[quote="SKAUT"]I did test it on non-sli and sli as well (347.09), medium settings, clean profile with fc3 dx11 sli bits. I did everything like you`ve said and I still have this drivers crash - guess that might be drivers version related then.
Anyway as far as I`ve seen it looks promising. Whole internal shadows are fixed and geometry feels natural. Good luck with the rest of it and thanks again. [/quote]
Thanks for checking :-) I am on 347.09 as well. What cards do you have (I have SLI 770)? If you have the time, I would appreciate some experimentation (different drivers, put game on Low, Medium, High etc) to start building up some extra information.
Could you attach the LOG file as well? I want to see if there are some decompile errors (I included about 8 shaders that I have not tested yet, and they may have problems).
SKAUT said:I did test it on non-sli and sli as well (347.09), medium settings, clean profile with fc3 dx11 sli bits. I did everything like you`ve said and I still have this drivers crash - guess that might be drivers version related then.
Anyway as far as I`ve seen it looks promising. Whole internal shadows are fixed and geometry feels natural. Good luck with the rest of it and thanks again.
Thanks for checking :-) I am on 347.09 as well. What cards do you have (I have SLI 770)? If you have the time, I would appreciate some experimentation (different drivers, put game on Low, Medium, High etc) to start building up some extra information.
Could you attach the LOG file as well? I want to see if there are some decompile errors (I included about 8 shaders that I have not tested yet, and they may have problems).
I went down to 344.11 and been able go to outside of safe house. Didn`t crash yet. Tried Lov, Med and High - Didn`t crash.
Where I can find that Log file ?
I went down to 344.11 and been able go to outside of safe house. Didn`t crash yet. Tried Lov, Med and High - Didn`t crash.
Where I can find that Log file ?
[quote="SKAUT"]I went down to 344.11 and been able go to outside of safe house. Didn`t crash yet. Tried Lov, Med and High - Didn`t crash.
Where I can find that Log file ?[/quote]
It called d3d11_log.txt and it is in the "Far Cry 4" directory (i.e. *not* the 'bin' directory where the game and fix files are). In my case this is "\\[blah blah]\SteamApps\common\Far Cry 4". Great to know that 344.11 is working :-)
SKAUT said:I went down to 344.11 and been able go to outside of safe house. Didn`t crash yet. Tried Lov, Med and High - Didn`t crash.
Where I can find that Log file ?
It called d3d11_log.txt and it is in the "Far Cry 4" directory (i.e. *not* the 'bin' directory where the game and fix files are). In my case this is "\\[blah blah]\SteamApps\common\Far Cry 4". Great to know that 344.11 is working :-)
I don`t have this file and I am sure that your fix is running.
Anyway I`ve checked details impact on this stage of the fix and everything looks the same until I keep shadows to low. Other details are not affected even if I set them to Ultra. Even Nvidia`s Fur effect looks great (also water is set to low).
I am going higher with drivers version because the frame rate sucks.
I don`t have this file and I am sure that your fix is running.
Anyway I`ve checked details impact on this stage of the fix and everything looks the same until I keep shadows to low. Other details are not affected even if I set them to Ultra. Even Nvidia`s Fur effect looks great (also water is set to low).
I am going higher with drivers version because the frame rate sucks.
[quote="DarkStarSword"]Great stuff!
[quote="mike_ar69"]- my fixes for both shadows and lights are exact, and I fixed about 12 of them (I did a global search and that's all I found)[/quote]
Cool, the pattern looks pretty straight forward - I should be able to apply it to any others I come across :)
[quote]- I was using High so fixed shaders for that as well (shadows shader was same on Medium and High, but light shaders were different for the same effect I saw on a tree)[/quote]
Interesting. It seems Low, Medium & High use most of the same lighting shaders with some exceptions, not sure if Very High, Ultra and soft share any, then all those again for AA off/SMAA vs MSAA/TXAA which use a different set (some other pixel shaders also differ depending on AA, but I haven't spotted any that we need to worry about, just FYI).
[quote]- I ran the game in non-SLI and I got the same issues with trees that I had in SLI with the default profile. So I am guessing I would need to use the default profile in non-SLI?
- I am not seeing any of the one-eye fog you mention (!) But then I have hardly got anywhere in the game yet[/quote]
I'm thinking the tree issue might be the same thing I'm calling the fog issue - certainly when I first hit it my first impression was the trees were 2D. The screenshot I posted with the tree a couple of pages back showed what it looks like for me, but it's a lot worse in areas with more sky and less ground on the screen. If that is the case than no profile (at least that I've tried) will help for non-SLI :(
There are clearly some other people keenly watching this thread - if anyone is willing to test Mike's WIP and report back on whether you get the 2D tree/fog issue with or without SLI on a null profile it might help narrow down and confirm the cause, or at least give us an idea of how wide spread this issue is.
I'm going to keep trying different things to see if I can find a solution to it. I had some luck with the ZRepair stuff at one point and was able to fix the mono depth buffer on one effect (with the trade off that I got a 1 frame delayed halo), but now it keeps giving me a 2D depth buffer and I can't figure out how it managed to be stereo before. I'll keep trying - I'm currently knee deep in 3Dmigoto code trying to work out what is happening.
[quote]Despite what I sad about stability, when I started using the null profile with FC3 SLI bits I did keep getting PC reboots (not CTD) which was annoying, but this only seems to happen if I am in debug mode and after I have started stepping through shaders, so there might be some instability if a particular shader is disabled.[/quote]
It's been rock solid for me (well, other than when I added some bugs to 3Dmigoto, but that's my own fault and it's all fixed now), but then I'm not on SLI. Just out of curiosity - why are you using the FC3 SLI bits and not the FC4 bits? I don't know much about what the SLI settings do, but did you find that the FC3 bits worked better?
[quote]I will attach my files so you can play with them - I am not on my main PC right now (and don't have VS 2013 installed anyway) so can't upload to GitHub (I know I really need to sort this out...).[/quote]
I can put them in the 3Dmigoto repository if you like - I'll put the originals in a separate commit so we get nice diffs for study :)
If you want a lighter solution to using git that doesn't need a full VS install, you can install the windows version from http://www.git-scm.com/download/win and use Git-Gui to manage keeping up to date, checking in new commits, etc. I'm not sure how familiar you are with using git, because the gui isn't really all that self explanatory (and I usually just use the command line), but I can always help if you get stuck :)[/quote]
Great - I'll try that Git tool.
Regarding FC3 SLI bits, I will double check but if I use the FC4 SLI bits on the null profile I get the 2D trees. If I don't use the FC3 SLI bits and just stay on the null profile the game runs at about 5 FPS. Having said that, this is all early experimentation and I am hoping other people can get better coverage for us on different profiles and settings.
You will see that in the shaderfixes folder I include a VS and a PS for Decals. You can easily search for "//Decal" to find the two shaders. Perhaps you can have a look at them? Past experience tells me that bringing them to screen depth in the VS and then correcting the PS is the way to go, but the 2 minutes I spent looking at the PS did not immediately reveal the answer (and I kept getting shot and killed where I was standing lol). Also if you could look at the slightly off depth water specular reflections (I was able to adjust them and make them more and less depth, and they are "3D", just wrong depth), but again I did not have time for more than a cursory look.
mike_ar69 said:- my fixes for both shadows and lights are exact, and I fixed about 12 of them (I did a global search and that's all I found)
Cool, the pattern looks pretty straight forward - I should be able to apply it to any others I come across :)
- I was using High so fixed shaders for that as well (shadows shader was same on Medium and High, but light shaders were different for the same effect I saw on a tree)
Interesting. It seems Low, Medium & High use most of the same lighting shaders with some exceptions, not sure if Very High, Ultra and soft share any, then all those again for AA off/SMAA vs MSAA/TXAA which use a different set (some other pixel shaders also differ depending on AA, but I haven't spotted any that we need to worry about, just FYI).
- I ran the game in non-SLI and I got the same issues with trees that I had in SLI with the default profile. So I am guessing I would need to use the default profile in non-SLI?
- I am not seeing any of the one-eye fog you mention (!) But then I have hardly got anywhere in the game yet
I'm thinking the tree issue might be the same thing I'm calling the fog issue - certainly when I first hit it my first impression was the trees were 2D. The screenshot I posted with the tree a couple of pages back showed what it looks like for me, but it's a lot worse in areas with more sky and less ground on the screen. If that is the case than no profile (at least that I've tried) will help for non-SLI :(
There are clearly some other people keenly watching this thread - if anyone is willing to test Mike's WIP and report back on whether you get the 2D tree/fog issue with or without SLI on a null profile it might help narrow down and confirm the cause, or at least give us an idea of how wide spread this issue is.
I'm going to keep trying different things to see if I can find a solution to it. I had some luck with the ZRepair stuff at one point and was able to fix the mono depth buffer on one effect (with the trade off that I got a 1 frame delayed halo), but now it keeps giving me a 2D depth buffer and I can't figure out how it managed to be stereo before. I'll keep trying - I'm currently knee deep in 3Dmigoto code trying to work out what is happening.
Despite what I sad about stability, when I started using the null profile with FC3 SLI bits I did keep getting PC reboots (not CTD) which was annoying, but this only seems to happen if I am in debug mode and after I have started stepping through shaders, so there might be some instability if a particular shader is disabled.
It's been rock solid for me (well, other than when I added some bugs to 3Dmigoto, but that's my own fault and it's all fixed now), but then I'm not on SLI. Just out of curiosity - why are you using the FC3 SLI bits and not the FC4 bits? I don't know much about what the SLI settings do, but did you find that the FC3 bits worked better?
I will attach my files so you can play with them - I am not on my main PC right now (and don't have VS 2013 installed anyway) so can't upload to GitHub (I know I really need to sort this out...).
I can put them in the 3Dmigoto repository if you like - I'll put the originals in a separate commit so we get nice diffs for study :)
If you want a lighter solution to using git that doesn't need a full VS install, you can install the windows version from http://www.git-scm.com/download/win and use Git-Gui to manage keeping up to date, checking in new commits, etc. I'm not sure how familiar you are with using git, because the gui isn't really all that self explanatory (and I usually just use the command line), but I can always help if you get stuck :)
Great - I'll try that Git tool.
Regarding FC3 SLI bits, I will double check but if I use the FC4 SLI bits on the null profile I get the 2D trees. If I don't use the FC3 SLI bits and just stay on the null profile the game runs at about 5 FPS. Having said that, this is all early experimentation and I am hoping other people can get better coverage for us on different profiles and settings.
You will see that in the shaderfixes folder I include a VS and a PS for Decals. You can easily search for "//Decal" to find the two shaders. Perhaps you can have a look at them? Past experience tells me that bringing them to screen depth in the VS and then correcting the PS is the way to go, but the 2 minutes I spent looking at the PS did not immediately reveal the answer (and I kept getting shot and killed where I was standing lol). Also if you could look at the slightly off depth water specular reflections (I was able to adjust them and make them more and less depth, and they are "3D", just wrong depth), but again I did not have time for more than a cursory look.
I just tried the Alpha on my computer
Runs fine
Turn off CM mode Ctrl-Alt-F11
347.09 no crashes for the five minutes played
NVidia 980GTX SC EVGA (non-sli) single
Windows 8.1 Update 3
Asus Sabertooth Z87
I7-4770K
32 GB of Ram
[quote="zig11727"]I just tried the Alpha on my computer
Runs fine
Turn off CM mode Ctrl-Alt-F11
347.09 no crashes for the five minutes played
NVidia 980GTX SC EVGA
Windows 8.1 Update 3
Asus Sabertooth Z87
I7-4770K
32 GB of Ram
[/quote]
That great news. Sounds like you are using the default profile as well?
Its fine for me if I stay up to 344.75 for some reason.
3D (Alpha)quality stay the same if I keep shadows no higher then High. Everything else can go up to Ultra.
btw: Fur effect have some weird halo - almost like CM does.
oh and I didn`t create fresh profile. Went straight with default one. Does it change something ?
Its fine for me if I stay up to 344.75 for some reason.
3D (Alpha)quality stay the same if I keep shadows no higher then High. Everything else can go up to Ultra.
btw: Fur effect have some weird halo - almost like CM does.
oh and I didn`t create fresh profile. Went straight with default one. Does it change something ?
Actually for the Git integration, I think you'll probably be a bit happier with TortoiseGit instead, because it has Explorer integration. You can right click files and submit them directly. I haven't used it extensively, but might match your workflow a bit better.
No worries if it's easier to share with us, either DarkStarSword or I can check these in when the times are right, and in general I would like to move to a model where people go ahead and hand-build their own releases and publish them on AmazonFTP/AWS and HelixModBlog. I'm going to try to keep the top build in the Release section a good starting spot for hunting, and something always shippable.
For collaboration on shaders though, the git should be pretty useful however. Once it's setup git is great, but getting everything set up can be a drag.
Another thing worth mentioning- if people trying out the game can set the 'export_hlsl=2' in their d3dx.ini file, that will generate all shaders that the game sees. Then, especially for people who travel around and have seen more of the game, you can share the ShaderCache folder with Mike or DarkStarSword, and they can do offline fixes.
I made a fairly dramatic change to that function awhile back, so any shaders found in ShaderCache are not 'live' in the game. They are just a resource for offline fixes now. We had trouble earlier where they'd be live and sometimes broken shaders would break things. The slight tradeoff is that whenever new shaders are seen there might be some lag/stutter/slowdown. Please pay that price to help us all out.
Mike, if you update the rar at some point, you might want to set that as default, then people can be sort of automatically helping as they play. This should be especially handy when they run across spots that are broken. It was my hope that this new approach can provide us with dramatically better game coverage.
Actually for the Git integration, I think you'll probably be a bit happier with TortoiseGit instead, because it has Explorer integration. You can right click files and submit them directly. I haven't used it extensively, but might match your workflow a bit better.
No worries if it's easier to share with us, either DarkStarSword or I can check these in when the times are right, and in general I would like to move to a model where people go ahead and hand-build their own releases and publish them on AmazonFTP/AWS and HelixModBlog. I'm going to try to keep the top build in the Release section a good starting spot for hunting, and something always shippable.
For collaboration on shaders though, the git should be pretty useful however. Once it's setup git is great, but getting everything set up can be a drag.
Another thing worth mentioning- if people trying out the game can set the 'export_hlsl=2' in their d3dx.ini file, that will generate all shaders that the game sees. Then, especially for people who travel around and have seen more of the game, you can share the ShaderCache folder with Mike or DarkStarSword, and they can do offline fixes.
I made a fairly dramatic change to that function awhile back, so any shaders found in ShaderCache are not 'live' in the game. They are just a resource for offline fixes now. We had trouble earlier where they'd be live and sometimes broken shaders would break things. The slight tradeoff is that whenever new shaders are seen there might be some lag/stutter/slowdown. Please pay that price to help us all out.
Mike, if you update the rar at some point, you might want to set that as default, then people can be sort of automatically helping as they play. This should be especially handy when they run across spots that are broken. It was my hope that this new approach can provide us with dramatically better game coverage.
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 Bo3b's School for ShaderHackers
[quote="mike_ar69"]Regarding FC3 SLI bits, I will double check but if I use the FC4 SLI bits on the null profile I get the 2D trees. If I don't use the FC3 SLI bits and just stay on the null profile the game runs at about 5 FPS. Having said that, this is all early experimentation and I am hoping other people can get better coverage for us on different profiles and settings.[/quote]Interesting. I'd love to know what the driver actually does with those SLI bits, since it might well turn out to be related to the mono depth buffer. Too much stuff I still don't know about the driver - it is very much a black box.
[quote]You will see that in the shaderfixes folder I include a VS and a PS for Decals. You can easily search for "//Decal" to find the two shaders. Perhaps you can have a look at them? Past experience tells me that bringing them to screen depth in the VS and then correcting the PS is the way to go, but the 2 minutes I spent looking at the PS did not immediately reveal the answer (and I kept getting shot and killed where I was standing lol). Also if you could look at the slightly off depth water specular reflections (I was able to adjust them and make them more and less depth, and they are "3D", just wrong depth), but again I did not have time for more than a cursory look.[/quote]Sure, I'll take a look at all that tomorrow once I've got some sleep. I know what you mean about being shot all the time - I've progressed far enough in the game to get the grenade launcher which makes dealing with that much easier ;-)
I've added the shaders from your fix to the 3Dmigoto repository:
https://github.com/bo3b/3Dmigoto/commit/3baf5aba8546821ff539d5b2430915b58f69bd14
By the way, since we are working in HLSL you can just use the mul() function to do a matrix multiply rather than the long way. I applied your shadow fix the the TXAA/high outdoor shadows then optimised it a little:
https://github.com/bo3b/3Dmigoto/commit/d89b881688a9193b75654a1915765df62123298d
It basically simplifies down to this - hopefully it will save you some typing in the future ;-)
[code]
float4 stereo = StereoParams.Load(0);
float4 tmp = mul(float4(r1.xyz, 1), _ViewProjectionMatrix);
tmp.x -= stereo.x * (tmp.w - stereo.y);
r1 = mul(mul(tmp, _InvProjectionMatrix), _InvViewMatrix);
[/code]
The float4(r1.xyz, 1) returns r1 with w=1 to save another intermediate step.
mike_ar69 said:Regarding FC3 SLI bits, I will double check but if I use the FC4 SLI bits on the null profile I get the 2D trees. If I don't use the FC3 SLI bits and just stay on the null profile the game runs at about 5 FPS. Having said that, this is all early experimentation and I am hoping other people can get better coverage for us on different profiles and settings.
Interesting. I'd love to know what the driver actually does with those SLI bits, since it might well turn out to be related to the mono depth buffer. Too much stuff I still don't know about the driver - it is very much a black box.
You will see that in the shaderfixes folder I include a VS and a PS for Decals. You can easily search for "//Decal" to find the two shaders. Perhaps you can have a look at them? Past experience tells me that bringing them to screen depth in the VS and then correcting the PS is the way to go, but the 2 minutes I spent looking at the PS did not immediately reveal the answer (and I kept getting shot and killed where I was standing lol). Also if you could look at the slightly off depth water specular reflections (I was able to adjust them and make them more and less depth, and they are "3D", just wrong depth), but again I did not have time for more than a cursory look.
Sure, I'll take a look at all that tomorrow once I've got some sleep. I know what you mean about being shot all the time - I've progressed far enough in the game to get the grenade launcher which makes dealing with that much easier ;-)
[quote="SKAUT"]Its fine for me if I stay up to 344.75 for some reason.
3D (Alpha)quality stay the same if I keep shadows no higher then High. Everything else can go up to Ultra.
btw: Fur effect have some weird halo - almost like CM does.
oh and I didn`t create fresh profile. Went straight with default one. Does it change something ?[/quote]
Hi - I have not looked at all quality levels yet, or seen anything with fur. So I expect low/vhigh shadows to be different. I know for a fact that soft shadows are different. Issues I have in non-SLI are that many effects/things are rendered at screen depth like AO, trees, some horizon objects etc. I need to track down what setting might be causing this (DarkStarSword mentioned setting AA to high for example).
As it happens I am doing a clean install of drivers, the game is crashing all over the place right now which might be to do with the several profile and driver changes I have been messing with....
SKAUT said:Its fine for me if I stay up to 344.75 for some reason.
3D (Alpha)quality stay the same if I keep shadows no higher then High. Everything else can go up to Ultra.
btw: Fur effect have some weird halo - almost like CM does.
oh and I didn`t create fresh profile. Went straight with default one. Does it change something ?
Hi - I have not looked at all quality levels yet, or seen anything with fur. So I expect low/vhigh shadows to be different. I know for a fact that soft shadows are different. Issues I have in non-SLI are that many effects/things are rendered at screen depth like AO, trees, some horizon objects etc. I need to track down what setting might be causing this (DarkStarSword mentioned setting AA to high for example).
As it happens I am doing a clean install of drivers, the game is crashing all over the place right now which might be to do with the several profile and driver changes I have been messing with....
[quote="mike_ar69"][quote="zig11727"]I just tried the Alpha on my computer
Runs fine
Turn off CM mode Ctrl-Alt-F11
347.09 no crashes for the five minutes played
NVidia 980GTX SC EVGA
Windows 8.1 Update 3
Asus Sabertooth Z87
I7-4770K
32 GB of Ram
[/quote]
That great news. Sounds like you are using the default profile as well?[/quote]
Yes I'm using the default profile.
Great work and Thank you,
[quote="DarkStarSword"][quote="mike_ar69"]Regarding FC3 SLI bits, I will double check but if I use the FC4 SLI bits on the null profile I get the 2D trees. If I don't use the FC3 SLI bits and just stay on the null profile the game runs at about 5 FPS. Having said that, this is all early experimentation and I am hoping other people can get better coverage for us on different profiles and settings.[/quote]Interesting. I'd love to know what the driver actually does with those SLI bits, since it might well turn out to be related to the mono depth buffer. Too much stuff I still don't know about the driver - it is very much a black box.
[quote]You will see that in the shaderfixes folder I include a VS and a PS for Decals. You can easily search for "//Decal" to find the two shaders. Perhaps you can have a look at them? Past experience tells me that bringing them to screen depth in the VS and then correcting the PS is the way to go, but the 2 minutes I spent looking at the PS did not immediately reveal the answer (and I kept getting shot and killed where I was standing lol). Also if you could look at the slightly off depth water specular reflections (I was able to adjust them and make them more and less depth, and they are "3D", just wrong depth), but again I did not have time for more than a cursory look.[/quote]Sure, I'll take a look at all that tomorrow once I've got some sleep. I know what you mean about being shot all the time - I've progressed far enough in the game to get the grenade launcher which makes dealing with that much easier ;-)
I've added the shaders from your fix to the 3Dmigoto repository:
https://github.com/bo3b/3Dmigoto/commit/3baf5aba8546821ff539d5b2430915b58f69bd14
By the way, since we are working in HLSL you can just use the mul() function to do a matrix multiply rather than the long way. I applied your shadow fix the the TXAA/high outdoor shadows then optimised it a little:
https://github.com/bo3b/3Dmigoto/commit/d89b881688a9193b75654a1915765df62123298d
It basically simplifies down to this - hopefully it will save you some typing in the future ;-)
[code]
float4 stereo = StereoParams.Load(0);
float4 tmp = mul(float4(r1.xyz, 1), _ViewProjectionMatrix);
tmp.x -= stereo.x * (tmp.w - stereo.y);
r1 = mul(mul(tmp, _InvProjectionMatrix), _InvViewMatrix);
[/code]
The float4(r1.xyz, 1) returns r1 with w=1 to save another intermediate step.[/quote]
Thanks for the simplified code. I guess I am so used to the asm I forget that HLSL is an "actual" language (ironically I did it the proper way in GLSL for minecraft). This certainly will save a bit of typing :-)
mike_ar69 said:Regarding FC3 SLI bits, I will double check but if I use the FC4 SLI bits on the null profile I get the 2D trees. If I don't use the FC3 SLI bits and just stay on the null profile the game runs at about 5 FPS. Having said that, this is all early experimentation and I am hoping other people can get better coverage for us on different profiles and settings.
Interesting. I'd love to know what the driver actually does with those SLI bits, since it might well turn out to be related to the mono depth buffer. Too much stuff I still don't know about the driver - it is very much a black box.
You will see that in the shaderfixes folder I include a VS and a PS for Decals. You can easily search for "//Decal" to find the two shaders. Perhaps you can have a look at them? Past experience tells me that bringing them to screen depth in the VS and then correcting the PS is the way to go, but the 2 minutes I spent looking at the PS did not immediately reveal the answer (and I kept getting shot and killed where I was standing lol). Also if you could look at the slightly off depth water specular reflections (I was able to adjust them and make them more and less depth, and they are "3D", just wrong depth), but again I did not have time for more than a cursory look.
Sure, I'll take a look at all that tomorrow once I've got some sleep. I know what you mean about being shot all the time - I've progressed far enough in the game to get the grenade launcher which makes dealing with that much easier ;-)
The float4(r1.xyz, 1) returns r1 with w=1 to save another intermediate step.
Thanks for the simplified code. I guess I am so used to the asm I forget that HLSL is an "actual" language (ironically I did it the proper way in GLSL for minecraft). This certainly will save a bit of typing :-)
Glad to see you guys are working on a fix.
If any of you need someone to test anything let me know. Im about 20 hours into far cry 4, just unlocked the second part of the map, got 90% of the weapons unlocked, etc. Right now im just running around exploring all the locations messing around before i get back to the main quest.
If any of you need someone to test anything let me know. Im about 20 hours into far cry 4, just unlocked the second part of the map, got 90% of the weapons unlocked, etc. Right now im just running around exploring all the locations messing around before i get back to the main quest.
Thanks for checking :-) I am on 347.09 as well. What cards do you have (I have SLI 770)? If you have the time, I would appreciate some experimentation (different drivers, put game on Low, Medium, High etc) to start building up some extra information.
Could you attach the LOG file as well? I want to see if there are some decompile errors (I included about 8 shaders that I have not tested yet, and they may have problems).
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Where I can find that Log file ?
https://steamcommunity.com/profiles/76561198014296177/
It called d3d11_log.txt and it is in the "Far Cry 4" directory (i.e. *not* the 'bin' directory where the game and fix files are). In my case this is "\\[blah blah]\SteamApps\common\Far Cry 4". Great to know that 344.11 is working :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Anyway I`ve checked details impact on this stage of the fix and everything looks the same until I keep shadows to low. Other details are not affected even if I set them to Ultra. Even Nvidia`s Fur effect looks great (also water is set to low).
I am going higher with drivers version because the frame rate sucks.
https://steamcommunity.com/profiles/76561198014296177/
Great - I'll try that Git tool.
Regarding FC3 SLI bits, I will double check but if I use the FC4 SLI bits on the null profile I get the 2D trees. If I don't use the FC3 SLI bits and just stay on the null profile the game runs at about 5 FPS. Having said that, this is all early experimentation and I am hoping other people can get better coverage for us on different profiles and settings.
You will see that in the shaderfixes folder I include a VS and a PS for Decals. You can easily search for "//Decal" to find the two shaders. Perhaps you can have a look at them? Past experience tells me that bringing them to screen depth in the VS and then correcting the PS is the way to go, but the 2 minutes I spent looking at the PS did not immediately reveal the answer (and I kept getting shot and killed where I was standing lol). Also if you could look at the slightly off depth water specular reflections (I was able to adjust them and make them more and less depth, and they are "3D", just wrong depth), but again I did not have time for more than a cursory look.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Runs fine
Turn off CM mode Ctrl-Alt-F11
347.09 no crashes for the five minutes played
NVidia 980GTX SC EVGA (non-sli) single
Windows 8.1 Update 3
Asus Sabertooth Z87
I7-4770K
32 GB of Ram
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
That great news. Sounds like you are using the default profile as well?
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
3D (Alpha)quality stay the same if I keep shadows no higher then High. Everything else can go up to Ultra.
btw: Fur effect have some weird halo - almost like CM does.
oh and I didn`t create fresh profile. Went straight with default one. Does it change something ?
https://steamcommunity.com/profiles/76561198014296177/
No worries if it's easier to share with us, either DarkStarSword or I can check these in when the times are right, and in general I would like to move to a model where people go ahead and hand-build their own releases and publish them on AmazonFTP/AWS and HelixModBlog. I'm going to try to keep the top build in the Release section a good starting spot for hunting, and something always shippable.
For collaboration on shaders though, the git should be pretty useful however. Once it's setup git is great, but getting everything set up can be a drag.
Another thing worth mentioning- if people trying out the game can set the 'export_hlsl=2' in their d3dx.ini file, that will generate all shaders that the game sees. Then, especially for people who travel around and have seen more of the game, you can share the ShaderCache folder with Mike or DarkStarSword, and they can do offline fixes.
I made a fairly dramatic change to that function awhile back, so any shaders found in ShaderCache are not 'live' in the game. They are just a resource for offline fixes now. We had trouble earlier where they'd be live and sometimes broken shaders would break things. The slight tradeoff is that whenever new shaders are seen there might be some lag/stutter/slowdown. Please pay that price to help us all out.
Mike, if you update the rar at some point, you might want to set that as default, then people can be sort of automatically helping as they play. This should be especially handy when they run across spots that are broken. It was my hope that this new approach can provide us with dramatically better game coverage.
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Sure, I'll take a look at all that tomorrow once I've got some sleep. I know what you mean about being shot all the time - I've progressed far enough in the game to get the grenade launcher which makes dealing with that much easier ;-)
I've added the shaders from your fix to the 3Dmigoto repository:
https://github.com/bo3b/3Dmigoto/commit/3baf5aba8546821ff539d5b2430915b58f69bd14
By the way, since we are working in HLSL you can just use the mul() function to do a matrix multiply rather than the long way. I applied your shadow fix the the TXAA/high outdoor shadows then optimised it a little:
https://github.com/bo3b/3Dmigoto/commit/d89b881688a9193b75654a1915765df62123298d
It basically simplifies down to this - hopefully it will save you some typing in the future ;-)
The float4(r1.xyz, 1) returns r1 with w=1 to save another intermediate step.
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
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Hi - I have not looked at all quality levels yet, or seen anything with fur. So I expect low/vhigh shadows to be different. I know for a fact that soft shadows are different. Issues I have in non-SLI are that many effects/things are rendered at screen depth like AO, trees, some horizon objects etc. I need to track down what setting might be causing this (DarkStarSword mentioned setting AA to high for example).
As it happens I am doing a clean install of drivers, the game is crashing all over the place right now which might be to do with the several profile and driver changes I have been messing with....
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Yes I'm using the default profile.
Great work and Thank you,
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
Thanks for the simplified code. I guess I am so used to the asm I forget that HLSL is an "actual" language (ironically I did it the proper way in GLSL for minecraft). This certainly will save a bit of typing :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
If any of you need someone to test anything let me know. Im about 20 hours into far cry 4, just unlocked the second part of the map, got 90% of the weapons unlocked, etc. Right now im just running around exploring all the locations messing around before i get back to the main quest.