The Witcher 3: Wild Hunt
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Now I tried disabling SLI in NVCP, uninstalling the second card entirely (removed from PC), deleted all parts of the fix and ran the game, reinstalled Flugan Alpha 0.03 (which yesterday had worked well for several hours) and ran the game - it seems the fix isn't kicking in any more. No idea why that is ... Edit: I just remember that in the morning I installed some Windows 8.1 updates, optional ones. Had totally forgotten about that and wouldn't have thought it could interfere with gaming. But perhaps it does interfere somehow, Flugan?
Now I tried disabling SLI in NVCP, uninstalling the second card entirely (removed from PC), deleted all parts of the fix and ran the game, reinstalled Flugan Alpha 0.03 (which yesterday had worked well for several hours) and ran the game - it seems the fix isn't kicking in any more. No idea why that is ...

Edit: I just remember that in the morning I installed some Windows 8.1 updates, optional ones. Had totally forgotten about that and wouldn't have thought it could interfere with gaming. But perhaps it does interfere somehow, Flugan?

Graphics Card: GTX 980 Ti; Monitor: Acer VG274H
OS: Windows 8.1

Posted 05/28/2015 11:23 AM   
[quote="sebRab"]Now I tried disabling SLI in NVCP, uninstalling the second card entirely (removed from PC), deleted all parts of the fix and ran the game, reinstalled Flugan Alpha 0.03 (which yesterday had worked well for several hours) and ran the game - it seems the fix isn't kicking in any more. No idea why that is ...[/quote] See: [url=https://forums.geforce.com/default/topic/546943/3d-vision/the-witcher-3-wild-hunt/post/4543822/#4543822]https://forums.geforce.com/default/topic/546943/3d-vision/the-witcher-3-wild-hunt/post/4543822/#4543822[/url] Maybe it helps you:)
sebRab said:Now I tried disabling SLI in NVCP, uninstalling the second card entirely (removed from PC), deleted all parts of the fix and ran the game, reinstalled Flugan Alpha 0.03 (which yesterday had worked well for several hours) and ran the game - it seems the fix isn't kicking in any more. No idea why that is ...


See: https://forums.geforce.com/default/topic/546943/3d-vision/the-witcher-3-wild-hunt/post/4543822/#4543822

Maybe it helps you:)

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 05/28/2015 11:27 AM   
[quote="helifax"][quote="sebRab"]Now I tried disabling SLI in NVCP, uninstalling the second card entirely (removed from PC), deleted all parts of the fix and ran the game, reinstalled Flugan Alpha 0.03 (which yesterday had worked well for several hours) and ran the game - it seems the fix isn't kicking in any more. No idea why that is ...[/quote] See: [url=https://forums.geforce.com/default/topic/546943/3d-vision/the-witcher-3-wild-hunt/post/4543822/#4543822]https://forums.geforce.com/default/topic/546943/3d-vision/the-witcher-3-wild-hunt/post/4543822/#4543822[/url] Maybe it helps you:)[/quote] did not work, shadows from the fire @ starting locations are broken. in 0.3 "it works" because they are disabled right?? Im not sure about the other effects... Running SLI with 2x GTX 770.
helifax said:
sebRab said:Now I tried disabling SLI in NVCP, uninstalling the second card entirely (removed from PC), deleted all parts of the fix and ran the game, reinstalled Flugan Alpha 0.03 (which yesterday had worked well for several hours) and ran the game - it seems the fix isn't kicking in any more. No idea why that is ...


See: https://forums.geforce.com/default/topic/546943/3d-vision/the-witcher-3-wild-hunt/post/4543822/#4543822

Maybe it helps you:)


did not work, shadows from the fire @ starting locations are broken. in 0.3 "it works" because they are disabled right??

Im not sure about the other effects...

Running SLI with 2x GTX 770.

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

Posted 05/28/2015 02:47 PM   
I am using 0.3b now and downgrade to Driver 350.12 inported my previous saved profile. I can confirm that the 350.12 will help with the CTDs !!! PS: Check your 0.4 Beta, there are files without "_replace" infront of the ending so they will not be compiled to BIN (changing it will not help me with the shadows @ the beginning, so i use 0.3b here the shadows seems to be disabled, its better than wrong shadows ^^, but i renamed the 2 files from 0.4 that where not inclued in 0.3b [16f398fc56dce109-ps.txt, bc1c152dd28c0716-ps.txt]) Noticed some lightening issues with objects fare away but this is ALPHA so THX FOR THIS its much playable yet!!
I am using 0.3b now and downgrade to Driver 350.12 inported my previous saved profile.
I can confirm that the 350.12 will help with the CTDs !!!

PS: Check your 0.4 Beta, there are files without "_replace" infront of the ending so they will not be compiled to BIN (changing it will not help me with the shadows @ the beginning, so i use 0.3b here the shadows seems to be disabled, its better than wrong shadows ^^, but i renamed the 2 files from 0.4 that where not inclued in 0.3b [16f398fc56dce109-ps.txt, bc1c152dd28c0716-ps.txt])

Noticed some lightening issues with objects fare away but this is ALPHA so THX FOR THIS its much playable yet!!

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

Posted 05/28/2015 05:22 PM   
[quote="Losti"]I am using 0.3b now and downgrade to Driver 350.12 inported my previous saved profile. I can confirm that the 350.12 will help with the CTDs !!! PS: Check your 0.4 Beta, there are files without "_replace" infront of the ending so they will not be compiled to BIN (changing it will not help me with the shadows @ the beginning, so i use 0.3b here the shadows seems to be disabled, its better than wrong shadows ^^, but i renamed the 2 files from 0.4 that where not inclued in 0.3b [16f398fc56dce109-ps.txt, bc1c152dd28c0716-ps.txt]) Noticed some lightening issues with objects fare away but this is ALPHA so THX FOR THIS its much playable yet!![/quote] They are MEANT to be without "_replace" as are ASM and not HLSL... Also, I can say that 0.4 is working but not every single time you load the game... for some reason....
Losti said:I am using 0.3b now and downgrade to Driver 350.12 inported my previous saved profile.
I can confirm that the 350.12 will help with the CTDs !!!

PS: Check your 0.4 Beta, there are files without "_replace" infront of the ending so they will not be compiled to BIN (changing it will not help me with the shadows @ the beginning, so i use 0.3b here the shadows seems to be disabled, its better than wrong shadows ^^, but i renamed the 2 files from 0.4 that where not inclued in 0.3b [16f398fc56dce109-ps.txt, bc1c152dd28c0716-ps.txt])

Noticed some lightening issues with objects fare away but this is ALPHA so THX FOR THIS its much playable yet!!


They are MEANT to be without "_replace" as are ASM and not HLSL...
Also, I can say that 0.4 is working but not every single time you load the game... for some reason....

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 05/28/2015 05:55 PM   
Now I know why my my wrapper didn't pickup the new fixes 16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm Both wrappers don't use the same syntax for the filenames. I have updated my version of the fix by renaming shader files. Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix. Luckily it is easy to batch rename files.
Now I know why my my wrapper didn't pickup the new fixes
16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm

Both wrappers don't use the same syntax for the filenames.
I have updated my version of the fix by renaming shader files.

Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix.

Luckily it is easy to batch rename files.

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 05/28/2015 06:43 PM   
still using alpha 0.02 Flugan - 0.03 game wont start, 0.04 works but broken for me (lights) and worse perfomance than 0.02
still using alpha 0.02 Flugan - 0.03 game wont start, 0.04 works but broken for me (lights) and worse perfomance than 0.02

Posted 05/28/2015 08:47 PM   
Today I had some time to test DarkStartSword's alfa 0.04 and it seems to work fine. Few hours without crash, I was even able to reload without problems.
Today I had some time to test DarkStartSword's alfa 0.04 and it seems to work fine. Few hours without crash, I was even able to reload without problems.

MSI Z97 GAMING 5
Intel Core i7 4790K
G.SKILL RipjawsX DDR3 2133MHz CL9 16GB
MSI GTX980 GAMING 4G
Windows 7

Posted 05/28/2015 08:54 PM   
Game works for me with Flugan alpha 0.03 on win 8.1 just for reference. I can't really tell why it does not work for you. Edit: have you tried the latest version of 0.03 as I've updated it since first release.
Game works for me with Flugan alpha 0.03 on win 8.1 just for reference.

I can't really tell why it does not work for you.

Edit: have you tried the latest version of 0.03 as I've updated it since first release.

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 05/28/2015 09:25 PM   
didnt wanna read through alot of pages for a simple answer... Can some 1 link me the tools or fix needed to play witcher 3 in 3d...i been playing even with the shaders n stuff all broken...so any kind of better fix would be great.. thanks
didnt wanna read through alot of pages for a simple answer...

Can some 1 link me the tools or fix needed to play witcher 3 in 3d...i been playing even with the shaders n stuff all broken...so any kind of better fix would be great..

thanks

Posted 05/28/2015 10:31 PM   
[quote="romeo615"]didnt wanna read through alot of pages for a simple answer... Can some 1 link me the tools or fix needed to play witcher 3 in 3d...i been playing even with the shaders n stuff all broken...so any kind of better fix would be great.. thanks[/quote] Check the post just above you from Flugan, he's done a great job together with other fixers here, there's a link to onedrive on his sig, there you'll find the latest fixes.
romeo615 said:didnt wanna read through alot of pages for a simple answer...

Can some 1 link me the tools or fix needed to play witcher 3 in 3d...i been playing even with the shaders n stuff all broken...so any kind of better fix would be great..

thanks


Check the post just above you from Flugan, he's done a great job together with other fixers here, there's a link to onedrive on his sig, there you'll find the latest fixes.

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 05/28/2015 11:16 PM   
[quote="Flugan"]Now I know why my my wrapper didn't pickup the new fixes 16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm Both wrappers don't use the same syntax for the filenames. I have updated my version of the fix by renaming shader files. Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix. Luckily it is easy to batch rename files.[/quote] Well I don't know what you did but I just downloaded the new 0.04 version and it works, before the game didn't even start, thanks a lot Flugan!
Flugan said:Now I know why my my wrapper didn't pickup the new fixes
16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm

Both wrappers don't use the same syntax for the filenames.
I have updated my version of the fix by renaming shader files.

Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix.

Luckily it is easy to batch rename files.


Well I don't know what you did but I just downloaded the new 0.04 version and it works, before the game didn't even start, thanks a lot Flugan!

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 05/29/2015 12:06 AM   
[quote="Flugan"]Now I know why my my wrapper didn't pickup the new fixes 16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm Both wrappers don't use the same syntax for the filenames. I have updated my version of the fix by renaming shader files. Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix. Luckily it is easy to batch rename files.[/quote] Bo3b was already thinking about changing 3Dmigoto to use .asm and .hlsl extensions instead of .txt... Since your wrapper already uses hash-type_replace.asm, I propose we change 3Dmigoto to do the same for ASM files now (we can debate whether to change HLSL later).
Flugan said:Now I know why my my wrapper didn't pickup the new fixes
16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm

Both wrappers don't use the same syntax for the filenames.
I have updated my version of the fix by renaming shader files.

Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix.

Luckily it is easy to batch rename files.


Bo3b was already thinking about changing 3Dmigoto to use .asm and .hlsl extensions instead of .txt... Since your wrapper already uses hash-type_replace.asm, I propose we change 3Dmigoto to do the same for ASM files now (we can debate whether to change HLSL later).

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 05/29/2015 01:20 AM   
[quote="DarkStarSword"][quote="Flugan"]Now I know why my my wrapper didn't pickup the new fixes 16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm Both wrappers don't use the same syntax for the filenames. I have updated my version of the fix by renaming shader files. Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix. Luckily it is easy to batch rename files.[/quote]Bo3b was already thinking about changing 3Dmigoto to use .asm and .hlsl extensions instead of .txt... Since your wrapper already uses hash-type_replace.asm, I propose we change 3Dmigoto to do the same for ASM files now (we can debate whether to change HLSL later).[/quote] We could do this switch, it's a trivial change. But I would question why we would want to switch from one half-baked solution to a different half-baked solution? Right now the naming is not particularly awesome with _replace.txt signifying HLSL. And the lack of that _replace signifying ASM. There are a lot of files out there with this convention already. If we are going to switch to the .asm extension, that makes life slightly harder for any fixer, because they won't have file associations set up by default. .txt is always set up and essentially free. Just my opinion, but if we are going to make life harder for any fixer who picks it up, we ought to do the real job and make a naming convention that makes sense. That would mean .hlsl for HLSL files, and .cbo for binary files. I'm less clear if we'd want an extension for an unmodified master ASM file, versus an edited one. Either that or keep everything human editable as .txt. With slightly better _ tails like _asm.txt, _hlsl.txt. The middle ground just seems arbitrary and not good for anyone.
DarkStarSword said:
Flugan said:Now I know why my my wrapper didn't pickup the new fixes
16f398fc56dce109-ps.txt => 16f398fc56dce109-ps_replace.asm

Both wrappers don't use the same syntax for the filenames.
I have updated my version of the fix by renaming shader files.

Should only be one version of the filename and I expect to change mine as having shaders as txt files is convenient when opening for editing. I rely on the fact that all shaders HLSL, ASM and BIN share the same filename except for the extension when refreshing shaders using F10 so it's not just a simple fix.

Luckily it is easy to batch rename files.
Bo3b was already thinking about changing 3Dmigoto to use .asm and .hlsl extensions instead of .txt... Since your wrapper already uses hash-type_replace.asm, I propose we change 3Dmigoto to do the same for ASM files now (we can debate whether to change HLSL later).

We could do this switch, it's a trivial change.

But I would question why we would want to switch from one half-baked solution to a different half-baked solution?

Right now the naming is not particularly awesome with _replace.txt signifying HLSL. And the lack of that _replace signifying ASM. There are a lot of files out there with this convention already.

If we are going to switch to the .asm extension, that makes life slightly harder for any fixer, because they won't have file associations set up by default. .txt is always set up and essentially free.


Just my opinion, but if we are going to make life harder for any fixer who picks it up, we ought to do the real job and make a naming convention that makes sense. That would mean .hlsl for HLSL files, and .cbo for binary files. I'm less clear if we'd want an extension for an unmodified master ASM file, versus an edited one.

Either that or keep everything human editable as .txt. With slightly better _ tails like _asm.txt, _hlsl.txt.

The middle ground just seems arbitrary and not good for anyone.

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
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Posted 05/29/2015 01:59 AM   
To expand on a point you made there bo3b, looking at an existing fix as someone without fixing experience, text files are less intimidating at face value. People might be less inclined to try and learn if they don't recognise the file types used for the fixes. _tails might be better in that regard.
To expand on a point you made there bo3b, looking at an existing fix as someone without fixing experience, text files are less intimidating at face value. People might be less inclined to try and learn if they don't recognise the file types used for the fixes. _tails might be better in that regard.

Posted 05/29/2015 02:38 AM   
  44 / 152    
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