code for their shaders is in the ARK Dev Kit, which is available through Steam (look in tools). Their github page (https://github.com/StudioWildcard1/Ark-Dev-Kit) only contains a modified UE4 editor executable which is for use with the dev kit, and I have not been able to find a second repository yet.

I'm pretty tempted to take a crack at this one, but given it is still receiving almost daily updates the potential for a fix getting broken is extremely high so maintaining a fix for this game could be a real time sink.

Part of the reason I'm investigating the dev kit is that it might provide a means to create a fix that doesn't get broken constantly by updates, and means only dealing with 205 HLSL shaders that are easy to sync with updates from the game instead of the 8,000+ decompiled shaders we see in 3DMigoto as a result of the C pre-processor exploding them.

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

#18
Posted 07/03/2015 04:09 AM   
[quote="DarkStarSword"][quote="DarkStarSword"]Anyone happen to know which github account the devs are using? If you are a member of the Epic Games github organisation (which is free and required to download the source code), you can see other developers clones of UE4 - but given there's about 10,000 I'm not sure which one is theirs (if it's even on the site).[/quote]To answer my own question, the source code for their shaders is in the ARK Dev Kit, which is available through Steam (look in tools). Their github page (https://github.com/StudioWildcard1/Ark-Dev-Kit) only contains a modified UE4 editor executable which is for use with the dev kit, and I have not been able to find a second repository yet. I'm pretty tempted to take a crack at this one, but given it is still receiving almost daily updates the potential for a fix getting broken is extremely high so maintaining a fix for this game could be a real time sink. Part of the reason I'm investigating the dev kit is that it might provide a means to create a fix that doesn't get broken constantly by updates, and means only dealing with 205 HLSL shaders that are easy to sync with updates from the game instead of the 8,000+ decompiled shaders we see in 3DMigoto as a result of the C pre-processor exploding them.[/quote] Hi DarkStar. Is there anything we can do to assist in this regard? I currently don't own ARK, but there have been a few other indie UE4 titles that have been released already. I want to ask one of these indie devs for access to their GitHub repository. But I'm not sure if that would be an appropriate question to ask. There's probably not much I can do, anyways, as far as shader hacking is concerned (due to my limited knowledge). But I can make an attempt, though.
DarkStarSword said:
DarkStarSword said:Anyone happen to know which github account the devs are using? If you are a member of the Epic Games github organisation (which is free and required to download the source code), you can see other developers clones of UE4 - but given there's about 10,000 I'm not sure which one is theirs (if it's even on the site).
To answer my own question, the source code for their shaders is in the ARK Dev Kit, which is available through Steam (look in tools). Their github page (https://github.com/StudioWildcard1/Ark-Dev-Kit) only contains a modified UE4 editor executable which is for use with the dev kit, and I have not been able to find a second repository yet.

I'm pretty tempted to take a crack at this one, but given it is still receiving almost daily updates the potential for a fix getting broken is extremely high so maintaining a fix for this game could be a real time sink.

Part of the reason I'm investigating the dev kit is that it might provide a means to create a fix that doesn't get broken constantly by updates, and means only dealing with 205 HLSL shaders that are easy to sync with updates from the game instead of the 8,000+ decompiled shaders we see in 3DMigoto as a result of the C pre-processor exploding them.


Hi DarkStar. Is there anything we can do to assist in this regard? I currently don't own ARK, but there have been a few other indie UE4 titles that have been released already. I want to ask one of these indie devs for access to their GitHub repository. But I'm not sure if that would be an appropriate question to ask. There's probably not much I can do, anyways, as far as shader hacking is concerned (due to my limited knowledge). But I can make an attempt, though.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#19
Posted 07/05/2015 06:23 AM   
It would probably be worth playing with any UE4 game to see how easy/hard they are to fix. ARK is one that has my interest, but realistically it's getting updated way too frequently to seriously think about fixing it just yet (and it's not like my TODO list isn't still full), and any UE4 game would likely provide much the same insights. There's a few options available to us right now - we can work out the patterns to fix UE4 like we have for UE3 and just keep using 3DMigoto with them, or we (and this probably means me) can try to implement native support in UE4 and see if Epic will accept it. There's no reason we can't do both - the patterns found fixing any UE4 game will no doubt help when adding native support, and if we can get native support that will hopefully mean we won't have to spend as much effort fixing individual games in the future. Whether getting access to an individual developer's github page would help or not largely depends on whether they have created any custom shaders that are difficult to fix - I'm expecting that most effects like shadows will be easy to get the source code from Epic. The other reason for getting access to a developer's github is for the possibility to send them fixes directly - I'm not sure how many developers would be open to this idea, but asking can't hurt. I'm in touch with a local developer who has a game coming out later this year in UE4 - I'm hoping to have a chance to work with them directly to support 3D Vision (no promises though!) as a way to get started with UE4 development: http://www.uppercut-games.com/portfolio/submerged-2/
It would probably be worth playing with any UE4 game to see how easy/hard they are to fix. ARK is one that has my interest, but realistically it's getting updated way too frequently to seriously think about fixing it just yet (and it's not like my TODO list isn't still full), and any UE4 game would likely provide much the same insights.

There's a few options available to us right now - we can work out the patterns to fix UE4 like we have for UE3 and just keep using 3DMigoto with them, or we (and this probably means me) can try to implement native support in UE4 and see if Epic will accept it. There's no reason we can't do both - the patterns found fixing any UE4 game will no doubt help when adding native support, and if we can get native support that will hopefully mean we won't have to spend as much effort fixing individual games in the future.

Whether getting access to an individual developer's github page would help or not largely depends on whether they have created any custom shaders that are difficult to fix - I'm expecting that most effects like shadows will be easy to get the source code from Epic. The other reason for getting access to a developer's github is for the possibility to send them fixes directly - I'm not sure how many developers would be open to this idea, but asking can't hurt.

I'm in touch with a local developer who has a game coming out later this year in UE4 - I'm hoping to have a chance to work with them directly to support 3D Vision (no promises though!) as a way to get started with UE4 development:

http://www.uppercut-games.com/portfolio/submerged-2/

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

#20
Posted 07/05/2015 08:04 PM   
I just tried out the side by side stereo emulation mode built into UE4 in this game (add -emulatestereo to the launch options): https://youtu.be/AuAsYnVAepY You can see there are some problems, but (other than the menu) they are relatively minor - this suggests that it might be worthwhile going down the path of implementing a 3D Vision backend to UE4s stereo renderer (and changing the maths to suit a 3D screen instead of VR).
I just tried out the side by side stereo emulation mode built into UE4 in this game (add -emulatestereo to the launch options):

https://youtu.be/AuAsYnVAepY


You can see there are some problems, but (other than the menu) they are relatively minor - this suggests that it might be worthwhile going down the path of implementing a 3D Vision backend to UE4s stereo renderer (and changing the maths to suit a 3D screen instead of VR).

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

#21
Posted 09/10/2015 06:18 PM   
I think it did not look that good and 980ti got on its knees. Playable with medium. Forest seemed much more interesting
I think it did not look that good and 980ti got on its knees. Playable with medium. Forest seemed much more interesting

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#22
Posted 09/10/2015 08:04 PM   
Been awhile since this games been out went through some patchs and even has rift support. Has any one been able to get this to work? maybe with a different profile. Cant deny this game would be pretty with some depth and scale..
Been awhile since this games been out went through some patchs and even has rift support. Has any one been able to get this to work? maybe with a different profile. Cant deny this game would be pretty with some depth and scale..

#23
Posted 10/01/2015 01:55 AM   
I went to try to use this game for a demo of using 3DMigoto to convert SBS to 3D Vision, but this game is just a PITA to get working at all, so I ended up going with Whirligig instead: [url]https://forums.geforce.com/default/topic/908302/3d-vision/how-to-play-vr-images-and-videos-in-3dvision-using-the-whirligig-vr-player/post/4810984/#4810984[/url] I did work out why the Sky FX are totally broken whenever 3D Vision is enabled in the control panel, and how to fix them. To do this, grab a recent 3DMigoto and add a section like this to the d3dx.ini: [code] [ResourceBackupcb13] [ShaderOverrideSkyFX] hash = 4021c69b5957f76b ; This shader get's broken by the driver's stereo constant buffer in vs-cb12. ; Move the original constant buffer to cb13 ResourceBackupcb13 = ref vs-cb13 vs-cb13 = vs-cb12 post vs-cb13 = ResourceBackupcb13 [/code] Then in the sky shader (4021c69b5957f76b-vs_replace.txt), change b12 to b13. However this alone will not make the game playable in 3D!
I went to try to use this game for a demo of using 3DMigoto to convert SBS to 3D Vision, but this game is just a PITA to get working at all, so I ended up going with Whirligig instead:

https://forums.geforce.com/default/topic/908302/3d-vision/how-to-play-vr-images-and-videos-in-3dvision-using-the-whirligig-vr-player/post/4810984/#4810984

I did work out why the Sky FX are totally broken whenever 3D Vision is enabled in the control panel, and how to fix them. To do this, grab a recent 3DMigoto and add a section like this to the d3dx.ini:

[ResourceBackupcb13]
[ShaderOverrideSkyFX]
hash = 4021c69b5957f76b
; This shader get's broken by the driver's stereo constant buffer in vs-cb12.
; Move the original constant buffer to cb13
ResourceBackupcb13 = ref vs-cb13
vs-cb13 = vs-cb12
post vs-cb13 = ResourceBackupcb13


Then in the sky shader (4021c69b5957f76b-vs_replace.txt), change b12 to b13.

However this alone will not make the game playable in 3D!

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

#24
Posted 02/19/2016 07:12 PM   
Hi, i was wondering if any work was still being done on 3d for ARK? Final release is around the corner, might be a good time to pickup the project if interest is still there.
Hi, i was wondering if any work was still being done on 3d for ARK? Final release is around the corner, might be a good time to pickup the project if interest is still there.

#25
Posted 08/12/2017 08:57 AM   
I was interested in this at some point, but the constant barrage of updates meant that it was a waste of time (look what's happening with Conan already). Maybe once the final release is out - if the constant updates stop, or if I can come up with something that is resistant to being broken by updates (I've got one idea that I was able to make a proof of concept for, but it was defeated by driver limitations and working around those means a lot of extra work).
I was interested in this at some point, but the constant barrage of updates meant that it was a waste of time (look what's happening with Conan already). Maybe once the final release is out - if the constant updates stop, or if I can come up with something that is resistant to being broken by updates (I've got one idea that I was able to make a proof of concept for, but it was defeated by driver limitations and working around those means a lot of extra work).

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

#26
Posted 08/13/2017 03:37 PM   
It is still updating twice a week. I wonder if this is ever going to stop?!
It is still updating twice a week. I wonder if this is ever going to stop?!

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/ Image

#27
Posted 08/14/2017 08:47 PM   
Well, after twice daily updates for the last few weeks or so they've finally released and: [quote]Rest assured this complete version of the game will still be receiving regular updates[/quote]So... not worth the pain of trying to fix this one, not without something that can cope with new headerless shaders every update (and while I do have some ideas that might allow that, they are not a sure thing and they are still quite a long way off becoming a reality).
Well, after twice daily updates for the last few weeks or so they've finally released and:

Rest assured this complete version of the game will still be receiving regular updates
So... not worth the pain of trying to fix this one, not without something that can cope with new headerless shaders every update (and while I do have some ideas that might allow that, they are not a sure thing and they are still quite a long way off becoming a reality).

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

#28
Posted 08/29/2017 04:29 PM   
3D fix for Ark: Survival Evolved: https://www.dropbox.com/s/wrm73y73yfc865h/x64.zip?dl=0 Unzip and move to directory: C:\Program Files (x86)\Steam\steamapps\common\ARK\ShooterGame\Binaries\Win64 In Game options, DISABLE "distance field shadowing." Enjoy!
3D fix for Ark: Survival Evolved:

https://www.dropbox.com/s/wrm73y73yfc865h/x64.zip?dl=0


Unzip and move to directory:
C:\Program Files (x86)\Steam\steamapps\common\ARK\ShooterGame\Binaries\Win64

In Game options, DISABLE "distance field shadowing."

Enjoy!

#29
Posted 07/07/2019 10:47 PM   
Welcome to the forums, thanks for making a fix and taking the time to make an account so that it could be used by others. If you'd like to post it on helixblog, PM bo3b https://forums.geforce.com/member/1806255/ BTW, did you leverage the Universal Fix by DHR?
Welcome to the forums, thanks for making a fix and taking the time to make an account so that it could be used by others.

If you'd like to post it on helixblog, PM bo3b

https://forums.geforce.com/member/1806255/


BTW, did you leverage the Universal Fix by DHR?

#30
Posted 07/07/2019 11:09 PM   
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