Rise of the Tomb Raider (3D Vision Ready Support)
  24 / 41    
Have you considered using LUA it worked pretty well for HeliX. It's pretty much intended to be integrated all over the place just look at WoW addons. Lua requires no installation. One problem I had with lua was that I didn't know if I could reuse the same lua object in the code or needed to recreate it for every shader going through. I think you should be able to reuse the object but I never tried. HeliX lua scripts was generally quite messy but I believe you can write better formatted script fairly easy.
Have you considered using LUA it worked pretty well for HeliX. It's pretty much intended to be integrated all over the place just look at WoW addons.

Lua requires no installation.

One problem I had with lua was that I didn't know if I could reuse the same lua object in the code or needed to recreate it for every shader going through. I think you should be able to reuse the object but I never tried.

HeliX lua scripts was generally quite messy but I believe you can write better formatted script fairly easy.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 02/23/2016 09:42 AM   
I looked some more at the water reflections and got no closer... I tried the formula to remove the depth on the input as described bu DarkStarSword: [code] 'Stereo variable = r31 'Output variable must be an intermediate register, say r10 if_gt r31.y, l(0.0) if_gt r10.w, l(0.0) div r10.xyzw, r10.xyzw, r10.wwww mul r10.xyzw, r10.xyzw, r31.y endif endif [/code] But the moment I run that code it crashes the nvidia driver... (can't remember the driver dll exactly)... I can't understand exactly why this would happen... I was wondering if DarkStarSword had better luck;) or can tell me what I do wrong:(
I looked some more at the water reflections and got no closer...
I tried the formula to remove the depth on the input as described bu DarkStarSword:
'Stereo variable = r31
'Output variable must be an intermediate register, say r10
if_gt r31.y, l(0.0)
if_gt r10.w, l(0.0)
div r10.xyzw, r10.xyzw, r10.wwww
mul r10.xyzw, r10.xyzw, r31.y
endif
endif

But the moment I run that code it crashes the nvidia driver... (can't remember the driver dll exactly)...

I can't understand exactly why this would happen...
I was wondering if DarkStarSword had better luck;) or can tell me what I do wrong:(

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)

Posted 02/23/2016 11:36 AM   
I dont understand why not release WIP fix and let other examine and improve the fix (if needed). Its in the final stage from what i understand... Thanks for your hard work in any case.. And dont angry for my opinion.
I dont understand why not release WIP fix and let other examine and improve the fix (if needed).
Its in the final stage from what i understand...

Thanks for your hard work in any case..
And dont angry for my opinion.

CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC

Posted 02/24/2016 01:48 PM   
We usually complain about developers who release unfinished games, and we ask our fixers to release unfinished fix? I can't wait too for this fix, but on another side I totaly respect the choice to share a 100% fonctional file.
We usually complain about developers who release unfinished games, and we ask our fixers to release unfinished fix? I can't wait too for this fix, but on another side I totaly respect the choice to share a 100% fonctional file.

Posted 02/24/2016 02:01 PM   
[quote="helifax"]I looked some more at the water reflections and got no closer...[/quote]Sorry, I still haven't had a chance to look at this yet, and doubt I'll have time tomorrow either. Hopefully Friday or the weekend :) [quote] I tried the formula to remove the depth on the input as described bu DarkStarSword: [code] 'Stereo variable = r31 'Output variable must be an intermediate register, say r10 if_gt r31.y, l(0.0) if_gt r10.w, l(0.0) div r10.xyzw, r10.xyzw, r10.wwww mul r10.xyzw, r10.xyzw, r31.y endif endif [/code] But the moment I run that code it crashes the nvidia driver... (can't remember the driver dll exactly)...[/quote] I'm not certain if this will be the right approach in this case, but I can probably help with the crashes. DX11 assembly doesn't have an if_gt (only if_z and if_nz - if zero / not zero), so that will cause the assembler to drop those instructions (if you check the reasm file you will probably notice them missing), but the endif instructions will still be added causing a driver crash due to the unbalanced flow control. Instead, you need to do use a comparison instruction, but if you look in MSDN you might wonder where the 'greater than' comparison instruction is and the answer is that there isn't one. It's following a classic RISC design philosophy of not implementing any instructions that can be just as easily achieved with other instructions, allowing for a simpler hardware design with no loss of functionality. In this case, using the 'less than' (lt) instruction and reversing the arguments is equivalent to 'greater than', so this should work (untested): [code] lt r31.w, l(0.0), r31.y if_nz r31.w lt r31.w, l(0.0), r10.w if_nz r31.w div r10.xyzw, r10.xyzw, r10.wwww mul r10.xyzw, r10.xyzw, r31.y endif endif [/code]
helifax said:I looked some more at the water reflections and got no closer...
Sorry, I still haven't had a chance to look at this yet, and doubt I'll have time tomorrow either. Hopefully Friday or the weekend :)

I tried the formula to remove the depth on the input as described bu DarkStarSword:
'Stereo variable = r31
'Output variable must be an intermediate register, say r10
if_gt r31.y, l(0.0)
if_gt r10.w, l(0.0)
div r10.xyzw, r10.xyzw, r10.wwww
mul r10.xyzw, r10.xyzw, r31.y
endif
endif

But the moment I run that code it crashes the nvidia driver... (can't remember the driver dll exactly)...

I'm not certain if this will be the right approach in this case, but I can probably help with the crashes. DX11 assembly doesn't have an if_gt (only if_z and if_nz - if zero / not zero), so that will cause the assembler to drop those instructions (if you check the reasm file you will probably notice them missing), but the endif instructions will still be added causing a driver crash due to the unbalanced flow control.

Instead, you need to do use a comparison instruction, but if you look in MSDN you might wonder where the 'greater than' comparison instruction is and the answer is that there isn't one. It's following a classic RISC design philosophy of not implementing any instructions that can be just as easily achieved with other instructions, allowing for a simpler hardware design with no loss of functionality. In this case, using the 'less than' (lt) instruction and reversing the arguments is equivalent to 'greater than', so this should work (untested):

lt r31.w, l(0.0), r31.y
if_nz r31.w
lt r31.w, l(0.0), r10.w
if_nz r31.w
div r10.xyzw, r10.xyzw, r10.wwww
mul r10.xyzw, r10.xyzw, r31.y
endif
endif

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 02/24/2016 02:43 PM   
[quote="Flugan"]Have you considered using LUA it worked pretty well for HeliX.[/quote]Yes, I've considered it (I mentioned this in a post a page or two ago) and have not committed to either one at this stage, so this could still go either way. I have no doubt that LUA can be written cleanly, but it largely comes down to a question of what language we would prefer to use, and for that my vote goes to Python because it's a nicer language IMO with some very powerful standard libraries (including regular expressions) and I already have a bunch of code to manipulate shaders in it that we could hook up very easily. Speed could be a factor where LUA may have an advantage over Python, though I have not measured this to confirm and it remains to be seen if that would be a deal breaker in practice - it would largely be limited to loading screens and we would still use caching (including for shaders that the script did not change), so I'm not that concerned, but it is still worth measuring. I would implement this so that 3DMigoto calls a routine in the Python code for each new shader, allowing the script to remain resident and avoiding the overhead that would occur if I ran the script from scratch for each shader (in particular, with the appropriate code design this would allow regular expressions to be compiled once since that can be expensive). I doubt it's common enough to worry about, but if a game were creating many shaders from multiple threads simultaneously we could potentially have several interpreter instances to eliminate the serialisation caused by the GIL.
Flugan said:Have you considered using LUA it worked pretty well for HeliX.
Yes, I've considered it (I mentioned this in a post a page or two ago) and have not committed to either one at this stage, so this could still go either way.

I have no doubt that LUA can be written cleanly, but it largely comes down to a question of what language we would prefer to use, and for that my vote goes to Python because it's a nicer language IMO with some very powerful standard libraries (including regular expressions) and I already have a bunch of code to manipulate shaders in it that we could hook up very easily.

Speed could be a factor where LUA may have an advantage over Python, though I have not measured this to confirm and it remains to be seen if that would be a deal breaker in practice - it would largely be limited to loading screens and we would still use caching (including for shaders that the script did not change), so I'm not that concerned, but it is still worth measuring.

I would implement this so that 3DMigoto calls a routine in the Python code for each new shader, allowing the script to remain resident and avoiding the overhead that would occur if I ran the script from scratch for each shader (in particular, with the appropriate code design this would allow regular expressions to be compiled once since that can be expensive). I doubt it's common enough to worry about, but if a game were creating many shaders from multiple threads simultaneously we could potentially have several interpreter instances to eliminate the serialisation caused by the GIL.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 02/24/2016 03:21 PM   
dekgol, anyone with the skills to work on it can able to request access to the fix to help out. Normal users would just report problems that are likely already known at this stage, plus there's another complication, that works like this. 1. Someone installs an unfinished WIP fix 2. The final fix is released, and that person installs it too 3. Shaders from the old fix may no longer be required, or may eve break additional things 4. They report a bug that they would never have seen if they'd never installed the WIP fix 5. A shaderhacker wastes time trying to diagnose and solve a bug caused by previously having a WIP fix installed Unless testing on different configurations is specifically needed, it's always better to release a fix when it's finished. Please stop asking for WIP fixes and updates, they will be released when they're ready. Asking doesn't make it happen any faster.
dekgol, anyone with the skills to work on it can able to request access to the fix to help out. Normal users would just report problems that are likely already known at this stage, plus there's another complication, that works like this.

1. Someone installs an unfinished WIP fix
2. The final fix is released, and that person installs it too
3. Shaders from the old fix may no longer be required, or may eve break additional things
4. They report a bug that they would never have seen if they'd never installed the WIP fix
5. A shaderhacker wastes time trying to diagnose and solve a bug caused by previously having a WIP fix installed

Unless testing on different configurations is specifically needed, it's always better to release a fix when it's finished. Please stop asking for WIP fixes and updates, they will be released when they're ready. Asking doesn't make it happen any faster.

Posted 02/24/2016 03:28 PM   
As Pirateguybrush said. Even when the fix is finished and we release it I bet we will get few complains;) The fix requires an older version of the game and is tied to a few specific settings in game. Most likely somebody will not pay attention and will come and report that something is broken! Just trowing a WIP in the mix now will add even more false leads! It shouldn't take long now. I am still playing the game and validating the fix and correcting some shaders that I broke when running my script through all the shaders.
As Pirateguybrush said.
Even when the fix is finished and we release it I bet we will get few complains;) The fix requires an older version of the game and is tied to a few specific settings in game.
Most likely somebody will not pay attention and will come and report that something is broken!

Just trowing a WIP in the mix now will add even more false leads! It shouldn't take long now. I am still playing the game and validating the fix and correcting some shaders that I broke when running my script through all the shaders.

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)

Posted 02/24/2016 05:48 PM   
[quote="DarkStarSword"][quote="helifax"]I looked some more at the water reflections and got no closer...[/quote]Sorry, I still haven't had a chance to look at this yet, and doubt I'll have time tomorrow either. Hopefully Friday or the weekend :) [quote] I tried the formula to remove the depth on the input as described bu DarkStarSword: [code] 'Stereo variable = r31 'Output variable must be an intermediate register, say r10 if_gt r31.y, l(0.0) if_gt r10.w, l(0.0) div r10.xyzw, r10.xyzw, r10.wwww mul r10.xyzw, r10.xyzw, r31.y endif endif [/code] But the moment I run that code it crashes the nvidia driver... (can't remember the driver dll exactly)...[/quote] I'm not certain if this will be the right approach in this case, but I can probably help with the crashes. DX11 assembly doesn't have an if_gt (only if_z and if_nz - if zero / not zero), so that will cause the assembler to drop those instructions (if you check the reasm file you will probably notice them missing), but the endif instructions will still be added causing a driver crash due to the unbalanced flow control. Instead, you need to do use a comparison instruction, but if you look in MSDN you might wonder where the 'greater than' comparison instruction is and the answer is that there isn't one. It's following a classic RISC design philosophy of not implementing any instructions that can be just as easily achieved with other instructions, allowing for a simpler hardware design with no loss of functionality. In this case, using the 'less than' (lt) instruction and reversing the arguments is equivalent to 'greater than', so this should work (untested): [code] lt r31.w, l(0.0), r31.y if_nz r31.w lt r31.w, l(0.0), r10.w if_nz r31.w div r10.xyzw, r10.xyzw, r10.wwww mul r10.xyzw, r10.xyzw, r31.y endif endif [/code] [/quote] Big thank you DarkStarSword! I will definitely try it out!!! I am unsure this method will work here as well but it was the first thing I thought of;) (After spending a few hours trying different things in that shader).
DarkStarSword said:
helifax said:I looked some more at the water reflections and got no closer...
Sorry, I still haven't had a chance to look at this yet, and doubt I'll have time tomorrow either. Hopefully Friday or the weekend :)

I tried the formula to remove the depth on the input as described bu DarkStarSword:
'Stereo variable = r31
'Output variable must be an intermediate register, say r10
if_gt r31.y, l(0.0)
if_gt r10.w, l(0.0)
div r10.xyzw, r10.xyzw, r10.wwww
mul r10.xyzw, r10.xyzw, r31.y
endif
endif

But the moment I run that code it crashes the nvidia driver... (can't remember the driver dll exactly)...

I'm not certain if this will be the right approach in this case, but I can probably help with the crashes. DX11 assembly doesn't have an if_gt (only if_z and if_nz - if zero / not zero), so that will cause the assembler to drop those instructions (if you check the reasm file you will probably notice them missing), but the endif instructions will still be added causing a driver crash due to the unbalanced flow control.

Instead, you need to do use a comparison instruction, but if you look in MSDN you might wonder where the 'greater than' comparison instruction is and the answer is that there isn't one. It's following a classic RISC design philosophy of not implementing any instructions that can be just as easily achieved with other instructions, allowing for a simpler hardware design with no loss of functionality. In this case, using the 'less than' (lt) instruction and reversing the arguments is equivalent to 'greater than', so this should work (untested):

lt r31.w, l(0.0), r31.y
if_nz r31.w
lt r31.w, l(0.0), r10.w
if_nz r31.w
div r10.xyzw, r10.xyzw, r10.wwww
mul r10.xyzw, r10.xyzw, r31.y
endif
endif



Big thank you DarkStarSword! I will definitely try it out!!! I am unsure this method will work here as well but it was the first thing I thought of;) (After spending a few hours trying different things in that shader).

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)

Posted 02/24/2016 05:49 PM   
[quote="helifax"]As Pirateguybrush said. Even when the fix is finished and we release it I bet we will get few complains;) The fix requires an older version of the game and is tied to a few specific settings in game. Most likely somebody will not pay attention and will come and report that something is broken! Just trowing a WIP in the mix now will add even more false leads! It shouldn't take long now. I am still playing the game and validating the fix and correcting some shaders that I broke when running my script through all the shaders. [/quote] YEAH Hard Work i see but as it seems it will be ... YEAHHAA :-) Loved TR 1 in 3D and now 2 is broken but YOU will manage it !! This is a game, like Batman i will not pla in 3D :-) So if the fix is near, ill buye the game now. Becuse i need .... 3 days for download i think :-) ----------- //EDIT 1: Hey Download @ day is a miracle ^^ ... Game is Ready in 1 hour so.... WHERE IS THE FIX ^^ *joke* Good things needs time :-) ... stay tuned!
helifax said:As Pirateguybrush said.
Even when the fix is finished and we release it I bet we will get few complains;) The fix requires an older version of the game and is tied to a few specific settings in game.
Most likely somebody will not pay attention and will come and report that something is broken!

Just trowing a WIP in the mix now will add even more false leads! It shouldn't take long now. I am still playing the game and validating the fix and correcting some shaders that I broke when running my script through all the shaders.




YEAH Hard Work i see but as it seems it will be ... YEAHHAA :-)

Loved TR 1 in 3D and now 2 is broken but YOU will manage it !! This is a game, like Batman i will not pla in 3D :-)

So if the fix is near, ill buye the game now. Becuse i need .... 3 days for download i think :-)

-----------

//EDIT 1: Hey Download @ day is a miracle ^^ ... Game is Ready in 1 hour so.... WHERE IS THE FIX ^^ *joke*
Good things needs time :-) ... stay tuned!

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 02/25/2016 07:34 AM   
Pirateguybrush & Helifax, You are more experience than me so probably you know whats the best for us. Good luck!!!
Pirateguybrush & Helifax,
You are more experience than me so probably you know whats the best for us.

Good luck!!!

CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC

Posted 02/25/2016 08:03 AM   
Just started to play the game yet again... to hunt down all the water reflection shaders and remove/disable the "mirroring of the environment" effect in water reflections. All the other reflections existing on the water surface are still there;) So far found around 10 shaders, but most likely more are pending;) With the effect ON is not BAD but definitely wrong and weird and enough to break the 3D moment. By the time and IF DarkStarSword or Mike will have time to take a look at the water sahder in the 2nd level I will have found all the shaders;) Then it will be just a matter of applying the same fix to these ones;) Just a friendly FYI ;)
Just started to play the game yet again... to hunt down all the water reflection shaders and remove/disable the "mirroring of the environment" effect in water reflections.
All the other reflections existing on the water surface are still there;)

So far found around 10 shaders, but most likely more are pending;)
With the effect ON is not BAD but definitely wrong and weird and enough to break the 3D moment.

By the time and IF DarkStarSword or Mike will have time to take a look at the water sahder in the 2nd level I will have found all the shaders;) Then it will be just a matter of applying the same fix to these ones;)

Just a friendly FYI ;)

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)

Posted 02/26/2016 12:04 PM   
Having a look at the reflections myself - these are screen space reflections, which have been really tricky to fix in other games, and I have never been satisfied with the result. There's an option to disable them in the settings ("Screen Space Reflections"), so it might be easier to just use that. Edit: re-read your post - I see they were more or less ok before fixing other reflections, which is a little different. I'll take a closer look.
Having a look at the reflections myself - these are screen space reflections, which have been really tricky to fix in other games, and I have never been satisfied with the result. There's an option to disable them in the settings ("Screen Space Reflections"), so it might be easier to just use that.

Edit: re-read your post - I see they were more or less ok before fixing other reflections, which is a little different. I'll take a closer look.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 02/26/2016 12:13 PM   
Yes, I talked with Mike;) and he told me the same;) That most games do this;) There isn't an option in the game to disable them unfortunately:( Without the fix: - The environment reflections are OK (they are in stereo and look OK). But all other reflections on the water are 2D :( - Applying the correction to the other water reflections make them render perfect but the environment reflections are busted! Now this is what I found and how I "disable" them from the shaders: [code] loop ige r6.w, r5.w, l(10) breakc_nz r6.w add r6.w, r2.w, r2.z min r2.z, r2.y, r6.w mad r16.xyzw, r2.zzzz, r7.xyzw, r8.xyzw mul r2.w, r2.w, l(1.11111116) div r16.xyz, r16.xyzx, r16.wwww sample_l_indexable(texture2d)(float,float,float,float) r6.w, r16.xyxx, t4.yzwx, s10, l(0.000000) add r9.z, -r6.w, r16.z lt r9.z, l(0.000000), r9.z if_nz r9.z // DISABLED REFLECTIONS mov r4.w, l(0) mov r14.x, r2.z mov r14.y, r6.w break endif mov r13.x, r2.z mov r13.y, r6.w iadd r5.w, r5.w, l(1) mov r14.x, r2.z mov r14.y, r6.w mov r4.w, l(0) endloop [/code] You will find this in any reflection shader all the way down at around line 1200+. Instead of the original [code] mov r4.w, l(1) [/code] I put [code] mov r4.w, l(0) [/code] This will get "rid of them" I looked through the code to see where the r5 that we stereorize is used and try to un-correct it after but such luck:( Another approach was to save the original un-corrected r5 in another variable and try to use it where the reflections are used instead of the original r5 but got no such luck. (Probably I didn't find the right spot...as the shader is freaking massive... :( ) But maybe this gives you some ideas?:)
Yes,
I talked with Mike;) and he told me the same;) That most games do this;)
There isn't an option in the game to disable them unfortunately:(

Without the fix:
- The environment reflections are OK (they are in stereo and look OK). But all other reflections on the water are 2D :(
- Applying the correction to the other water reflections make them render perfect but the environment reflections are busted!

Now this is what I found and how I "disable" them from the shaders:

loop 
ige r6.w, r5.w, l(10)
breakc_nz r6.w
add r6.w, r2.w, r2.z
min r2.z, r2.y, r6.w
mad r16.xyzw, r2.zzzz, r7.xyzw, r8.xyzw
mul r2.w, r2.w, l(1.11111116)
div r16.xyz, r16.xyzx, r16.wwww
sample_l_indexable(texture2d)(float,float,float,float) r6.w, r16.xyxx, t4.yzwx, s10, l(0.000000)
add r9.z, -r6.w, r16.z
lt r9.z, l(0.000000), r9.z
if_nz r9.z
// DISABLED REFLECTIONS
mov r4.w, l(0)
mov r14.x, r2.z
mov r14.y, r6.w
break
endif
mov r13.x, r2.z
mov r13.y, r6.w
iadd r5.w, r5.w, l(1)
mov r14.x, r2.z
mov r14.y, r6.w
mov r4.w, l(0)
endloop


You will find this in any reflection shader all the way down at around line 1200+.
Instead of the original
mov r4.w, l(1)


I put
mov r4.w, l(0)


This will get "rid of them"

I looked through the code to see where the r5 that we stereorize is used and try to un-correct it after but such luck:(

Another approach was to save the original un-corrected r5 in another variable and try to use it where the reflections are used instead of the original r5 but got no such luck. (Probably I didn't find the right spot...as the shader is freaking massive... :( )

But maybe this gives you some ideas?:)

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)

Posted 02/26/2016 12:38 PM   
EDIT: My bad. There is an option the game to disable Screen Space Reflections... Haven't notice that one until now:( Grr... The downside is that if I disable it the game apparently uses other shaders that needs dumped ...hahaha:((( So I think is better to leave the setting ON and just find the shaders and disable it manually for the time being... Need to do some testing here and see;)
EDIT:
My bad. There is an option the game to disable Screen Space Reflections... Haven't notice that one until now:( Grr...

The downside is that if I disable it the game apparently uses other shaders that needs dumped ...hahaha:(((
So I think is better to leave the setting ON and just find the shaders and disable it manually for the time being...
Need to do some testing here and see;)

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)

Posted 02/26/2016 12:57 PM   
  24 / 41    
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