I don`t think it would be a good idea and I hope they won`t make that as a choice in Cyberpunk (as it was in Skyrim). I hope they have the same feeling about third person perspective as I do. It`s all about The Witcher not You.
You shouldn`t feel as the one who leads the story and you shouldn't have that main perspective.
It is you watching world around Witcher, controlling his actions but still having him in the centre. You barely referring to all actions as done by you - most of the time you say something like "why He can`t jump over the f fence" not "why I can`t do that".
Oh please don`t put that in Cyberpunk. It`s cool as a mod thou - I admit that.
I don`t think it would be a good idea and I hope they won`t make that as a choice in Cyberpunk (as it was in Skyrim). I hope they have the same feeling about third person perspective as I do. It`s all about The Witcher not You.
You shouldn`t feel as the one who leads the story and you shouldn't have that main perspective.
It is you watching world around Witcher, controlling his actions but still having him in the centre. You barely referring to all actions as done by you - most of the time you say something like "why He can`t jump over the f fence" not "why I can`t do that".
Oh please don`t put that in Cyberpunk. It`s cool as a mod thou - I admit that.
I was playing this on my 4K television that does not support checkerboard 3D, but does support SBS. Wasn't there a 3Dmigoto release that allowed for this by forcing that image to the television so that I could play it in 3D that way?
Assuming this is possible, which version do I need and how do I enable it?
I was playing this on my 4K television that does not support checkerboard 3D, but does support SBS. Wasn't there a 3Dmigoto release that allowed for this by forcing that image to the television so that I could play it in 3D that way?
Assuming this is possible, which version do I need and how do I enable it?
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
A few days ago I looked at the HBAO+ shader (it looks wrong when it's at the sides of the screen) and compared it to the fix DarkStarSword made for other games.
I saw some similarities but the shader in TW3 is shorter. It's above my current level anyway, so I don't think I can fix it.
A few days ago I looked at the HBAO+ shader (it looks wrong when it's at the sides of the screen) and compared it to the fix DarkStarSword made for other games.
I saw some similarities but the shader in TW3 is shorter. It's above my current level anyway, so I don't think I can fix it.
[quote="myyuan43"]Why in the cave UI and font will disappear, the outdoor display is excelent.[/quote]
Helifax..?!.....Helifax....?!.....enybody seen him ?
ok....read this in his voice " Read the god damn description on the page ".
edit: oh lacuna already got it :)
btw: Happy holidays Helifax.
[quote="lacuna"]Read the instructions on helixmod carefully and do it exactly, you need to change nvidia profile of the game with Geforce 3D Profile Manager.[/quote]
Thank you ,I will try it.
lacuna said:Read the instructions on helixmod carefully and do it exactly, you need to change nvidia profile of the game with Geforce 3D Profile Manager.
Is there is version of that fix out that has 3DMigoto SBS support enabled in the D3DX.ini file? I can get SBS working on my TV if I used that file from the Just Cause 3 fix but I need it set up properly for Witcher 3 to get all the Witcher 3-specific fixed in the file like the HUD.
I tried to add the line for it in the Witcher 3 one but it didn't work.
Is there is version of that fix out that has 3DMigoto SBS support enabled in the D3DX.ini file? I can get SBS working on my TV if I used that file from the Just Cause 3 fix but I need it set up properly for Witcher 3 to get all the Witcher 3-specific fixed in the file like the HUD.
I tried to add the line for it in the Witcher 3 one but it didn't work.
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
Hi,
try the version 1.22 from here:
http://helixmod.blogspot.co.uk/2015/06/the-witcher-3-wild-hunt.html
It should have the line and support. You just need to remove the comment in the ini file :)
It should have the line and support. You just need to remove the comment in the ini file :)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I have to thank you again, helifax, for fixing the light shafts at high resolutions. Now I play more at 1440p than 1080p usually (I like to take 3D screenshots, and textures and plants look great).
105 hours played and I haven't finished the main game or the expansions.
I have to thank you again, helifax, for fixing the light shafts at high resolutions. Now I play more at 1440p than 1080p usually (I like to take 3D screenshots, and textures and plants look great).
105 hours played and I haven't finished the main game or the expansions.
[quote="helifax"]Hi,
try the version 1.22 from here:
http://helixmod.blogspot.co.uk/2015/06/the-witcher-3-wild-hunt.html
It should have the line and support. You just need to remove the comment in the ini file :)[/quote]
Hello Helifax,
I downloaded that version but did not see the line "run = CustomShader3DVision2SBS" in it.
[quote="Arioch1"][quote="helifax"]Hi,
try the version 1.22 from here:
http://helixmod.blogspot.co.uk/2015/06/the-witcher-3-wild-hunt.html
It should have the line and support. You just need to remove the comment in the ini file :)[/quote]
Hello Helifax,
I downloaded that version but did not see the line "run = CustomShader3DVision2SBS" in it.[/quote]
That is that stuff is missing from the ini file. You can use "Beyond Compare" (or other tools) to side-by-side compare and add the missing things;) Or if you will wait a few days I can add it and update the fix;)
It should have the line and support. You just need to remove the comment in the ini file :)
Hello Helifax,
I downloaded that version but did not see the line "run = CustomShader3DVision2SBS" in it.
That is that stuff is missing from the ini file. You can use "Beyond Compare" (or other tools) to side-by-side compare and add the missing things;) Or if you will wait a few days I can add it and update the fix;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"][quote="Arioch1"][quote="helifax"]Hi,
try the version 1.22 from here:
http://helixmod.blogspot.co.uk/2015/06/the-witcher-3-wild-hunt.html
It should have the line and support. You just need to remove the comment in the ini file :)[/quote]
Hello Helifax,
I downloaded that version but did not see the line "run = CustomShader3DVision2SBS" in it.[/quote]
That is that stuff is missing from the ini file. You can use "Beyond Compare" (or other tools) to side-by-side compare and add the missing things;) Or if you will wait a few days I can add it and update the fix;)[/quote]
Got it working! First added the following near the top:
[KeyChangeMode]
key = F11
; 0 = Regular 3D Vision
; 1 = Reversed 3D Vision
; 2 = Side by Side
; 3 = Reversed Side by Side
; 4 = Top and Bottom
; 5 = Reversed Top and Bottom
x7 = 1, 2, 3, 4, 5, 0
;x7 = 5
type = cycle
Then I Had to add the following under the [Present] section
run = CustomShader3DVision2SBS
[Resource3DVision2SBSBackupTexture]
[CustomShader3DVision2SBS]
; Load a custom vertex + pixel shader:
vs = ShaderFixes/3dvision2sbsvs.hlsl
ps = ShaderFixes/3dvision2sbsps.hlsl
; Explicitly unbind other shader types for safety:
hs = null
ds = null
gs = null
; Disable the OM blend stage that could interfere with the shader:
blend = disable
; Disable front/back face culling so the vertices can be in any rotation:
cull = none
; Use a triangle strip topology so we only have to output four vertices:
topology = triangle_strip
; Clear all render + depth targets to avoid compatibility issues:
o1 = null
o2 = null
o3 = null
o4 = null
o5 = null
o6 = null
o7 = null
oD = null
; Bind the back buffer as a render target. set_viewport ensures that the view
; port is the size of the buffer so the draw call will work, and no_view_cache
; is necessary for a few games like Mad Max:
o0 = set_viewport no_view_cache bb
; Back up any textures that were in the ps-t100 slot. The CustomResource
; section will already back up a lot of state, including shaders, render
; targets, depth targets, UAVs, viewports, blend state, rasterizer state,
; primitive topology, etc. but it does not back up textures:
Resource3DVision2SBSBackupTexture = reference ps-t100
; Use the reverse stereo blit to give the shader access to the back buffers of
; both eyes:
ps-t100 = stereo2mono bb
; Draw four vertices. The vertex shader will construct coordinates to cover the
; full screen using the SV_VertexID semantic so we don't need vertex buffers:
draw = 4, 0
; Restore the original texture from the ps-t100 slot:
post ps-t100 = reference Resource3DVision2SBSBackupTexture
; Clear the copied W-buffer on each present call so we don't use stale depth
; information when we are in the menus and it is unavailable:
Since I got my 4K connected to my PC but still use my PG278Q as my monitor I had to set my displays up as duplicates, with the 4K as the primary. I had to do this to select HDMI checkerboard as the 3D method, even though my TV does not support it. I then set the games's resolution as 3840X2160 in the user settings file. Finally, I had to enable DSR with 2.25x to get 3840x2160 as a resolution for my PC monitor. After that, I launch the game, cycle through the 3D modes to SBS, and then turn on the 3D glasses on my TV.
At some point I want to find a simpler way to do this, but the game looks amazing in 4K 3D. I got incentive to upgrade from my 2X980GTX cards now as my framerates are reported as being only in the 20s even though it feels smoother than that. Regardless, it sure is pretty!!
It should have the line and support. You just need to remove the comment in the ini file :)
Hello Helifax,
I downloaded that version but did not see the line "run = CustomShader3DVision2SBS" in it.
That is that stuff is missing from the ini file. You can use "Beyond Compare" (or other tools) to side-by-side compare and add the missing things;) Or if you will wait a few days I can add it and update the fix;)
Got it working! First added the following near the top:
[KeyChangeMode]
key = F11
; 0 = Regular 3D Vision
; 1 = Reversed 3D Vision
; 2 = Side by Side
; 3 = Reversed Side by Side
; 4 = Top and Bottom
; 5 = Reversed Top and Bottom
x7 = 1, 2, 3, 4, 5, 0
;x7 = 5
type = cycle
Then I Had to add the following under the [Present] section
run = CustomShader3DVision2SBS
[Resource3DVision2SBSBackupTexture]
[CustomShader3DVision2SBS]
; Load a custom vertex + pixel shader:
vs = ShaderFixes/3dvision2sbsvs.hlsl
ps = ShaderFixes/3dvision2sbsps.hlsl
; Explicitly unbind other shader types for safety:
hs = null
ds = null
gs = null
; Disable the OM blend stage that could interfere with the shader:
blend = disable
; Disable front/back face culling so the vertices can be in any rotation:
cull = none
; Use a triangle strip topology so we only have to output four vertices:
topology = triangle_strip
; Clear all render + depth targets to avoid compatibility issues:
o1 = null
o2 = null
o3 = null
o4 = null
o5 = null
o6 = null
o7 = null
oD = null
; Bind the back buffer as a render target. set_viewport ensures that the view
; port is the size of the buffer so the draw call will work, and no_view_cache
; is necessary for a few games like Mad Max:
o0 = set_viewport no_view_cache bb
; Back up any textures that were in the ps-t100 slot. The CustomResource
; section will already back up a lot of state, including shaders, render
; targets, depth targets, UAVs, viewports, blend state, rasterizer state,
; primitive topology, etc. but it does not back up textures:
Resource3DVision2SBSBackupTexture = reference ps-t100
; Use the reverse stereo blit to give the shader access to the back buffers of
; both eyes:
ps-t100 = stereo2mono bb
; Draw four vertices. The vertex shader will construct coordinates to cover the
; full screen using the SV_VertexID semantic so we don't need vertex buffers:
draw = 4, 0
; Restore the original texture from the ps-t100 slot:
post ps-t100 = reference Resource3DVision2SBSBackupTexture
; Clear the copied W-buffer on each present call so we don't use stale depth
; information when we are in the menus and it is unavailable:
Since I got my 4K connected to my PC but still use my PG278Q as my monitor I had to set my displays up as duplicates, with the 4K as the primary. I had to do this to select HDMI checkerboard as the 3D method, even though my TV does not support it. I then set the games's resolution as 3840X2160 in the user settings file. Finally, I had to enable DSR with 2.25x to get 3840x2160 as a resolution for my PC monitor. After that, I launch the game, cycle through the 3D modes to SBS, and then turn on the 3D glasses on my TV.
At some point I want to find a simpler way to do this, but the game looks amazing in 4K 3D. I got incentive to upgrade from my 2X980GTX cards now as my framerates are reported as being only in the 20s even though it feels smoother than that. Regardless, it sure is pretty!!
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
I went ahead and updated the Witcher3 fix with the latest version of 3Dmigoto, and the newest d3dx.ini template.
Unless I made a mistake this new version should work with F11 for SBS and TB. I updated the HelixModBlog post.
[url=https://s3.amazonaws.com/bo3b/Witcher3_1.21_3Dm_1.2.42.zip]The Witcher 3 v.1.22 - 3DMigoto 1.2.42 - SBS[/url]
(I am not setup to test this, so please let me know if anything seems broken.)
You shouldn`t feel as the one who leads the story and you shouldn't have that main perspective.
It is you watching world around Witcher, controlling his actions but still having him in the centre. You barely referring to all actions as done by you - most of the time you say something like "why He can`t jump over the f fence" not "why I can`t do that".
Oh please don`t put that in Cyberpunk. It`s cool as a mod thou - I admit that.
https://steamcommunity.com/profiles/76561198014296177/
Assuming this is possible, which version do I need and how do I enable it?
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
I saw some similarities but the shader in TW3 is shorter. It's above my current level anyway, so I don't think I can fix it.
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
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
Helifax..?!.....Helifax....?!.....enybody seen him ?
ok....read this in his voice " Read the god damn description on the page ".
edit: oh lacuna already got it :)
btw: Happy holidays Helifax.
https://steamcommunity.com/profiles/76561198014296177/
Thank you ,I will try it.
I tried to add the line for it in the Witcher 3 one but it didn't work.
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
try the version 1.22 from here:
http://helixmod.blogspot.co.uk/2015/06/the-witcher-3-wild-hunt.html
It should have the line and support. You just need to remove the comment in the ini file :)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
105 hours played and I haven't finished the main game or the expansions.
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
Hello Helifax,
I downloaded that version but did not see the line "run = CustomShader3DVision2SBS" in it.
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
That is that stuff is missing from the ini file. You can use "Beyond Compare" (or other tools) to side-by-side compare and add the missing things;) Or if you will wait a few days I can add it and update the fix;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Got it working! First added the following near the top:
[KeyChangeMode]
key = F11
; 0 = Regular 3D Vision
; 1 = Reversed 3D Vision
; 2 = Side by Side
; 3 = Reversed Side by Side
; 4 = Top and Bottom
; 5 = Reversed Top and Bottom
x7 = 1, 2, 3, 4, 5, 0
;x7 = 5
type = cycle
Then I Had to add the following under the [Present] section
run = CustomShader3DVision2SBS
[Resource3DVision2SBSBackupTexture]
[CustomShader3DVision2SBS]
; Load a custom vertex + pixel shader:
vs = ShaderFixes/3dvision2sbsvs.hlsl
ps = ShaderFixes/3dvision2sbsps.hlsl
; Explicitly unbind other shader types for safety:
hs = null
ds = null
gs = null
; Disable the OM blend stage that could interfere with the shader:
blend = disable
; Disable front/back face culling so the vertices can be in any rotation:
cull = none
; Use a triangle strip topology so we only have to output four vertices:
topology = triangle_strip
; Clear all render + depth targets to avoid compatibility issues:
o1 = null
o2 = null
o3 = null
o4 = null
o5 = null
o6 = null
o7 = null
oD = null
; Bind the back buffer as a render target. set_viewport ensures that the view
; port is the size of the buffer so the draw call will work, and no_view_cache
; is necessary for a few games like Mad Max:
o0 = set_viewport no_view_cache bb
; Back up any textures that were in the ps-t100 slot. The CustomResource
; section will already back up a lot of state, including shaders, render
; targets, depth targets, UAVs, viewports, blend state, rasterizer state,
; primitive topology, etc. but it does not back up textures:
Resource3DVision2SBSBackupTexture = reference ps-t100
; Use the reverse stereo blit to give the shader access to the back buffers of
; both eyes:
ps-t100 = stereo2mono bb
; Draw four vertices. The vertex shader will construct coordinates to cover the
; full screen using the SV_VertexID semantic so we don't need vertex buffers:
draw = 4, 0
; Restore the original texture from the ps-t100 slot:
post ps-t100 = reference Resource3DVision2SBSBackupTexture
; Clear the copied W-buffer on each present call so we don't use stale depth
; information when we are in the menus and it is unavailable:
Since I got my 4K connected to my PC but still use my PG278Q as my monitor I had to set my displays up as duplicates, with the 4K as the primary. I had to do this to select HDMI checkerboard as the 3D method, even though my TV does not support it. I then set the games's resolution as 3840X2160 in the user settings file. Finally, I had to enable DSR with 2.25x to get 3840x2160 as a resolution for my PC monitor. After that, I launch the game, cycle through the 3D modes to SBS, and then turn on the 3D glasses on my TV.
At some point I want to find a simpler way to do this, but the game looks amazing in 4K 3D. I got incentive to upgrade from my 2X980GTX cards now as my framerates are reported as being only in the 20s even though it feels smoother than that. Regardless, it sure is pretty!!
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
Unless I made a mistake this new version should work with F11 for SBS and TB. I updated the HelixModBlog post.
The Witcher 3 v.1.22 - 3DMigoto 1.2.42 - SBS
(I am not setup to test this, so please let me know if anything seems broken.)
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