[s]
[color="orange"] OMG OMG OMG THIEVES![/color] - "Dirty little hobbitsies... you've stolen from us" ^_^
Allow me to elaborate:
- Some shaders are loaded from GLSL (a few on the current planet, although on other planets it seems only to be GLSL with no pre-build bins... Inconsistency anyone??? ^_^).
- Most shaders are shipped in BIN format so I cannot modify the source code.
HOWEVER!!! It was this planet that I started on. NO STEREO injection was added from my wrapper so everything was MONO!
[color="orange"]Except for these plants![/color]
[url=http://www.iforce.co.nz/View.aspx?i=bp0l45yr.u2g.jpg][img]http://iforce.co.nz/i/bp0l45yr.u2g.jpg[/img][/url]
So, I tried all the possible combination on my wrapper, convinced there is a bug. In the end I said F it let's put the debugger and see what is happening. After 2 hours of debugging GUESS what I have found:
- 3 Shaders loaded from binary HAVE THE EXACT SAME UNIFORMS my wrapper uses meaning:
[.]g_eye - L/R eye sign[/.]
[.]g_separation - Separation[/.]
[.]g_convergence - Convergence[/.]
Guess what it does... It automatically makes those object Stereo when proper values are passed automatically by the wrapper). Result, the only objects being 3D. Changing depth & convergence give you exactly the results you would expect...
Which means these 3 uniforms are doing exactly what my wrapper (and 3D Vision does):
[code]
gl_Position.x += g_eye * g_separation * (gl_Position.w - g_convergence);
[/code]
The names are IDENTICAL !!! Sure, some of you might say that this is a coincidence... I say no not really, that 3 variables from my code match their closed code...
(Also, if I show you some of the shaders you will cry out... The coding standard and methodology is NON existent. By far among the worse pieces of Code I've ever seen and a lot of copy pasting is seen all over the place...)
I expect they played a bit with my wrapper during their development period and somehow some of my code "remained" in their shipping version.... FUNNY honestly...
I could reverse engineer the shader and try to export the source code of it just to show it clear as day, but I am wondering what good it will do...
So question is...did they "steal" anything? Sure, my wrapper is open source but if you use pieces generated by it, or code from it at least you should credit the author. I've looked and looked and can't find anything...
Now, I am wondering if I should write them an e-mail or not and ask them to either remove it or whatever. (I am not sure what I need to do lol.))
This of course means that I need to make a custom version of the wrapper for this game in order to undo this as is wrong anyway once I apply the correct stereo. (double stereo depth). ./sigh...
This game WAS/IS NOT ready for shipping under any circumstance. Most of it is pre-alpha stage...wow... just amazed... I wonder what I'll find next in their game ^_^
[/s]
[color="green"]OMG:)) I was bit by the game Shader Cache mechanism;)[/color]
The game has a Shader Cache mechanism. It looves to cache the shaders... DAMN:(
OMG OMG OMG THIEVES! - "Dirty little hobbitsies... you've stolen from us" ^_^
Allow me to elaborate:
- Some shaders are loaded from GLSL (a few on the current planet, although on other planets it seems only to be GLSL with no pre-build bins... Inconsistency anyone??? ^_^).
- Most shaders are shipped in BIN format so I cannot modify the source code.
HOWEVER!!! It was this planet that I started on. NO STEREO injection was added from my wrapper so everything was MONO!
Except for these plants!
So, I tried all the possible combination on my wrapper, convinced there is a bug. In the end I said F it let's put the debugger and see what is happening. After 2 hours of debugging GUESS what I have found:
- 3 Shaders loaded from binary HAVE THE EXACT SAME UNIFORMS my wrapper uses meaning:
g_eye - L/R eye sign
g_separation - Separation
g_convergence - Convergence
Guess what it does... It automatically makes those object Stereo when proper values are passed automatically by the wrapper). Result, the only objects being 3D. Changing depth & convergence give you exactly the results you would expect...
Which means these 3 uniforms are doing exactly what my wrapper (and 3D Vision does):
The names are IDENTICAL !!! Sure, some of you might say that this is a coincidence... I say no not really, that 3 variables from my code match their closed code...
(Also, if I show you some of the shaders you will cry out... The coding standard and methodology is NON existent. By far among the worse pieces of Code I've ever seen and a lot of copy pasting is seen all over the place...)
I expect they played a bit with my wrapper during their development period and somehow some of my code "remained" in their shipping version.... FUNNY honestly...
I could reverse engineer the shader and try to export the source code of it just to show it clear as day, but I am wondering what good it will do...
So question is...did they "steal" anything? Sure, my wrapper is open source but if you use pieces generated by it, or code from it at least you should credit the author. I've looked and looked and can't find anything...
Now, I am wondering if I should write them an e-mail or not and ask them to either remove it or whatever. (I am not sure what I need to do lol.))
This of course means that I need to make a custom version of the wrapper for this game in order to undo this as is wrong anyway once I apply the correct stereo. (double stereo depth). ./sigh...
This game WAS/IS NOT ready for shipping under any circumstance. Most of it is pre-alpha stage...wow... just amazed... I wonder what I'll find next in their game ^_^
OMG:)) I was bit by the game Shader Cache mechanism;)
The game has a Shader Cache mechanism. It looves to cache the shaders... DAMN:(
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
There was a question everybody was asking Devs in interviews - what is in Centre of the Universe ?
Now we know - Helifax is sitting there and laughing :)
Mate maybe they been trying to make this game 3D ready and they couldn`t pull it off.
Anyway that screenshot show me at how shitty stage 3D is at the moment :/
There was a question everybody was asking Devs in interviews - what is in Centre of the Universe ?
Now we know - Helifax is sitting there and laughing :)
Mate maybe they been trying to make this game 3D ready and they couldn`t pull it off.
Anyway that screenshot show me at how shitty stage 3D is at the moment :/
Well, you could email them and suggest that they implement your code properly across all the necessary shaders (including the ones in bin form). I mean, if they're going to use your code, they should use it correctly right?
Although, that seems highly unlikely considering the current state of the game and reaction to that state by people who've purchased it. They will probably have other priorities for some time.
But, you never know...
Well, you could email them and suggest that they implement your code properly across all the necessary shaders (including the ones in bin form). I mean, if they're going to use your code, they should use it correctly right?
Although, that seems highly unlikely considering the current state of the game and reaction to that state by people who've purchased it. They will probably have other priorities for some time.
[quote="SKAUT"]There was a question everybody was asking Devs in interviews - what is in Centre of the Universe ?
Now we know - Helifax is sitting there and laughing :)
Mate maybe they been trying to make this game 3D ready and they couldn`t pull it off.
Anyway that screenshot show me at how shitty stage 3D is at the moment :/[/quote]
Hah;)
I was able to quickly work-around hack that issue and pushing almost everything in 3D and is not actually that bad. However... some things remain at 2D and I can't find a shader to modify (must be one of the loaded bin files). Shadows can look good in some locations but bad in other.
FPS is terrible in 2D/3D you name it...
So, probably with more time and actually code that "hack" rather then being a hard-coded hack just for testing, chances are things will be better. No 3D Vision Ready title that is for sure, but not actually that bad.
I'll show pictures when I have them to have a clearer view;)
SKAUT said:There was a question everybody was asking Devs in interviews - what is in Centre of the Universe ?
Now we know - Helifax is sitting there and laughing :)
Mate maybe they been trying to make this game 3D ready and they couldn`t pull it off.
Anyway that screenshot show me at how shitty stage 3D is at the moment :/
Hah;)
I was able to quickly work-around hack that issue and pushing almost everything in 3D and is not actually that bad. However... some things remain at 2D and I can't find a shader to modify (must be one of the loaded bin files). Shadows can look good in some locations but bad in other.
FPS is terrible in 2D/3D you name it...
So, probably with more time and actually code that "hack" rather then being a hard-coded hack just for testing, chances are things will be better. No 3D Vision Ready title that is for sure, but not actually that bad.
I'll show pictures when I have them to have a clearer view;)
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"]How should I say this the easy way and avoid any confusion...
Let's see:
There are 2 main types of shaders (like in DX): Assembler (ASM) and C Source code(GLSL/HLSL).
The ASM shaders are of multiple types:
- ARB variant
- CG variant (by Nvidia)
The C Source Code are of multiple types:
- GLSL - standard OpenGL (or Core as we call it)
- ARB extension - is an extension over the Core design and uses different API as well.
The wrapper only intercepts the C Source Code (both GLSL and ARB extension ones), but is not dealing with ASM shaders.
For the C Source Code ones I know how it works. Since you basically provide the source code and you build the shaders at runtime this was easy (but not trivial at all) to intercept/dump/modify, recompile, relink, re-create the shader program objects.
For ASM-ARB ones I have no idea. Most likely (from what I've read around) the shaders are already in bin format and even if I intercept the blob, I need to de-compile it, modify, recompile etc.. Plus the API for using them is different and I can't find a clear answer on how is supposed to work (is deprecated for like more than 10 years and resources are scarce). Even if I would find them, I would still need to de-compile them and re-compile them, but problem is I don't know what compiler made them into bins and there isn't exactly a standard written - like is for DX.
So, it could be doable in theory but in practice... That's why I say there is no chance:)[/quote]
Fair enough, and thanks for the explanation. I just wasn't 100% whether it was the case of using ARB shaders (only that one comment in the shader to go off of), and wondered if the fact that there clearly was some stereoscopy being added if there was promise, but I'll accept your response as confirmation that it's not currently possible. It's not like there isn't a ton of other games that we can't play in 3D (and sounds like you'll be adding No Man's Sky to that list soon), so I can certainly live with not having that one series. Thanks again, and good luck with this game.
helifax said:How should I say this the easy way and avoid any confusion...
Let's see:
There are 2 main types of shaders (like in DX): Assembler (ASM) and C Source code(GLSL/HLSL).
The ASM shaders are of multiple types:
- ARB variant
- CG variant (by Nvidia)
The C Source Code are of multiple types:
- GLSL - standard OpenGL (or Core as we call it)
- ARB extension - is an extension over the Core design and uses different API as well.
The wrapper only intercepts the C Source Code (both GLSL and ARB extension ones), but is not dealing with ASM shaders.
For the C Source Code ones I know how it works. Since you basically provide the source code and you build the shaders at runtime this was easy (but not trivial at all) to intercept/dump/modify, recompile, relink, re-create the shader program objects.
For ASM-ARB ones I have no idea. Most likely (from what I've read around) the shaders are already in bin format and even if I intercept the blob, I need to de-compile it, modify, recompile etc.. Plus the API for using them is different and I can't find a clear answer on how is supposed to work (is deprecated for like more than 10 years and resources are scarce). Even if I would find them, I would still need to de-compile them and re-compile them, but problem is I don't know what compiler made them into bins and there isn't exactly a standard written - like is for DX.
So, it could be doable in theory but in practice... That's why I say there is no chance:)
Fair enough, and thanks for the explanation. I just wasn't 100% whether it was the case of using ARB shaders (only that one comment in the shader to go off of), and wondered if the fact that there clearly was some stereoscopy being added if there was promise, but I'll accept your response as confirmation that it's not currently possible. It's not like there isn't a ton of other games that we can't play in 3D (and sounds like you'll be adding No Man's Sky to that list soon), so I can certainly live with not having that one series. Thanks again, and good luck with this game.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Good example of Spaghetti code right here:
Too damn long to post here:
[url]http://pastebin.com/Vuvdmn9F[/url]
If anyone of you is coding like this... you definitely need to either revise your coding standards or better yet find another job... This is unacceptable... (Not the worse I've seen but darn close...)
Fixing something in this code? Good luck... I'll probably ending disabling everything that is broken.../sigh...
Edit:
Anyone know of any tool that can parse the source above and hightligh what part will get compiled and executed?:) Trying to follow the source code above is ....
If anyone of you is coding like this... you definitely need to either revise your coding standards or better yet find another job... This is unacceptable... (Not the worse I've seen but darn close...)
Fixing something in this code? Good luck... I'll probably ending disabling everything that is broken.../sigh...
Edit:
Anyone know of any tool that can parse the source above and hightligh what part will get compiled and executed?:) Trying to follow the source code above is ....
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"]Good example of Spaghetti code right here:
Too damn long to post here:
[url]http://pastebin.com/Vuvdmn9F[/url]
If anyone of you is coding like this... you definitely need to either revise your coding standards or better yet find another job... This is unacceptable... (Not the worse I've seen but darn close...)
Fixing something in this code? Good luck... I'll probably ending disabling everything that is broken.../sigh...
Edit:
Anyone know of any tool that can parse the source above and hightligh what part will get compiled and executed?:) Trying to follow the source code above is ....[/quote]
I really think it could use some more #ifdef's. Hah!
This code demonstrates how experiments and "I'm not sure code" actually winds up shipping.
I'd drop that into NotePad++, and mark it C code. I think you can then do #defines. Another possibility would be snip out the obvious stuff like PS4 support.
The shader is obviously an antique, it has a 2008 copyright, and comments and code for XBox 360 support.
If anyone of you is coding like this... you definitely need to either revise your coding standards or better yet find another job... This is unacceptable... (Not the worse I've seen but darn close...)
Fixing something in this code? Good luck... I'll probably ending disabling everything that is broken.../sigh...
Edit:
Anyone know of any tool that can parse the source above and hightligh what part will get compiled and executed?:) Trying to follow the source code above is ....
I really think it could use some more #ifdef's. Hah!
This code demonstrates how experiments and "I'm not sure code" actually winds up shipping.
I'd drop that into NotePad++, and mark it C code. I think you can then do #defines. Another possibility would be snip out the obvious stuff like PS4 support.
The shader is obviously an antique, it has a 2008 copyright, and comments and code for XBox 360 support.
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
Thanks bo3b,
Tried that one;) In the end I put it in Visual Studio and started deleting the Pre-processor blocks that are inactive just to see if I can make the code a bit "more" readable;))
45 minutes later I am still in the same spot hahaha:))
Tried that one;) In the end I put it in Visual Studio and started deleting the Pre-processor blocks that are inactive just to see if I can make the code a bit "more" readable;))
45 minutes later I am still in the same spot hahaha:))
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 am not sure if anyone is interested in this game anymore but here is what I was able to do:
[color="green"]- Enabled 3D Vision rendering and Stereorizing the whole game. [/color]
(This might seem easy and most of us take this for granted under DirectX games where 3D Vision Automatic does it for us. But, since this game is procedurally generated - shaders included - I had to find all vertex shader permutations, or as much as possible and correct those.)
[color="green"]- Manually filtered some of the UI shaders especially the ones related to Full Screen QUAD drawing.[/color]
(Not all shaders need to be Stereo 3D) ;)
[color="green"]- Biggest issues are with Shadows and some Lights:[/color]
Shadows are a double edged sword. They look perfect on landscape, but NOT on objects. I tried to fix it but I am unable to do it as the shaders are a big mess (can't even follow the code in those shaders). I tried to disable certain parts of the shadow shader (like only the parts that handle the objects and not landscape) but also failed, as I still don't know what gets executed from that Monolith shader full of "#ifdef"s.
As a result there is a toggle to disable/enable shadows on the fly.
Same goes for lights.
- Reason I did this is because without shadows, it changes interiors way to much and they become completely lit. So, the shadows can be toggle back on in this scenario.
[color="green"]- Some halos related to the sky's clouds can be seen in some scenarios[/color].
Very minor problem, yet is there;)
[color="green"]- Some effect render at wrong depth in certain views/angles[/color].
Very minor problem, yet is there;)
[color="green"]- Important !!![/color]
I don't want to get your hopes high! I know most fixes we release are close to perfect. Sadly this is not the case here. Is nowhere near 3D Vision Ready state. It does enable 3D Vision rendering though;)
If I would to rate it I would say is a: Good to Excelent rating. (Shadows and some lights being the most obvious problem). Still it can look absolutely spectacular in some places!
Without understanding how their shaders work sadly there isn't anything else I can currently do.
I will post a few screenshots later today and hopefully I will be able to pack everything into an Alpha Release in the following days.
I am not sure if anyone is interested in this game anymore but here is what I was able to do:
- Enabled 3D Vision rendering and Stereorizing the whole game.
(This might seem easy and most of us take this for granted under DirectX games where 3D Vision Automatic does it for us. But, since this game is procedurally generated - shaders included - I had to find all vertex shader permutations, or as much as possible and correct those.)
- Manually filtered some of the UI shaders especially the ones related to Full Screen QUAD drawing.
(Not all shaders need to be Stereo 3D) ;)
- Biggest issues are with Shadows and some Lights:
Shadows are a double edged sword. They look perfect on landscape, but NOT on objects. I tried to fix it but I am unable to do it as the shaders are a big mess (can't even follow the code in those shaders). I tried to disable certain parts of the shadow shader (like only the parts that handle the objects and not landscape) but also failed, as I still don't know what gets executed from that Monolith shader full of "#ifdef"s.
As a result there is a toggle to disable/enable shadows on the fly.
Same goes for lights.
- Reason I did this is because without shadows, it changes interiors way to much and they become completely lit. So, the shadows can be toggle back on in this scenario.
- Some halos related to the sky's clouds can be seen in some scenarios.
Very minor problem, yet is there;)
- Some effect render at wrong depth in certain views/angles.
Very minor problem, yet is there;)
- Important !!!
I don't want to get your hopes high! I know most fixes we release are close to perfect. Sadly this is not the case here. Is nowhere near 3D Vision Ready state. It does enable 3D Vision rendering though;)
If I would to rate it I would say is a: Good to Excelent rating. (Shadows and some lights being the most obvious problem). Still it can look absolutely spectacular in some places!
Without understanding how their shaders work sadly there isn't anything else I can currently do.
I will post a few screenshots later today and hopefully I will be able to pack everything into an Alpha Release in the following days.
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
of course we are interested ! i bought this game in the hope 3Dvision was enabled, and finally it's not activated :( what a pity :( i just can't play a game without 3dvision, it's so "flat"
our only hope in Helix team's hands ! :)
of course we are interested ! i bought this game in the hope 3Dvision was enabled, and finally it's not activated :( what a pity :( i just can't play a game without 3dvision, it's so "flat"
I promised a some screenshots;)
Here they are. It shows what to expect guys.
[url=http://www.iforce.co.nz/View.aspx?i=sy0w5tpp.smk.jpg][img]http://iforce.co.nz/i/sy0w5tpp.smk.jpg[/img][/url]
[color="green"]Interior with shadows[/color]
[url=http://www.iforce.co.nz/View.aspx?i=1wxhgxqa.cfj.jpg][img]http://iforce.co.nz/i/1wxhgxqa.cfj.jpg[/img][/url]
[color="green"]Interior without shadows[/color]
[url=http://www.iforce.co.nz/View.aspx?i=gconrboy.uy3.jpg][img]http://iforce.co.nz/i/gconrboy.uy3.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=jpeil3do.0mm.jpg][img]http://iforce.co.nz/i/jpeil3do.0mm.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=uxocfizp.qol.jpg][img]http://iforce.co.nz/i/uxocfizp.qol.jpg[/img][/url]
[color="green"]Planet Surface with Shadows + Distant Lights[/color]
[url=http://www.iforce.co.nz/View.aspx?i=bjohtzdz.3ox.jpg][img]http://iforce.co.nz/i/bjohtzdz.3ox.jpg[/img][/url]
[color="green"]Planet Surface with Shadows and WITHOUT Distant Lights[/color]
[url=http://www.iforce.co.nz/View.aspx?i=s2nsseae.jpr.jpg][img]http://iforce.co.nz/i/s2nsseae.jpr.jpg[/img][/url]
[color="green"]Planet Surface WITHOUT Shadows and WITHOUT Distant Lights[/color]
[url=http://www.iforce.co.nz/View.aspx?i=djph1iyn.ehw.jpg][img]http://iforce.co.nz/i/djph1iyn.ehw.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=cb0u1gft.vsz.jpg][img]http://iforce.co.nz/i/cb0u1gft.vsz.jpg[/img][/url]
[color="green"]Inside caves without Shadows[/color]
[url=http://www.iforce.co.nz/View.aspx?i=5zkkhgwv.5gl.jpg][img]http://iforce.co.nz/i/5zkkhgwv.5gl.jpg[/img][/url]
[color="green"]Inside caves with Shadows[/color]
[url=http://www.iforce.co.nz/View.aspx?i=sgmofp3x.kfg.jpg][img]http://iforce.co.nz/i/sgmofp3x.kfg.jpg[/img][/url]
[color="green"]My recommendation is to set shadows OFF during planet side and exterior and set it ON during interior places:) (Based on the images above).[/color]
Gonna do more testing in the following days;)
ONE IMPORTANT THING:
This is on Initial Release + Patch0 (version 2.0.3 on GoG). I didn't buy the game as I still find it overpriced. It is awesome in is way and appealing to some degree;) but I still find the price inflated.
I don't know if the fix will work on newer version (or the experimental branch on steam).
I wanted to say this, so YOU DON'T BUY THE GAME (if you don't already have it) based on the screenshots above just yet until we get confirmation that is actually working;)
Cheers! Keep you posted;)
I promised a some screenshots;)
Here they are. It shows what to expect guys.
Interior with shadows
Interior without shadows
Planet Surface with Shadows + Distant Lights
Planet Surface with Shadows and WITHOUT Distant Lights
Planet Surface WITHOUT Shadows and WITHOUT Distant Lights
Inside caves without Shadows
Inside caves with Shadows
My recommendation is to set shadows OFF during planet side and exterior and set it ON during interior places:) (Based on the images above).
Gonna do more testing in the following days;)
ONE IMPORTANT THING:
This is on Initial Release + Patch0 (version 2.0.3 on GoG). I didn't buy the game as I still find it overpriced. It is awesome in is way and appealing to some degree;) but I still find the price inflated.
I don't know if the fix will work on newer version (or the experimental branch on steam).
I wanted to say this, so YOU DON'T BUY THE GAME (if you don't already have it) based on the screenshots above just yet until we get confirmation that is actually working;)
Cheers! Keep you posted;)
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
Hi helifax!
If this game was using DX9 or DX11....those model/object with shadows/lights issues will be fixable in the VS related to the model/object, not the shadows/lights itself. Using the classic formula in the output or texcoord (try and error)... in OGL i don't know where this can be done ??
I see in anothers screenshots that shadows render ok.
If this game was using DX9 or DX11....those model/object with shadows/lights issues will be fixable in the VS related to the model/object, not the shadows/lights itself. Using the classic formula in the output or texcoord (try and error)... in OGL i don't know where this can be done ??
I see in anothers screenshots that shadows render ok.
OMG OMG OMG THIEVES! - "Dirty little hobbitsies... you've stolen from us" ^_^
Allow me to elaborate:
- Some shaders are loaded from GLSL (a few on the current planet, although on other planets it seems only to be GLSL with no pre-build bins... Inconsistency anyone??? ^_^).
- Most shaders are shipped in BIN format so I cannot modify the source code.
HOWEVER!!! It was this planet that I started on. NO STEREO injection was added from my wrapper so everything was MONO!
Except for these plants!
So, I tried all the possible combination on my wrapper, convinced there is a bug. In the end I said F it let's put the debugger and see what is happening. After 2 hours of debugging GUESS what I have found:
- 3 Shaders loaded from binary HAVE THE EXACT SAME UNIFORMS my wrapper uses meaning:
Guess what it does... It automatically makes those object Stereo when proper values are passed automatically by the wrapper). Result, the only objects being 3D. Changing depth & convergence give you exactly the results you would expect...
Which means these 3 uniforms are doing exactly what my wrapper (and 3D Vision does):
The names are IDENTICAL !!! Sure, some of you might say that this is a coincidence... I say no not really, that 3 variables from my code match their closed code...
(Also, if I show you some of the shaders you will cry out... The coding standard and methodology is NON existent. By far among the worse pieces of Code I've ever seen and a lot of copy pasting is seen all over the place...)
I expect they played a bit with my wrapper during their development period and somehow some of my code "remained" in their shipping version.... FUNNY honestly...
I could reverse engineer the shader and try to export the source code of it just to show it clear as day, but I am wondering what good it will do...
So question is...did they "steal" anything? Sure, my wrapper is open source but if you use pieces generated by it, or code from it at least you should credit the author. I've looked and looked and can't find anything...
Now, I am wondering if I should write them an e-mail or not and ask them to either remove it or whatever. (I am not sure what I need to do lol.))
This of course means that I need to make a custom version of the wrapper for this game in order to undo this as is wrong anyway once I apply the correct stereo. (double stereo depth). ./sigh...
This game WAS/IS NOT ready for shipping under any circumstance. Most of it is pre-alpha stage...wow... just amazed... I wonder what I'll find next in their game ^_^
OMG:)) I was bit by the game Shader Cache mechanism;)
The game has a Shader Cache mechanism. It looves to cache the shaders... DAMN:(
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)
Now we know - Helifax is sitting there and laughing :)
Mate maybe they been trying to make this game 3D ready and they couldn`t pull it off.
Anyway that screenshot show me at how shitty stage 3D is at the moment :/
https://steamcommunity.com/profiles/76561198014296177/
Although, that seems highly unlikely considering the current state of the game and reaction to that state by people who've purchased it. They will probably have other priorities for some time.
But, you never know...
Hah;)
I was able to quickly work-around hack that issue and pushing almost everything in 3D and is not actually that bad. However... some things remain at 2D and I can't find a shader to modify (must be one of the loaded bin files). Shadows can look good in some locations but bad in other.
FPS is terrible in 2D/3D you name it...
So, probably with more time and actually code that "hack" rather then being a hard-coded hack just for testing, chances are things will be better. No 3D Vision Ready title that is for sure, but not actually that bad.
I'll show pictures when I have them to have a clearer view;)
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)
Fair enough, and thanks for the explanation. I just wasn't 100% whether it was the case of using ARB shaders (only that one comment in the shader to go off of), and wondered if the fact that there clearly was some stereoscopy being added if there was promise, but I'll accept your response as confirmation that it's not currently possible. It's not like there isn't a ton of other games that we can't play in 3D (and sounds like you'll be adding No Man's Sky to that list soon), so I can certainly live with not having that one series. Thanks again, and good luck with this game.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Too damn long to post here:
http://pastebin.com/Vuvdmn9F
If anyone of you is coding like this... you definitely need to either revise your coding standards or better yet find another job... This is unacceptable... (Not the worse I've seen but darn close...)
Fixing something in this code? Good luck... I'll probably ending disabling everything that is broken.../sigh...
Edit:
Anyone know of any tool that can parse the source above and hightligh what part will get compiled and executed?:) Trying to follow the source code above is ....
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)
I really think it could use some more #ifdef's. Hah!
This code demonstrates how experiments and "I'm not sure code" actually winds up shipping.
I'd drop that into NotePad++, and mark it C code. I think you can then do #defines. Another possibility would be snip out the obvious stuff like PS4 support.
The shader is obviously an antique, it has a 2008 copyright, and comments and code for XBox 360 support.
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
Tried that one;) In the end I put it in Visual Studio and started deleting the Pre-processor blocks that are inactive just to see if I can make the code a bit "more" readable;))
45 minutes later I am still in the same spot hahaha:))
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)
- Enabled 3D Vision rendering and Stereorizing the whole game.
(This might seem easy and most of us take this for granted under DirectX games where 3D Vision Automatic does it for us. But, since this game is procedurally generated - shaders included - I had to find all vertex shader permutations, or as much as possible and correct those.)
- Manually filtered some of the UI shaders especially the ones related to Full Screen QUAD drawing.
(Not all shaders need to be Stereo 3D) ;)
- Biggest issues are with Shadows and some Lights:
Shadows are a double edged sword. They look perfect on landscape, but NOT on objects. I tried to fix it but I am unable to do it as the shaders are a big mess (can't even follow the code in those shaders). I tried to disable certain parts of the shadow shader (like only the parts that handle the objects and not landscape) but also failed, as I still don't know what gets executed from that Monolith shader full of "#ifdef"s.
As a result there is a toggle to disable/enable shadows on the fly.
Same goes for lights.
- Reason I did this is because without shadows, it changes interiors way to much and they become completely lit. So, the shadows can be toggle back on in this scenario.
- Some halos related to the sky's clouds can be seen in some scenarios.
Very minor problem, yet is there;)
- Some effect render at wrong depth in certain views/angles.
Very minor problem, yet is there;)
- Important !!!
I don't want to get your hopes high! I know most fixes we release are close to perfect. Sadly this is not the case here. Is nowhere near 3D Vision Ready state. It does enable 3D Vision rendering though;)
If I would to rate it I would say is a: Good to Excelent rating. (Shadows and some lights being the most obvious problem). Still it can look absolutely spectacular in some places!
Without understanding how their shaders work sadly there isn't anything else I can currently do.
I will post a few screenshots later today and hopefully I will be able to pack everything into an Alpha Release in the following days.
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)
our only hope in Helix team's hands ! :)
Corei7 4790K 32GB / 2xSLI: Titan X Pascal 3DSurr 7680x1440 +FSIM cockpit :D
My Hardcore gamer rig : http://forum.hardware.fr/configuration.php?config=hardwarefr.inc&pseudo=greatxerox
YOUTUBE Video updated : https://www.youtube.com/channel/UC7CDItQG3ycOxD7alNomG3A?view_as=subscriber
Pictures : http://www.casimages.com/u/greatxerox/369138
Best site Emulation on the net : http://www.emu-france.com/
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
Here they are. It shows what to expect guys.
Interior with shadows
Interior without shadows
Planet Surface with Shadows + Distant Lights
Planet Surface with Shadows and WITHOUT Distant Lights
Planet Surface WITHOUT Shadows and WITHOUT Distant Lights
Inside caves without Shadows
Inside caves with Shadows
My recommendation is to set shadows OFF during planet side and exterior and set it ON during interior places:) (Based on the images above).
Gonna do more testing in the following days;)
ONE IMPORTANT THING:
This is on Initial Release + Patch0 (version 2.0.3 on GoG). I didn't buy the game as I still find it overpriced. It is awesome in is way and appealing to some degree;) but I still find the price inflated.
I don't know if the fix will work on newer version (or the experimental branch on steam).
I wanted to say this, so YOU DON'T BUY THE GAME (if you don't already have it) based on the screenshots above just yet until we get confirmation that is actually working;)
Cheers! Keep you posted;)
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)
If this game was using DX9 or DX11....those model/object with shadows/lights issues will be fixable in the VS related to the model/object, not the shadows/lights itself. Using the classic formula in the output or texcoord (try and error)... in OGL i don't know where this can be done ??
I see in anothers screenshots that shadows render ok.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com