Alien : Isolation
  12 / 31    
@helifax. try now......there are different crosshair-shader.... this will take the depth from "z = ..." from d3dx.ini..same as the other shader. [url]https://s3.amazonaws.com/dhr/22d0cc9ef81dc3b2-vs_replace.txt[/url] @_asdf_ Great that works!!!
@helifax.
try now......there are different crosshair-shader.... this will take the depth from "z = ..." from d3dx.ini..same as the other shader.
https://s3.amazonaws.com/dhr/22d0cc9ef81dc3b2-vs_replace.txt



@_asdf_
Great that works!!!

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Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 10/21/2014 08:20 PM   
There is this one scene later in the game where the shutters of the ship open up and you can look out into space. Couldn't stop staring, absolutely amazing on my projector with your fix. I've also noticed the detais of the objects are far better then in most games, hardly any "flat" textures. You can walk around machinery and look at every little cable, nut and bolt sticking out in 3D.
There is this one scene later in the game where the shutters of the ship open up and you can look out into space. Couldn't stop staring, absolutely amazing on my projector with your fix.

I've also noticed the detais of the objects are far better then in most games, hardly any "flat" textures. You can walk around machinery and look at every little cable, nut and bolt sticking out in 3D.

i7 - Nvidia 780ti - Nvidia 3DTV - Optoma HD33 - 100" screen + Panasonic Viera TX-P46GT30E

Posted 10/21/2014 08:35 PM   
[quote="DHR"]@helifax. try now......there are different crosshair-shader.... this will take the depth from "z = ..." from d3dx.ini..same as the other shader. [url]https://s3.amazonaws.com/dhr/22d0cc9ef81dc3b2-vs_replace.txt[/url] @_asdf_ Great that works!!![/quote] That worked;)) Awesome!!! Also found 2 additional shaders for the UI. If you want to use them or add them to the fix;)) Attached !
DHR said:@helifax.
try now......there are different crosshair-shader.... this will take the depth from "z = ..." from d3dx.ini..same as the other shader.
https://s3.amazonaws.com/dhr/22d0cc9ef81dc3b2-vs_replace.txt



@_asdf_
Great that works!!!


That worked;)) Awesome!!!
Also found 2 additional shaders for the UI. If you want to use them or add them to the fix;))

Attached !

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 10/21/2014 09:13 PM   
First off, big thanks for everybody providing feedback! Really helps to nail down some problems. Second off, sorry for those problems, generally, we prefer to find stuff before you run into it. But it's always a challenge. I'll collate the fixes here and make a new release. @_asdf_: The black/dark area we did see earlier when you land on Sevastopol, but I made a decision to send it out anyway because it seemed minor there. Your image is much worse and must be related. Correct me if wrong, but it's fixed by setting "rasterizer_disable_scissor=0". That would explain why it happens with no ShaderFixes folder. @DHR: Thanks for trying that XML edit to improve the look. I was pretty sure that would work because it's only changing parameters, but it's great you've tried it. @markm75c, @shappy1010, @lumpeh: For profile, it doesn't come with one right now, even on latest drivers. Being able to save Ctrl-F7 depends upon the driver, some work on null profile, some don't. Possibly our best bet will be to use a known good profile. I tried Aliens:CM profile and I think that works. Let us know if that causes problems. @shappy1010: For the hard to see terminals, that's because you have the convergence cranked. It doesn't have anything to do with the HUD settings. We don't have a good key toggle mechanism for 3Dmigoto, but I'll look to see if I can make it auto-fix the convergence by looking for texture. @DHR: Thanks for those shader tweaks, I will add those to the project and unify the constant use. I was using z parameter to enable/disable lens flare, but will move that to w. @helixfax: Thanks for the planar reflection shaders, we'll add the fix to those shaders too. If people find them distracting, bad in general, or just need a short term fix, just note that there is an in-game setting in Video options to disable planar reflections altogether.
First off, big thanks for everybody providing feedback! Really helps to nail down some problems.

Second off, sorry for those problems, generally, we prefer to find stuff before you run into it. But it's always a challenge.


I'll collate the fixes here and make a new release.


@_asdf_: The black/dark area we did see earlier when you land on Sevastopol, but I made a decision to send it out anyway because it seemed minor there. Your image is much worse and must be related. Correct me if wrong, but it's fixed by setting "rasterizer_disable_scissor=0". That would explain why it happens with no ShaderFixes folder.

@DHR: Thanks for trying that XML edit to improve the look. I was pretty sure that would work because it's only changing parameters, but it's great you've tried it.

@markm75c, @shappy1010, @lumpeh: For profile, it doesn't come with one right now, even on latest drivers. Being able to save Ctrl-F7 depends upon the driver, some work on null profile, some don't. Possibly our best bet will be to use a known good profile. I tried Aliens:CM profile and I think that works. Let us know if that causes problems.

@shappy1010: For the hard to see terminals, that's because you have the convergence cranked. It doesn't have anything to do with the HUD settings. We don't have a good key toggle mechanism for 3Dmigoto, but I'll look to see if I can make it auto-fix the convergence by looking for texture.

@DHR: Thanks for those shader tweaks, I will add those to the project and unify the constant use. I was using z parameter to enable/disable lens flare, but will move that to w.

@helixfax: Thanks for the planar reflection shaders, we'll add the fix to those shaders too. If people find them distracting, bad in general, or just need a short term fix, just note that there is an in-game setting in Video options to disable planar reflections altogether.

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

Posted 10/21/2014 09:31 PM   
[quote="_asdf_"][quote="DHR"] My mistake.....i have the same issue. replace this shader to fix the issue: [url]https://s3.amazonaws.com/dhr/94cbe62322f1e4b7-vs_replace.txt[/url] [/quote] Thank you so much! Worked like a charm. BTW, why are bloom and lens flare disabled by default? They seem to be working flawlessly, at least the bloom does :)[/quote]Sounds like this fixes the blackness differently than the scissorrect setting. I'll take a look. For the lens flare+bloom, I made the choice to disable them by default because they tend to be waaay over-the-top in this game, and some of them look bad in 3D or almost cover the whole screen with a glare/film. But, I know this is personal preference, so I made it selectable via the .ini file. DHR co-opted my use of the z parameter for aiming, so I'll move it a different param, probably iniParams.w. If you are using DHR's aiming shader, that will enable lens-flare as well, as z is non-zero. Edit: This is the sort of thing that just seems like a mess in 3D: [img]http://bo3b.net/alien/AI30_85.jps[/img]
_asdf_ said:
DHR said:
My mistake.....i have the same issue. replace this shader to fix the issue:
https://s3.amazonaws.com/dhr/94cbe62322f1e4b7-vs_replace.txt

Thank you so much! Worked like a charm.

BTW, why are bloom and lens flare disabled by default? They seem to be working flawlessly, at least the bloom does :)
Sounds like this fixes the blackness differently than the scissorrect setting. I'll take a look.

For the lens flare+bloom, I made the choice to disable them by default because they tend to be waaay over-the-top in this game, and some of them look bad in 3D or almost cover the whole screen with a glare/film.

But, I know this is personal preference, so I made it selectable via the .ini file. DHR co-opted my use of the z parameter for aiming, so I'll move it a different param, probably iniParams.w. If you are using DHR's aiming shader, that will enable lens-flare as well, as z is non-zero.


Edit: This is the sort of thing that just seems like a mess in 3D:

Image

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

Posted 10/21/2014 09:36 PM   
@DHR, @Helifax: For the UI and the aiming override shaders, you guys are switching up the variables being used. That's OK, but I'm presently confused on what you want to happen. I was previously using iniParams.x for the UI elements like healthbar/ammo, menus, Q key overlay selector. I think Helifax added some more shaders, but using z param instead. DHR is using z param for aiming reticle in a couple of shaders. I was using z for on/off switch on lens-flare, but that can easily be moved. My goal was to bring the non-essential HUD out of screen (a bit, -15%) to avoid having those items conflict with in-screen 3D elements. That would also bring the Qkey selector out of screen as well. I'm not sure what the best approach to these elements are. I knew it was partly busted, but I figured it was still worth getting some people to play it and see what they think, rather than wait. Hope that was OK with people. :-> Another option I'd like to add is a no-HUD where they are all disabled via .ini. Personal choice of course. What do people prefer for this HUD? I can unify all these ideas into non-conflicting ini settings.
@DHR, @Helifax: For the UI and the aiming override shaders, you guys are switching up the variables being used. That's OK, but I'm presently confused on what you want to happen.

I was previously using iniParams.x for the UI elements like healthbar/ammo, menus, Q key overlay selector. I think Helifax added some more shaders, but using z param instead.

DHR is using z param for aiming reticle in a couple of shaders. I was using z for on/off switch on lens-flare, but that can easily be moved.


My goal was to bring the non-essential HUD out of screen (a bit, -15%) to avoid having those items conflict with in-screen 3D elements. That would also bring the Qkey selector out of screen as well.

I'm not sure what the best approach to these elements are. I knew it was partly busted, but I figured it was still worth getting some people to play it and see what they think, rather than wait. Hope that was OK with people. :->


Another option I'd like to add is a no-HUD where they are all disabled via .ini. Personal choice of course.

What do people prefer for this HUD? I can unify all these ideas into non-conflicting ini settings.

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

Posted 10/21/2014 10:09 PM   
[quote="helifax"]Mike: I will try to hunt down the culprit for the reflections there;)) Also, the DOF should be a RT normally. (I forgot that in DX you can't render to textures directly and use that as an attachment to a FBO, but you use Render Targets;)) ) Edit: Mike I found quite a few PS shaders that deal with the reflections there. All of them are in the attached archive (Hope I managed to find the usable ones;)) )[/quote]Thanks, I've added your shaders found the project, and will update them with the planar fix. Since you have the most extensive playthrough, and have already seen everything (no spoilers for you), can you do us a favor? If you can set the d3dx.ini flag "export_hlsl=2", then play the game at different levels, if you have different saves. That will generate all shaders seen into the ShaderCache, and thus be more complete than Mike or I see. We can then share that cache with Mike who can auto-fix stuff offline, like planar reflections, with a more complete set. (this is like Helix dumpall, but DX11 games always do load-on-demand so we can't see shaders until they appear)
helifax said:Mike: I will try to hunt down the culprit for the reflections there;))
Also, the DOF should be a RT normally. (I forgot that in DX you can't render to textures directly and use that as an attachment to a FBO, but you use Render Targets;)) )

Edit: Mike I found quite a few PS shaders that deal with the reflections there. All of them are in the attached archive (Hope I managed to find the usable ones;)) )
Thanks, I've added your shaders found the project, and will update them with the planar fix.


Since you have the most extensive playthrough, and have already seen everything (no spoilers for you), can you do us a favor? If you can set the d3dx.ini flag "export_hlsl=2", then play the game at different levels, if you have different saves.

That will generate all shaders seen into the ShaderCache, and thus be more complete than Mike or I see. We can then share that cache with Mike who can auto-fix stuff offline, like planar reflections, with a more complete set.

(this is like Helix dumpall, but DX11 games always do load-on-demand so we can't see shaders until they appear)

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

Posted 10/21/2014 10:24 PM   
@bo3b...i noticed that part of the HUD have -15% (pop-up....more confortable)....but those shader i add are only for Crosshair....so i use the .z value for it. I'm confortable with the rest of the HUD :)
@bo3b...i noticed that part of the HUD have -15% (pop-up....more confortable)....but those shader i add are only for Crosshair....so i use the .z value for it. I'm confortable with the rest of the HUD :)

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 10/21/2014 10:30 PM   
@bo3b: Sure I can do that easily;)) If I knew I would have done that already;)) Thing is the game only features 2 save slots (current and previous save slot) So, you can't exactly select what level to play (which is a bit a shame) but rest assured;)) I am playing the game again;)) Started yesterday the 2nd play-through;)) I should be able to finish the game somewhere in the weekend I guess;)) @DHR & @bo3b I used Z coord for the other UI elements since well I don't know really... I just used what DHR used;)) but I do believe it makes sense to push all the others and use the x coord as well;)) I just made them as a quick fix since I was having issues with some elements in the main menu and the other menus;)) so you can tweak those to your liking ;))
@bo3b: Sure I can do that easily;)) If I knew I would have done that already;)) Thing is the game only features 2 save slots (current and previous save slot) So, you can't exactly select what level to play (which is a bit a shame) but rest assured;)) I am playing the game again;)) Started yesterday the 2nd play-through;)) I should be able to finish the game somewhere in the weekend I guess;))

@DHR & @bo3b I used Z coord for the other UI elements since well I don't know really... I just used what DHR used;)) but I do believe it makes sense to push all the others and use the x coord as well;)) I just made them as a quick fix since I was having issues with some elements in the main menu and the other menus;)) so you can tweak those to your liking ;))

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 10/21/2014 10:45 PM   
Just played it for a few hours and wow! This game is amazing in real 3D! Awesome work. When the alien gets you and it's mouth comes out I gave a little scream and almost wee'd my pants! I did see a few issues with blue fog and a blue band around a room but seriously, this is like a different game. Why aren't nvidia doing something like this in there geforce experience? Good work everybody involved. I can't believe the difference it has made! It is fantastic!
Just played it for a few hours and wow! This game is amazing in real 3D!
Awesome work. When the alien gets you and it's mouth comes out I gave a little scream and almost wee'd my pants!
I did see a few issues with blue fog and a blue band around a room but seriously, this is like a different game.
Why aren't nvidia doing something like this in there geforce experience?
Good work everybody involved. I can't believe the difference it has made!
It is fantastic!

Posted 10/22/2014 01:32 AM   
Wow! I go out for the evening to sit a nasty Statistics exam and I come back and find all kinds of activity :-) Thanks everyone. I'll assume that bo3b is collating all the myriad of things, but my one comment is to DHR about the shader 94cbe62322f1e4b7-vs_replace.txt which helped with the problem _asdf_ had, which I assumed was the "black stuff" problem. I don't understand this because the black stuff happens even with nothing in the shaderfixes folder, so I guess it must be a different problem? Maybe we can PM offline, but we need to double check this fix because all that VS shader is doing is passing out the InvViewProj matrix for use in a PS, so commenting it out means that the PS will not get it and thus the fix that the PS is doing (either shadow or light) won't work. I may have screwed up the texcoord9,10,11,12 usage which caused the problem so I'll double check. I am going to try another technique to share the InvViewProj matrix and if it works I can remove all the vertex shaders that are passing the InvViewProj to some PS or other. @Helifax, I'll have a look at your shaders soon, thanks for getting them for me :-) I'd like to work out how to fix the reflections "properly" at some point, but they are hard...
Wow! I go out for the evening to sit a nasty Statistics exam and I come back and find all kinds of activity :-) Thanks everyone.

I'll assume that bo3b is collating all the myriad of things, but my one comment is to DHR about the shader 94cbe62322f1e4b7-vs_replace.txt which helped with the problem _asdf_ had, which I assumed was the "black stuff" problem. I don't understand this because the black stuff happens even with nothing in the shaderfixes folder, so I guess it must be a different problem? Maybe we can PM offline, but we need to double check this fix because all that VS shader is doing is passing out the InvViewProj matrix for use in a PS, so commenting it out means that the PS will not get it and thus the fix that the PS is doing (either shadow or light) won't work. I may have screwed up the texcoord9,10,11,12 usage which caused the problem so I'll double check. I am going to try another technique to share the InvViewProj matrix and if it works I can remove all the vertex shaders that are passing the InvViewProj to some PS or other.

@Helifax, I'll have a look at your shaders soon, thanks for getting them for me :-) I'd like to work out how to fix the reflections "properly" at some point, but they are hard...

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/22/2014 01:55 AM   
I might start having a go at fixing things myself. I'll check out bobs thread. If I cannget my head around doing it how hard do you think it would be to do battlefield 4 as I play that game all the time? Thanks a lot again. I've loved aliens since I was a kid and this is quite literally gaming nirvana!
I might start having a go at fixing things myself. I'll check out bobs thread.
If I cannget my head around doing it how hard do you think it would be to do battlefield 4 as I play that game all the time?
Thanks a lot again. I've loved aliens since I was a kid and this is quite literally gaming nirvana!

Posted 10/22/2014 02:01 AM   
[quote="mike_ar69"]Wow! I go out for the evening to sit a nasty Statistics exam and I come back and find all kinds of activity :-) Thanks everyone. I'll assume that bo3b is collating all the myriad of things, but my one comment is to DHR about the shader 94cbe62322f1e4b7-vs_replace.txt which helped with the problem _asdf_ had, which I assumed was the "black stuff" problem. I don't understand this because the black stuff happens even with nothing in the shaderfixes folder, so I guess it must be a different problem? Maybe we can PM offline, but we need to double check this fix because all that VS shader is doing is passing out the InvViewProj matrix for use in a PS, so commenting it out means that the PS will not get it and thus the fix that the PS is doing (either shadow or light) won't work. I may have screwed up the texcoord9,10,11,12 usage which caused the problem so I'll double check. I am going to try another technique to share the InvViewProj matrix and if it works I can remove all the vertex shaders that are passing the InvViewProj to some PS or other. @Helifax, I'll have a look at your shaders soon, thanks for getting them for me :-) I'd like to work out how to fix the reflections "properly" at some point, but they are hard...[/quote] My new technique for sharing InvViewProj does work so I will be able to tidy the fix up a fair bit by removing the dependency on the VS for the InvViewProj. It's a bit of work to go through it all (over 200 shaders and more than one pattern) but will remove superfluous shaders that could otherwise cause glitches. It also opens the door to a whole new fixing capability that I will explain more fully at some point for all the newly developing modders out there :-)
mike_ar69 said:Wow! I go out for the evening to sit a nasty Statistics exam and I come back and find all kinds of activity :-) Thanks everyone.

I'll assume that bo3b is collating all the myriad of things, but my one comment is to DHR about the shader 94cbe62322f1e4b7-vs_replace.txt which helped with the problem _asdf_ had, which I assumed was the "black stuff" problem. I don't understand this because the black stuff happens even with nothing in the shaderfixes folder, so I guess it must be a different problem? Maybe we can PM offline, but we need to double check this fix because all that VS shader is doing is passing out the InvViewProj matrix for use in a PS, so commenting it out means that the PS will not get it and thus the fix that the PS is doing (either shadow or light) won't work. I may have screwed up the texcoord9,10,11,12 usage which caused the problem so I'll double check. I am going to try another technique to share the InvViewProj matrix and if it works I can remove all the vertex shaders that are passing the InvViewProj to some PS or other.

@Helifax, I'll have a look at your shaders soon, thanks for getting them for me :-) I'd like to work out how to fix the reflections "properly" at some point, but they are hard...

My new technique for sharing InvViewProj does work so I will be able to tidy the fix up a fair bit by removing the dependency on the VS for the InvViewProj. It's a bit of work to go through it all (over 200 shaders and more than one pattern) but will remove superfluous shaders that could otherwise cause glitches. It also opens the door to a whole new fixing capability that I will explain more fully at some point for all the newly developing modders out there :-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/22/2014 02:59 AM   
ALIEN: Isolation Tweak Guide Update: UPDATED 10/21/2014 02:24 AM PDT [color="orange"][b]Texture & Model Heap Size[/b][/color] [.]Added Ultra tier with "600" value to Model Heap Size[/.] [.]Increased Ultra to "600" for Texture Heap Size[/.] [color="orange"][b]Multithreaded Shadow Rendering[/b][/color] [.]Changed "On" precedence to 2 instead of 1 so it defaults to On[/.] [color="orange"][b]Shadow Map Resolution[/b][/color] [.]Removed 512, 1024, 1536 values[/.] [.]Added 4096, 8192 and 16384 values[/.] [color="orange"][b]Level of Detail (LOD)[/b][/color] [.]Removed 0.6, 0.75, 0.9 values[/.] [.]Added 2.0, 1.75, 1.5, and 1.25 values[/.] [color="orange"][b]Screen Space Ambient Occlusion[/b][/color] [.]Renamed "HDAO" to "HDAO+"[/.] [.]Renamed "Standard" to "SSAO"[/.] [color="orange"][b]Field of View (FOV)[/b][/color] [.]Converted vertical FOV values to horizontal FOV[/.] [.]Changed values to standard horizontal numbers[/.] [color="orange"][b]Planar Reflections[/b][/color] [.]Added "Alternate" Planar Reflections to Modded Settings B[/.] http://steamcommunity.com/sharedfiles/filedetails/?id=324612199
ALIEN: Isolation Tweak Guide Update:

UPDATED 10/21/2014 02:24 AM PDT

Texture & Model Heap Size
  • Added Ultra tier with "600" value to Model Heap Size
  • Increased Ultra to "600" for Texture Heap Size

  • Multithreaded Shadow Rendering
  • Changed "On" precedence to 2 instead of 1 so it defaults to On

  • Shadow Map Resolution
  • Removed 512, 1024, 1536 values
  • Added 4096, 8192 and 16384 values

  • Level of Detail (LOD)
  • Removed 0.6, 0.75, 0.9 values
  • Added 2.0, 1.75, 1.5, and 1.25 values

  • Screen Space Ambient Occlusion
  • Renamed "HDAO" to "HDAO+"
  • Renamed "Standard" to "SSAO"

  • Field of View (FOV)
  • Converted vertical FOV values to horizontal FOV
  • Changed values to standard horizontal numbers

  • Planar Reflections
  • Added "Alternate" Planar Reflections to Modded Settings B


  • http://steamcommunity.com/sharedfiles/filedetails/?id=324612199

    My 3D Vision Gallery
    Helix 3D Fixes
    Win 7 x64
    i7 4960X Extreme Edition
    MSI Big Bang XPower II
    2x EVGA Titan Z
    Silverstone Evo 1200w

    Posted 10/22/2014 05:05 AM   
    I didn't want to clutter up the thread with yet another thank you message but I just had to. This is such a huge present which has transformed the game for so many of us. So a huge thanks to all concerned. I'm delighted with the the 3D as it is and the only glitch I've found is the Alex and Generator part of the story where the roof goes bright white. It is no problem though as the trick is not to look at the ceiling for this short part of the trip. Can't believe what you guys have achieved. Brilliant!
    I didn't want to clutter up the thread with yet another thank you message but I just had to.

    This is such a huge present which has transformed the game for so many of us. So a huge thanks to all concerned.

    I'm delighted with the the 3D as it is and the only glitch I've found is the Alex and Generator part of the story where the roof goes bright white. It is no problem though as the trick is not to look at the ceiling for this short part of the trip.

    Can't believe what you guys have achieved. Brilliant!
    Attachments

    AI01_50.jps

    Win7 64 16GB I5-4570 Asus Z87-A
    GTX 1080 Benq XL 27" 3DVision 2

    Posted 10/22/2014 08:30 AM   
      12 / 31    
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