Rise of the Tomb Raider (3D Vision Ready Support)
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If anyone is wondering how they do their 3D effect, this might clarify things: left: 000631-ps-cb2-vs=d8e150f3404cd450-ps=b4b282875143acd7.txt right: 001567-ps-cb2-vs=d8e150f3404cd450-ps=b4b282875143acd7.txt [code] row_major float4x4 InverseProjection: cb2[81].x: 0.476354152 | 0.476354152 | tan(horizontal_FOV / 2) cb2[81].y: 0 | 0 cb2[81].z: 0 | 0 cb2[81].w: 0 | 0 cb2[82].x: 0 | 0 cb2[82].y: 0.267949194 | 0.267949194 | tan(vertical_FOV / 2) cb2[82].z: 0 | 0 cb2[82].w: 0 | 0 cb2[83].x: -0.857437193 | 0.857437193 cb2[83].y: 0 | 0 cb2[83].z: 0 | 0 cb2[83].w: -0.199999928 | -0.199999928 cb2[84].x: 0.78612721 | -0.78612721 cb2[84].y: 0 | 0 cb2[84].z: 1 | 1 cb2[84].w: 0.200000003 | 0.200000003 float4 StereoOffset: cb2[85].x: 0.149700165 | -0.149700165 cb2[85].y: -9 | 9 cb2[85].z: 0.476354152 | 0.476354152 cb2[85].w: 5 | 5 row_major float4x4 Projection: cb2[86].x: 2.09927845 | 2.09927845 | 1/tan(horizontal_FOV / 2) cb2[86].y: 0 | 0 cb2[86].z: 0 | 0 cb2[86].w: 0 | 0 cb2[87].x: 0 | 0 cb2[87].y: 3.7320509 | 3.7320509 | 1/tan(vertical_FOV / 2) cb2[87].z: 0 | 0 cb2[87].w: 0 | 0 cb2[88].x: 0.149700165 | -0.149700165 | equivalent to -separation cb2[88].y: 0 | 0 cb2[88].z: 1.00000036 | 1.00000036 cb2[88].w: 1 | 1 cb2[89].x: -9 | 9 | equivalent to separation * convergence cb2[89].y: 0 | 0 cb2[89].z: -5.00000191 | -5.00000191 cb2[89].w: 0 | 0 [/code] As you can see from the large difference in draw call numbers (631 -> 1567), they render the entire scene for one eye, then render the entire scene again for the second eye (it's likely they only render shadow maps once, but I haven't checked). The stereo projection is built into the projection & inverse projection matrices, and they have a "StereoOffset" value, which I assume will be similar to our StereoParams, though I don't see any shaders actually using it (for comparison, the driver was using 0.16695781 for separation * eye separation on my screen when I took that frame analysis dump). Edit: Tagged noteworthy values in the projection matrix and how they relate to the nvidia formula.
If anyone is wondering how they do their 3D effect, this might clarify things:

left: 000631-ps-cb2-vs=d8e150f3404cd450-ps=b4b282875143acd7.txt
right: 001567-ps-cb2-vs=d8e150f3404cd450-ps=b4b282875143acd7.txt
row_major float4x4 InverseProjection:
cb2[81].x: 0.476354152 | 0.476354152 | tan(horizontal_FOV / 2)
cb2[81].y: 0 | 0
cb2[81].z: 0 | 0
cb2[81].w: 0 | 0
cb2[82].x: 0 | 0
cb2[82].y: 0.267949194 | 0.267949194 | tan(vertical_FOV / 2)
cb2[82].z: 0 | 0
cb2[82].w: 0 | 0
cb2[83].x: -0.857437193 | 0.857437193
cb2[83].y: 0 | 0
cb2[83].z: 0 | 0
cb2[83].w: -0.199999928 | -0.199999928
cb2[84].x: 0.78612721 | -0.78612721
cb2[84].y: 0 | 0
cb2[84].z: 1 | 1
cb2[84].w: 0.200000003 | 0.200000003

float4 StereoOffset:
cb2[85].x: 0.149700165 | -0.149700165
cb2[85].y: -9 | 9
cb2[85].z: 0.476354152 | 0.476354152
cb2[85].w: 5 | 5

row_major float4x4 Projection:
cb2[86].x: 2.09927845 | 2.09927845 | 1/tan(horizontal_FOV / 2)
cb2[86].y: 0 | 0
cb2[86].z: 0 | 0
cb2[86].w: 0 | 0
cb2[87].x: 0 | 0
cb2[87].y: 3.7320509 | 3.7320509 | 1/tan(vertical_FOV / 2)
cb2[87].z: 0 | 0
cb2[87].w: 0 | 0
cb2[88].x: 0.149700165 | -0.149700165 | equivalent to -separation
cb2[88].y: 0 | 0
cb2[88].z: 1.00000036 | 1.00000036
cb2[88].w: 1 | 1
cb2[89].x: -9 | 9 | equivalent to separation * convergence
cb2[89].y: 0 | 0
cb2[89].z: -5.00000191 | -5.00000191
cb2[89].w: 0 | 0


As you can see from the large difference in draw call numbers (631 -> 1567), they render the entire scene for one eye, then render the entire scene again for the second eye (it's likely they only render shadow maps once, but I haven't checked). The stereo projection is built into the projection & inverse projection matrices, and they have a "StereoOffset" value, which I assume will be similar to our StereoParams, though I don't see any shaders actually using it (for comparison, the driver was using 0.16695781 for separation * eye separation on my screen when I took that frame analysis dump).

Edit: Tagged noteworthy values in the projection matrix and how they relate to the nvidia formula.

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 03/01/2016 02:32 PM   
[quote="helifax"] My solution was to DISABLE 3D ON START-UP from registry. Once the game started, CTRL+T to enable it and I would have the NORMAL framerate for 3D Vision.[/quote] I didn't know we could disable 3D on start without desactivating 3D in control panel. How do you do that?
helifax said:

My solution was to DISABLE 3D ON START-UP from registry.
Once the game started, CTRL+T to enable it and I would have the NORMAL framerate for 3D Vision.


I didn't know we could disable 3D on start without desactivating 3D in control panel. How do you do that?

Posted 03/01/2016 02:37 PM   
[quote="helifax"] EDIT: I noticed the game sometimes starts with a lower framerate. My solution was to DISABLE 3D ON START-UP from registry. Once the game started, CTRL+T to enable it and I would have the NORMAL framerate for 3D Vision.[/quote] It is lower framerate from the begining so I'll try your tip tonight, hope this is that ;)
helifax said:
EDIT:
I noticed the game sometimes starts with a lower framerate.
My solution was to DISABLE 3D ON START-UP from registry.
Once the game started, CTRL+T to enable it and I would have the NORMAL framerate for 3D Vision.


It is lower framerate from the begining so I'll try your tip tonight, hope this is that ;)

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

Posted 03/01/2016 02:41 PM   
[quote="Laast"][quote="helifax"] My solution was to DISABLE 3D ON START-UP from registry. Once the game started, CTRL+T to enable it and I would have the NORMAL framerate for 3D Vision.[/quote] I didn't know we could disable 3D on start without desactivating 3D in control panel. How do you do that?[/quote] From the Dragon Age Inquisition post on HelixMod: http://helixmod.blogspot.co.uk/2014/12/dragon-age-inquisition-3dmigoto-dx11-3d.html [code] 1. Open regedit and set the following keys to: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\StereoDefaultOn = 0 HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\StereoDefaultONSet = 1 HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\EnableWindowedMode = 1 [/code] You need to set 0 to the first Key;) Hope this helps;)
Laast said:
helifax said:

My solution was to DISABLE 3D ON START-UP from registry.
Once the game started, CTRL+T to enable it and I would have the NORMAL framerate for 3D Vision.


I didn't know we could disable 3D on start without desactivating 3D in control panel. How do you do that?


From the Dragon Age Inquisition post on HelixMod:

http://helixmod.blogspot.co.uk/2014/12/dragon-age-inquisition-3dmigoto-dx11-3d.html


1. Open regedit and set the following keys to:
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\StereoDefaultOn = 0
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\StereoDefaultONSet = 1
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\EnableWindowedMode = 1


You need to set 0 to the first Key;)
Hope this helps;)

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 03/01/2016 03:02 PM   
@helifax thanks!
@helifax
thanks!

Posted 03/01/2016 03:15 PM   
If we need to we can fix their version as well - derive values equivalent to StereoParams from the projection matrix in SceneBuffer (if it's not defined it seems to be in slot 0 for compute shaders, slot 2 for vertex, hull, domain & pixel shaders, and slot 1 for geometry shaders) via: [code] // Derive values equivelent to StereoParams from the projection matrix: mov r19.x, cb0[88].x div r19.y, cb0[89].x, r19.x [/code] Then use those values as you would StereoParams. (It would also be possible to optimise the math a little to take advantage of the fact that separation & convergence have been pre-multiplied, but I figured using the familiar values is easier. It would also be possible to use the values from their "StereoOffset", but I kind of like the idea of using the projection matrix as it may apply to other games that have their own stereo renderer as well). Tile lighting re-fixed on the latest version: [img]http://darkstarsword.net/rottr/ROTTR%20-%202016-03-02%20-%20022252.0.jps[/img] With this shader: [url]http://darkstarsword.net/rottr/3c01a4ea3a317212-cs.txt[/url]
If we need to we can fix their version as well - derive values equivalent to StereoParams from the projection matrix in SceneBuffer (if it's not defined it seems to be in slot 0 for compute shaders, slot 2 for vertex, hull, domain & pixel shaders, and slot 1 for geometry shaders) via:

// Derive values equivelent to StereoParams from the projection matrix:
mov r19.x, cb0[88].x
div r19.y, cb0[89].x, r19.x

Then use those values as you would StereoParams. (It would also be possible to optimise the math a little to take advantage of the fact that separation & convergence have been pre-multiplied, but I figured using the familiar values is easier. It would also be possible to use the values from their "StereoOffset", but I kind of like the idea of using the projection matrix as it may apply to other games that have their own stereo renderer as well).

Tile lighting re-fixed on the latest version:

Image

With this shader: http://darkstarsword.net/rottr/3c01a4ea3a317212-cs.txt

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 03/01/2016 03:31 PM   
Really interesting DarkStarSword! Most likely they are calculating their Projection Matrices in CPU and send them to the shaders directly to the GPU. They must use something from the Nvidia 3D Vision API though in order to make the Game work on 3D Vision. I bet they disabling NVAPI on a certain level. I think they decided to use their own renderer in order to support AMD 3DHD as well and other modes;) which are not tied to NVAPI or 3D Vision in any way. Still very interesting that they are not using "StereoOffset" anywhere else. I expect those are the values used in the projection matrix when they offset it (in the CPU code) to generate the L&R versions;)
Really interesting DarkStarSword!
Most likely they are calculating their Projection Matrices in CPU and send them to the shaders directly to the GPU. They must use something from the Nvidia 3D Vision API though in order to make the Game work on 3D Vision. I bet they disabling NVAPI on a certain level.

I think they decided to use their own renderer in order to support AMD 3DHD as well and other modes;) which are not tied to NVAPI or 3D Vision in any way.
Still very interesting that they are not using "StereoOffset" anywhere else. I expect those are the values used in the projection matrix when they offset it (in the CPU code) to generate the L&R versions;)

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 03/01/2016 03:33 PM   
For now I'm sold with your own fix as it seems to be more "precise" and we can set convergence to our liking (from what I've read on the forum). Can't wait to try it tonight!
For now I'm sold with your own fix as it seems to be more "precise" and we can set convergence to our liking (from what I've read on the forum). Can't wait to try it tonight!

Posted 03/01/2016 03:38 PM   
[quote="helifax"]Really interesting DarkStarSword! Most likely they are calculating their Projection Matrices in CPU and send them to the shaders directly to the GPU.[/quote]Most likely it's just a slight modification to their code that produces a projection matrix - they are usually simple routines and modifying them to use an off-center projection is fairly straight forward. I don't know how they arrived at the values they are using - despite the separation hotkeys seeming to work and synchronise with the game, the value they are using does not quite match what the driver would have used. They may be using their own values for the IPD and screen size, and just using the separation value as a percentage. The values I got from frame analysis show that they are using an IPD of ~5.6cm, while the driver uses 6.5cm and my actual IPD is 7cm. Or alternatively they have not used the correct width of my screen (37.63cm), or a combination of both. Edit: Actually, checking the value I got from StereoParams, it looks like the driver was only using an IPD of 6.28cm instead of it's usual 6.5cm, so perhaps my separation wasn't quite set to 100% It would be interesting to see if they scale it correctly to different screen sizes. I assume that depth hack won't work with this game, unless it happens to use the same registry key for the screen size, which doesn't seem likely. The fact that their separation*convergence value is exactly 9.0 tells me that their implementation isn't using these values with the same meaning, and that's just a value they picked for the projection matrix. It is equivalent to a convergence value of 60.12 (whereas if they had chosen the convergence value I'd expect that to be 60.0 and the separation*convergence value would be 8.98). Like other people have commented this is a bit too low for this game (might be a conservative value for cutscenes, or possibly it was just chosen without full appreciation that convergence == screen depth). [quote]They must use something from the Nvidia 3D Vision API though in order to make the Game work on 3D Vision. I bet they disabling NVAPI on a certain level. [/quote]There's an API to switch to 3D Vision Direct mode, and another to set the active eye that is currently rendered to (need to check, but I assume that switches which back buffer is retrieved from the swap chain's GetBuffer() call). You can suppress that with automatic_mode=1 in 3DMigoto and you will (I assume) get back to the broken game we started with. [quote]I think they decided to use their own renderer in order to support AMD 3DHD as well and other modes;) which are not tied to NVAPI or 3D Vision in any way.[/quote]That's part of it, but also using 3D Vision Automatic means they are subject to the poorly documented driver heuristics (including having to enable stereo compute shaders), while using Direct mode they have full control as they are responsible for rendering everything twice. Plus, in Automatic mode the driver will still try to apply the stereo correction forumula, but since they have built it into their projection matrix they don't want that and would have to go to some effort to stop the driver (StereoTextureEnable=0x00000000 for example - another undocumented setting). In other words, although Automatic Mode is nice for us and saves us time, for them it might actually complicate matters instead. [quote]Still very interesting that they are not using "StereoOffset" anywhere else. I expect those are the values used in the projection matrix when they offset it (in the CPU code) to generate the L&R versions;)[/quote]The .x and .y values are quite clearly the exact same values found in the projection matrix. I'm not entirely sure what .z and .w are. The .w value might be the IPD in centimeters (5cm?), but if that is the case the value they used for my screen width would be 33.4cm, which is much too low. I'm thinking it should be possible to replace the values in the constant buffer with our own to unlock the separation & convergence, but we don't want to go through all those shaders again - I could possibly add something to 3DMigoto to do this, or we could possibly inject a shader to change the constant buffer on the next shader run after any Map() call that updated it (plus some arbitrary resource copying to assign it as a UAV then copy it back to the constant buffer slot). I'll give this some thought - if I can come up with a general solution to modifying matrices in constant buffers it might open up new possibilities in other games as well.
helifax said:Really interesting DarkStarSword!
Most likely they are calculating their Projection Matrices in CPU and send them to the shaders directly to the GPU.
Most likely it's just a slight modification to their code that produces a projection matrix - they are usually simple routines and modifying them to use an off-center projection is fairly straight forward. I don't know how they arrived at the values they are using - despite the separation hotkeys seeming to work and synchronise with the game, the value they are using does not quite match what the driver would have used.

They may be using their own values for the IPD and screen size, and just using the separation value as a percentage. The values I got from frame analysis show that they are using an IPD of ~5.6cm, while the driver uses 6.5cm and my actual IPD is 7cm. Or alternatively they have not used the correct width of my screen (37.63cm), or a combination of both. Edit: Actually, checking the value I got from StereoParams, it looks like the driver was only using an IPD of 6.28cm instead of it's usual 6.5cm, so perhaps my separation wasn't quite set to 100%

It would be interesting to see if they scale it correctly to different screen sizes. I assume that depth hack won't work with this game, unless it happens to use the same registry key for the screen size, which doesn't seem likely.

The fact that their separation*convergence value is exactly 9.0 tells me that their implementation isn't using these values with the same meaning, and that's just a value they picked for the projection matrix. It is equivalent to a convergence value of 60.12 (whereas if they had chosen the convergence value I'd expect that to be 60.0 and the separation*convergence value would be 8.98). Like other people have commented this is a bit too low for this game (might be a conservative value for cutscenes, or possibly it was just chosen without full appreciation that convergence == screen depth).

They must use something from the Nvidia 3D Vision API though in order to make the Game work on 3D Vision. I bet they disabling NVAPI on a certain level.
There's an API to switch to 3D Vision Direct mode, and another to set the active eye that is currently rendered to (need to check, but I assume that switches which back buffer is retrieved from the swap chain's GetBuffer() call). You can suppress that with automatic_mode=1 in 3DMigoto and you will (I assume) get back to the broken game we started with.

I think they decided to use their own renderer in order to support AMD 3DHD as well and other modes;) which are not tied to NVAPI or 3D Vision in any way.
That's part of it, but also using 3D Vision Automatic means they are subject to the poorly documented driver heuristics (including having to enable stereo compute shaders), while using Direct mode they have full control as they are responsible for rendering everything twice. Plus, in Automatic mode the driver will still try to apply the stereo correction forumula, but since they have built it into their projection matrix they don't want that and would have to go to some effort to stop the driver (StereoTextureEnable=0x00000000 for example - another undocumented setting). In other words, although Automatic Mode is nice for us and saves us time, for them it might actually complicate matters instead.

Still very interesting that they are not using "StereoOffset" anywhere else. I expect those are the values used in the projection matrix when they offset it (in the CPU code) to generate the L&R versions;)
The .x and .y values are quite clearly the exact same values found in the projection matrix. I'm not entirely sure what .z and .w are. The .w value might be the IPD in centimeters (5cm?), but if that is the case the value they used for my screen width would be 33.4cm, which is much too low.


I'm thinking it should be possible to replace the values in the constant buffer with our own to unlock the separation & convergence, but we don't want to go through all those shaders again - I could possibly add something to 3DMigoto to do this, or we could possibly inject a shader to change the constant buffer on the next shader run after any Map() call that updated it (plus some arbitrary resource copying to assign it as a UAV then copy it back to the constant buffer slot). I'll give this some thought - if I can come up with a general solution to modifying matrices in constant buffers it might open up new possibilities in other games as well.

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 03/01/2016 04:13 PM   
[quote="DarkStarSword"] It would be interesting to see if they scale it correctly to different screen sizes. I assume that depth hack won't work with this game, unless it happens to use the same registry key for the screen size, which doesn't seem likely. [/quote] I can confirm that depth Tsaebeth's hack doesn't work with this game for now
DarkStarSword said:
It would be interesting to see if they scale it correctly to different screen sizes. I assume that depth hack won't work with this game, unless it happens to use the same registry key for the screen size, which doesn't seem likely.


I can confirm that depth Tsaebeth's hack doesn't work with this game for now

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

Posted 03/01/2016 04:24 PM   
Thank you to Helifax & DarkStarSword for this fix. Thank you to all the other coders and gurus (Mike_ar69, B03b, Flugan etc) and thanks to everyone else involved with the community who keeps 3D Vision alive for us all. Thank you for the work you so kindly and selflessly put into everything that is done here. Thank you for the gift of these 3D vision fixes and for the tolerance and patience displayed in your responses to those occassional comments that might otherwise offend :) I haven't even tried the fixes yet - I too am fascinated to compare Nixxes solution to your own. This is indeed a first, and who could have foreseen that this would happen! Finally, thanks to all for this incredibly exciting journey contained within the last 32 pages of these posts. I have visited this site more often than any other in the last several weeks, mostly because it has been such a compelling story - and like all good stories has had its ups and downs, exciting characters, a Godzilla-sized double whammy of a twist thanks to Nixxes and ultimately a very happy ending :)
Thank you to Helifax & DarkStarSword for this fix.
Thank you to all the other coders and gurus (Mike_ar69, B03b, Flugan etc) and thanks to everyone else involved with the community who keeps 3D Vision alive for us all.
Thank you for the work you so kindly and selflessly put into everything that is done here.
Thank you for the gift of these 3D vision fixes and for the tolerance and patience displayed in your responses to those occassional comments that might otherwise offend :)
I haven't even tried the fixes yet - I too am fascinated to compare Nixxes solution to your own. This is indeed a first, and who could have foreseen that this would happen!

Finally, thanks to all for this incredibly exciting journey contained within the last 32 pages of these posts. I have visited this site more often than any other in the last several weeks, mostly because it has been such a compelling story - and like all good stories has had its ups and downs, exciting characters, a Godzilla-sized double whammy of a twist thanks to Nixxes and ultimately a very happy ending :)

Posted 03/01/2016 04:34 PM   
Just wanted to give a huge thanks to Helifax & all our great fixers who helped make this possible (DarkStarSword, Mike_ar69, Flugan and of course Bo3b!) We really appreciate all the hard work this fix was and I can't wait to play it tonight in all its 3D glory! I also can't believe that the developer actually added in 3D support, the timing kinda sucks but it is still appreciated nonetheless. I wonder if using the custom profile that you've created will help with the official 3D patch's remaining issues, but I'm more than happy to play it using Helifax's proper fix (I doubt that the dev spent as much time on fixing the 3D as you did, or looked at it as meticulously... Here's hoping that they do get in touch to open a new era of collaboration between our talented shaderhackers and the dev team. Its because of you guys that 3D Vision is alive and kicking! 3Dmigoto keeps getting better and better with every feature added, & I can't wait to see how far you guys can push the functionality of 3dmigoto in the future. Thanks again for all the sleepless nights and perseverance, the game looks absolutely brilliant! I think we have a new 3D vision showcase title on our hands thanks to you all.
Just wanted to give a huge thanks to Helifax & all our great fixers who helped make this possible (DarkStarSword, Mike_ar69, Flugan and of course Bo3b!) We really appreciate all the hard work this fix was and I can't wait to play it tonight in all its 3D glory!

I also can't believe that the developer actually added in 3D support, the timing kinda sucks but it is still appreciated nonetheless. I wonder if using the custom profile that you've created will help with the official 3D patch's remaining issues, but I'm more than happy to play it using Helifax's proper fix (I doubt that the dev spent as much time on fixing the 3D as you did, or looked at it as meticulously... Here's hoping that they do get in touch to open a new era of collaboration between our talented shaderhackers and the dev team.

Its because of you guys that 3D Vision is alive and kicking! 3Dmigoto keeps getting better and better with every feature added, & I can't wait to see how far you guys can push the functionality of 3dmigoto in the future.

Thanks again for all the sleepless nights and perseverance, the game looks absolutely brilliant! I think we have a new 3D vision showcase title on our hands thanks to you all.

Posted 03/01/2016 04:52 PM   
Much thanks to Helifax and all who contributed!!
Much thanks to Helifax and all who contributed!!

Posted 03/01/2016 05:20 PM   
A question please, I am on the 359.06 drivers, is importing the game's profile enough or should I upgrade my drivers?
A question please, I am on the 359.06 drivers, is importing the game's profile enough or should I upgrade my drivers?

Posted 03/01/2016 05:32 PM   
Game crashed without drivers' update :/
Game crashed without drivers' update :/

Posted 03/01/2016 05:57 PM   
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