New engine, similar shaders (at least shadows) and way of working (the same profile settings from the other two games are needed).
First shadows shader, fixed (at all FOV values): https://u.cubeupload.com/masterotaku/YakuzaKiwami2002.jpg
I just skipped all cutscenes at the beginning and fixed one shadows shader. I still have to see almost everything.
More to come later. Please be patient :p.
Awesome work like usual Masterotaku!
Huge thanks for all the fixes.
I recently started with the Yakuza serie`s really great game`s and 3d.
Lol a backlog of 3D game`s to great people like you , couldn`t dream of that several years ago.
Again huge thanks!
Awesome work like usual Masterotaku!
Huge thanks for all the fixes.
I recently started with the Yakuza serie`s really great game`s and 3d.
Lol a backlog of 3D game`s to great people like you , couldn`t dream of that several years ago.
Again huge thanks!
For the moment:
Fixed:
- Screen space reflections (mostly. Maybe not completely for walls looking from a side).
- Shadows and disco lights.
- Compute shader lighting. This has a lot of blocky clipping that I'll need to fix.
- Specular reflections (in pixel shaders).
- Characters eyes.
- Water from the Sotenbori river.
Remaining:
- The previously mentioned clipping.
- Blood.
- Perfecting screen space reflections to the maximum.
And I have an extra surprise not mentioned in the list. The arcade games (Virtua Fighter 2 and Virtual On) are 2D by default, 4:3, and with scanlines and borders. Well, here is the result of the manual stereoization I did at the beginning: https://u.cubeupload.com/masterotaku/YakuzaKiwami2010.jpg
But that wasn't enough for me, so I made extra options that can be changed in real time. See the games here with completely expanded 16:9 view (X and Y axes), HUD at selectable depth, without scanlines, and in 3D:
https://u.cubeupload.com/masterotaku/YakuzaKiwami2036.jpg
https://u.cubeupload.com/masterotaku/YakuzaKiwami2037.jpg
Unfortunately the ingame HUD looks like it has a lower resolution as a result of this, but it's minor compared to the other improvements. Also, arcade games have a limited "output" resolution, although they look very antialiased.
Fixed:
- Screen space reflections (mostly. Maybe not completely for walls looking from a side).
- Shadows and disco lights.
- Compute shader lighting. This has a lot of blocky clipping that I'll need to fix.
- Specular reflections (in pixel shaders).
- Characters eyes.
- Water from the Sotenbori river.
Remaining:
- The previously mentioned clipping.
- Blood.
- Perfecting screen space reflections to the maximum.
And I have an extra surprise not mentioned in the list. The arcade games (Virtua Fighter 2 and Virtual On) are 2D by default, 4:3, and with scanlines and borders. Well, here is the result of the manual stereoization I did at the beginning: https://u.cubeupload.com/masterotaku/YakuzaKiwami2010.jpg
Unfortunately the ingame HUD looks like it has a lower resolution as a result of this, but it's minor compared to the other improvements. Also, arcade games have a limited "output" resolution, although they look very antialiased.
Thank You very much for fixing this amazing series :)
I still need to start Kiwami, but this one will be next to play.
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
Edit: the website didn't post my full post.
To say it quickly:
- Fixed clipping.
- Almost fixed blood. Main shader is done. Another one in progress.
- More stuff fixed.
- Screen space reflections getting closer to perfection.
WIP soon.
To say it quickly:
- Fixed clipping.
- Almost fixed blood. Main shader is done. Another one in progress.
- More stuff fixed.
- Screen space reflections getting closer to perfection.
masterotaku, this might be too much to ask. Can you include FPS boosts tweaks in your fixes? This game is a little slow for me. So maybe there is stuff to disable? My texture quality settings is set on High and render scale is on 90, the rest are low or off. i'm getting 30-40 fps, 60 indoors. Maybe there's a little room for improvement without upgrading hardware at the moment?
masterotaku, this might be too much to ask. Can you include FPS boosts tweaks in your fixes? This game is a little slow for me. So maybe there is stuff to disable? My texture quality settings is set on High and render scale is on 90, the rest are low or off. i'm getting 30-40 fps, 60 indoors. Maybe there's a little room for improvement without upgrading hardware at the moment?
First work in progress version: https://s3.amazonaws.com/masterotaku/Yakuza+Kiwami+2/Yakuza_Kiwami_2_3D_Vision_fix.7z
There are small details that need to be fixed, but I'd say that visually it's almost done (I'm at chapter 10, though. I didn't play it all yet). Sadly, I'm not sure if I'll be able to nail the screen space reflections. They are currently fixed for "horizontal" surfaces, like the floor or ceiling, but walls/windows are still resisting.
Unzip it in the "Yakuza Kiwami 2" folder.
It has automatic low convergence for cutscenes (when a specific depth of field shader is in use), which is also triggered by some heat moves (this is good).
As for hotkeys:
- F1: convergence presets. 2.0 by default. As battles increase FOV, I think this is a good default setting.
- F2: HUD depth presets. By default, 40% in gameplay and 20% in cutscenes. Clipping is fixed.
- F3: HUD toggle. Not disabled by default.
- F5: depth of field toggle, more or less. Most of the time the effect is reduced, but still looking low resolution, except for characters closeups. Not disabled by default.
- F6: arcade scanlines toggle. Disabled by default. I'm unsure if it will be possible to disable completely without breaking anything else.
- 1 (not the numpad): arcade X axis aspect ratio. What it does is removing the arcade TV borders while preserving the geometry aspect ratio, thus increasing the view area. Extended to full 16:9 by default.
- 2 (not the numpad): arcade Y axis aspect ratio. Same as above, and extended to full 16:9 by default.
[quote="Squawadoo"]masterotaku, this might be too much to ask. Can you include FPS boosts tweaks in your fixes?[/quote]
Not in this game at least. I cycled through all shaders and there isn't any worthwile shader that increases GPU usage more than it should.
For other games, for example: in the Dragon Quest XI fix (update still in progress, almost done) there will be an option to disable most grass, which increases fps by 5-20% depending on the area.
There are small details that need to be fixed, but I'd say that visually it's almost done (I'm at chapter 10, though. I didn't play it all yet). Sadly, I'm not sure if I'll be able to nail the screen space reflections. They are currently fixed for "horizontal" surfaces, like the floor or ceiling, but walls/windows are still resisting.
Unzip it in the "Yakuza Kiwami 2" folder.
It has automatic low convergence for cutscenes (when a specific depth of field shader is in use), which is also triggered by some heat moves (this is good).
As for hotkeys:
- F1: convergence presets. 2.0 by default. As battles increase FOV, I think this is a good default setting.
- F2: HUD depth presets. By default, 40% in gameplay and 20% in cutscenes. Clipping is fixed.
- F3: HUD toggle. Not disabled by default.
- F5: depth of field toggle, more or less. Most of the time the effect is reduced, but still looking low resolution, except for characters closeups. Not disabled by default.
- F6: arcade scanlines toggle. Disabled by default. I'm unsure if it will be possible to disable completely without breaking anything else.
- 1 (not the numpad): arcade X axis aspect ratio. What it does is removing the arcade TV borders while preserving the geometry aspect ratio, thus increasing the view area. Extended to full 16:9 by default.
- 2 (not the numpad): arcade Y axis aspect ratio. Same as above, and extended to full 16:9 by default.
Squawadoo said:masterotaku, this might be too much to ask. Can you include FPS boosts tweaks in your fixes?
Not in this game at least. I cycled through all shaders and there isn't any worthwile shader that increases GPU usage more than it should.
For other games, for example: in the Dragon Quest XI fix (update still in progress, almost done) there will be an option to disable most grass, which increases fps by 5-20% depending on the area.
Fix updated (same link which will always be the same, https://s3.amazonaws.com/masterotaku/Yakuza+Kiwami+2/Yakuza_Kiwami_2_3D_Vision_fix.7z). I have fixed a dust shader, the sun, and also tweaked something about DOF.
After all these days, I've finished both story modes. And today, I finally fixed screen space reflections completely!
The next (final or not, but probably before the end of the weekend) release will include a lot of corrections and fixes.
Things that remain to be fixed:
- The second type of blood.
- Tears (yes, crying) in cutscenes.
- Breakable objects debris, which appears mostly in one eye.
Except for that, it looks perfect.
After all these days, I've finished both story modes. And today, I finally fixed screen space reflections completely!
The next (final or not, but probably before the end of the weekend) release will include a lot of corrections and fixes.
Things that remain to be fixed:
- The second type of blood.
- Tears (yes, crying) in cutscenes.
- Breakable objects debris, which appears mostly in one eye.
Wow Masterotaku!
I had sutch a blast playing Yakuza Kiwami with your fix.
Can`t wait to get my hands on it.
Wish i could donate some more but at the moment iam broke as F**
Again huge thanks!
Wow Masterotaku!
I had sutch a blast playing Yakuza Kiwami with your fix.
Can`t wait to get my hands on it.
Wish i could donate some more but at the moment iam broke as F**
Again huge thanks!
This will be one of next games to play, but before I must play first one :)
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
Thank you for the motivation, people :). This fix was one of the hard ones (but I learned some new things), and I'm glad I could fix clipping. The game looked awful without fixed clipping.
I'm ready for the rest of the Yakuza games whenever they come (hopefully in chronological order like until now).
Thank you for the motivation, people :). This fix was one of the hard ones (but I learned some new things), and I'm glad I could fix clipping. The game looked awful without fixed clipping.
I'm ready for the rest of the Yakuza games whenever they come (hopefully in chronological order like until now).
First shadows shader, fixed (at all FOV values): https://u.cubeupload.com/masterotaku/YakuzaKiwami2002.jpg
I just skipped all cutscenes at the beginning and fixed one shadows shader. I still have to see almost everything.
More to come later. Please be patient :p.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Huge thanks for all the fixes.
I recently started with the Yakuza serie`s really great game`s and 3d.
Lol a backlog of 3D game`s to great people like you , couldn`t dream of that several years ago.
Again huge thanks!
Fixed:
- Screen space reflections (mostly. Maybe not completely for walls looking from a side).
- Shadows and disco lights.
- Compute shader lighting. This has a lot of blocky clipping that I'll need to fix.
- Specular reflections (in pixel shaders).
- Characters eyes.
- Water from the Sotenbori river.
Remaining:
- The previously mentioned clipping.
- Blood.
- Perfecting screen space reflections to the maximum.
And I have an extra surprise not mentioned in the list. The arcade games (Virtua Fighter 2 and Virtual On) are 2D by default, 4:3, and with scanlines and borders. Well, here is the result of the manual stereoization I did at the beginning: https://u.cubeupload.com/masterotaku/YakuzaKiwami2010.jpg
But that wasn't enough for me, so I made extra options that can be changed in real time. See the games here with completely expanded 16:9 view (X and Y axes), HUD at selectable depth, without scanlines, and in 3D:
https://u.cubeupload.com/masterotaku/YakuzaKiwami2036.jpg
https://u.cubeupload.com/masterotaku/YakuzaKiwami2037.jpg
Unfortunately the ingame HUD looks like it has a lower resolution as a result of this, but it's minor compared to the other improvements. Also, arcade games have a limited "output" resolution, although they look very antialiased.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I still need to start Kiwami, but this one will be next to play.
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
To say it quickly:
- Fixed clipping.
- Almost fixed blood. Main shader is done. Another one in progress.
- More stuff fixed.
- Screen space reflections getting closer to perfection.
WIP soon.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
There are small details that need to be fixed, but I'd say that visually it's almost done (I'm at chapter 10, though. I didn't play it all yet). Sadly, I'm not sure if I'll be able to nail the screen space reflections. They are currently fixed for "horizontal" surfaces, like the floor or ceiling, but walls/windows are still resisting.
Unzip it in the "Yakuza Kiwami 2" folder.
It has automatic low convergence for cutscenes (when a specific depth of field shader is in use), which is also triggered by some heat moves (this is good).
As for hotkeys:
- F1: convergence presets. 2.0 by default. As battles increase FOV, I think this is a good default setting.
- F2: HUD depth presets. By default, 40% in gameplay and 20% in cutscenes. Clipping is fixed.
- F3: HUD toggle. Not disabled by default.
- F5: depth of field toggle, more or less. Most of the time the effect is reduced, but still looking low resolution, except for characters closeups. Not disabled by default.
- F6: arcade scanlines toggle. Disabled by default. I'm unsure if it will be possible to disable completely without breaking anything else.
- 1 (not the numpad): arcade X axis aspect ratio. What it does is removing the arcade TV borders while preserving the geometry aspect ratio, thus increasing the view area. Extended to full 16:9 by default.
- 2 (not the numpad): arcade Y axis aspect ratio. Same as above, and extended to full 16:9 by default.
Not in this game at least. I cycled through all shaders and there isn't any worthwile shader that increases GPU usage more than it should.
For other games, for example: in the Dragon Quest XI fix (update still in progress, almost done) there will be an option to disable most grass, which increases fps by 5-20% depending on the area.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Still having great fun with the Yakuza serie`s thanks to you.
Can`t wait to trie it out.
Kind regards!
The next (final or not, but probably before the end of the weekend) release will include a lot of corrections and fixes.
Things that remain to be fixed:
- The second type of blood.
- Tears (yes, crying) in cutscenes.
- Breakable objects debris, which appears mostly in one eye.
Except for that, it looks perfect.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
The link for the file is the same as it was for the WIP version.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I had sutch a blast playing Yakuza Kiwami with your fix.
Can`t wait to get my hands on it.
Wish i could donate some more but at the moment iam broke as F**
Again huge thanks!
This will be one of next games to play, but before I must play first one :)
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I'm ready for the rest of the Yakuza games whenever they come (hopefully in chronological order like until now).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com