Anthem 3D Vision (Update: 3D is fixed)
  2 / 3    
I decided to try Origin Access Premium for a month to give this game a try. Been working on a few things on top of the universal fix to get it in a playable state, eg. adjusting the HUD, fixing the skybox, sun shafts and lens flares, but there's a LOT of ground textures that are at incorrect depth, and I haven't been able to come up with an actual fix for those (partially because this engine seems to have some strange nuances that I'm not accustomed to, as I've never worked on a FB engine game before). I have made a regex that can disable them all, which just sacrifices some fine detail but far from making the game look too potato. I'll probably post up something tomorrow so people can get at least get to playing in 3D, but I'm not certain I'll be able to get the game to a 100% fixed state (ie. ground decals and certain HUD quirks) and someone more experienced with this engine might want to take a look at those. Edit: Have just fixed some wall decal textures which are similar to ground, but still with a fundamental difference, so same fix doesn't work on ground textures, but I may be close.
I decided to try Origin Access Premium for a month to give this game a try. Been working on a few things on top of the universal fix to get it in a playable state, eg. adjusting the HUD, fixing the skybox, sun shafts and lens flares, but there's a LOT of ground textures that are at incorrect depth, and I haven't been able to come up with an actual fix for those (partially because this engine seems to have some strange nuances that I'm not accustomed to, as I've never worked on a FB engine game before). I have made a regex that can disable them all, which just sacrifices some fine detail but far from making the game look too potato.

I'll probably post up something tomorrow so people can get at least get to playing in 3D, but I'm not certain I'll be able to get the game to a 100% fixed state (ie. ground decals and certain HUD quirks) and someone more experienced with this engine might want to take a look at those.

Edit: Have just fixed some wall decal textures which are similar to ground, but still with a fundamental difference, so same fix doesn't work on ground textures, but I may be close.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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#16
Posted 02/17/2019 03:55 AM   
@DJ-RK For decals you can see Battlefront 2 fix or Dragon Age Inquisition fix...decals need a double correction --> VS + PS I also noticed in the Anthem DEMO a couple of them.
@DJ-RK
For decals you can see Battlefront 2 fix or Dragon Age Inquisition fix...decals need a double correction --> VS + PS
I also noticed in the Anthem DEMO a couple of them.

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#17
Posted 02/17/2019 11:06 AM   
Spot on, DHR. One of the decals regexes from Battlefront 2 was a match, and along with the required fix to the VS decals here are fixed. Thanks! Only thing I feel this fix REALLY needs at this point is working auto-depth code for the crosshair and ingame icons. Unfortunately I lost a good 4 or 5 hours trying to get that working last night to no avail, so we may need to live with static depth. :(
Spot on, DHR. One of the decals regexes from Battlefront 2 was a match, and along with the required fix to the VS decals here are fixed. Thanks!

Only thing I feel this fix REALLY needs at this point is working auto-depth code for the crosshair and ingame icons. Unfortunately I lost a good 4 or 5 hours trying to get that working last night to no avail, so we may need to live with static depth. :(

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#18
Posted 02/17/2019 07:21 PM   
Can anyone get compatibility mode working on the full version? Need to conserve fps!
Can anyone get compatibility mode working on the full version? Need to conserve fps!

#19
Posted 02/17/2019 10:26 PM   
@DJ-RK Very nice!! Yep...i also put like 4 or 5 hours on the auto depth for crosshair (in Frostibte3 engine games), and no luck :( The Battlefront2 include 1 or 2 regexes for the PS Decals....so you only need to fix the 2 or 3 VS for decals.
@DJ-RK
Very nice!!

Yep...i also put like 4 or 5 hours on the auto depth for crosshair (in Frostibte3 engine games), and no luck :(

The Battlefront2 include 1 or 2 regexes for the PS Decals....so you only need to fix the 2 or 3 VS for decals.

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My 3D Screenshot Gallery

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

#20
Posted 02/17/2019 10:31 PM   
Ok, so I went on my first expedition, and unfortunately there's a lot more work to be done (and unfortunately a lot of the work I've already done has been brought back to the drawing table). I'm also about to head over and spend the next 24 hours at my gf's for her birthday, so won't be putting out something within the next couple of days (but hopefully by the actual release date). And yes, this game is quite the performance hog, and especially with SLI currently broken CM mode might be a considerable option. I can't help in that regard, though.
Ok, so I went on my first expedition, and unfortunately there's a lot more work to be done (and unfortunately a lot of the work I've already done has been brought back to the drawing table). I'm also about to head over and spend the next 24 hours at my gf's for her birthday, so won't be putting out something within the next couple of days (but hopefully by the actual release date).

And yes, this game is quite the performance hog, and especially with SLI currently broken CM mode might be a considerable option. I can't help in that regard, though.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#21
Posted 02/17/2019 11:34 PM   
So still plugging away at this. Couple of random notes on progress. 1) Continuing on the decals issue already discussed with DHR: There are more than just 2 or 3 VS shaders that needed to be fixed to match the decals regex. I tried making my own regex for this, but for some reason it doesn't work and I suspect I know why. When I hand fix the shaders, I need to use the matrix.hlsl to get an inverse view projection matrix from a regular view projection matrix that's already available in the shader. In order to achieve this in ASM and via regex, I need to use a custom shader, aka inverse-vs.hlsl (which I've done a few times in the past in other game fixes without issue), but I believe this engine does some shenanigans with it's shared resources (aka CB's) and that it's not providing the correct data to the custom shader, and therefore I'm not getting a correct iVPM to work with. I hold this theory because even when I try dumping any CB to a txt, I always get massive 5MB files with like 65000 lines of data, and the standard translation matrices don't have the correct data patterns (eg. last columns ending in 0,0,0,1 for example), so it feels like there are encrypted somehow. I think the reason the matrix.hlsl works is because it's essentially doing a bunch of mathematical calculations inside the shader (on the GPU?) and has direct access to the cbuffer, whereas the inverse-vs.hlsl I think it acting as a compute shader (doing calculations on the CPU, maybe) and passing off a copy of the cbuffer, which gets encrypted... or something to that effect, I don't know the actual workings behind all this, but that's my theory. At this point I'll also mention I tried adding the entire ASM matrix inverse calculation found on bo3b's wiki to my regex, to try getting an inverse VPM that way, however attempting to use that would cause the game to crash. Could have been a problem with my conversion to regex terminology (although I was pretty thorough in my translation), but due to the size of it I decided to scrap that all together. In order to combat this, I've gone back to using my old offline regex text editor fixing methods (for just those shaders, of course), finding about 20+ shaders matching the same pattern, and fixing them with that method. Unfortunately, given this game is expected to receive regular updates, there's a possibility that these hand fixed shaders will be broken with each update and I (or someone) will need to maintain this fix ongoing through the game's life cycle. I haven't yet purchased the game, and currently accessing it through a one month subscription of Origin Premium Access, and haven't fully decided if I'll purchase the game at it's launch price or wait some time to allow for some content updates to be provided and for a sale price to hit before purchase. If that's the case either, a) I can still maintain it but I'll need someone to provide me with full shader dumps on each update, b) someone else with a copy of the game and technical knowledge on fixing (or following instructions from me) can maintain it, or c) we figure out how to solve the regex/CB issue so we can use a built in regex for it. 2) This engine likes to play a lot of tricks (not sure if it's on me, or in general), where I'll come across something that looks broken (either some distant clouds or fog, fire effects, etc), but then as soon as I dump the shader it'll be fine. In one case, I did this and dumped a shader which fixed the issue at the time. Then later I came across another broken effect which utilized the same shader and since I already had a dump of it dumping it again to solve it wasn't an option, but as soon as I deleted that original dumped shader from my shader fixes folder, it then went back to being fine again. 3) There's one ugly issue that I'm not sure how to resolve with the sky. Whenever it's cloudy/raining, the clouds are at an incorrect depth. I can fix their position in the PS, however it causes there to be some blocky clipping of the clouds around any object in front of those clouds. See the following screenshot for an example, notice the blockiness around the building on the right, and also around my character (around the body, under the arms). [img]https://forums.geforce.com/cmd/default/download-comment-attachment/77174/[/img] 4) It can be pretty difficult fixing certain things with this being an online game and a persistent world (ie. no pause function), especially that it has a time of day and weather system, so I'll be in the middle of working on something, alt+tab away to work on the shader, come back and the effects are gone and I'm just left like, "Whelp, guess we're not working on that anymore" ¯\_(ツ)_/¯ 5) I could not get the mouse.hlsl fully working, or rather, I can't get it to adjust the stereo depth of the cursor. It is definitely working to show the cursor (at screen depth), but no adjustment formula seems to work beyond that. On that same topic, even for my regular HUD adjustments, adding separation isn't enough, I have to add separation * 100 to get the same effect. Like I said before, this engine does some weird things I've never encountered before and this is another example. Guess that's it for now. I could probably put out a WIP at this point, but there doesn't seem to be that many people with Origin Premium Access here, so instead I figure I have up until the 22nd to continue playing (if you can call it that, I really haven't gotten too far into the game with how much time I've spent on the stuff I've been working on) to see if there's anything else I need to work on before putting something out. If there's anyone besides cslabroad that's playing this and wanting something sooner then let me know and I can probably provide something sooner.
So still plugging away at this. Couple of random notes on progress.

1) Continuing on the decals issue already discussed with DHR: There are more than just 2 or 3 VS shaders that needed to be fixed to match the decals regex. I tried making my own regex for this, but for some reason it doesn't work and I suspect I know why.

When I hand fix the shaders, I need to use the matrix.hlsl to get an inverse view projection matrix from a regular view projection matrix that's already available in the shader. In order to achieve this in ASM and via regex, I need to use a custom shader, aka inverse-vs.hlsl (which I've done a few times in the past in other game fixes without issue), but I believe this engine does some shenanigans with it's shared resources (aka CB's) and that it's not providing the correct data to the custom shader, and therefore I'm not getting a correct iVPM to work with. I hold this theory because even when I try dumping any CB to a txt, I always get massive 5MB files with like 65000 lines of data, and the standard translation matrices don't have the correct data patterns (eg. last columns ending in 0,0,0,1 for example), so it feels like there are encrypted somehow. I think the reason the matrix.hlsl works is because it's essentially doing a bunch of mathematical calculations inside the shader (on the GPU?) and has direct access to the cbuffer, whereas the inverse-vs.hlsl I think it acting as a compute shader (doing calculations on the CPU, maybe) and passing off a copy of the cbuffer, which gets encrypted... or something to that effect, I don't know the actual workings behind all this, but that's my theory. At this point I'll also mention I tried adding the entire ASM matrix inverse calculation found on bo3b's wiki to my regex, to try getting an inverse VPM that way, however attempting to use that would cause the game to crash. Could have been a problem with my conversion to regex terminology (although I was pretty thorough in my translation), but due to the size of it I decided to scrap that all together.

In order to combat this, I've gone back to using my old offline regex text editor fixing methods (for just those shaders, of course), finding about 20+ shaders matching the same pattern, and fixing them with that method. Unfortunately, given this game is expected to receive regular updates, there's a possibility that these hand fixed shaders will be broken with each update and I (or someone) will need to maintain this fix ongoing through the game's life cycle. I haven't yet purchased the game, and currently accessing it through a one month subscription of Origin Premium Access, and haven't fully decided if I'll purchase the game at it's launch price or wait some time to allow for some content updates to be provided and for a sale price to hit before purchase. If that's the case either, a) I can still maintain it but I'll need someone to provide me with full shader dumps on each update, b) someone else with a copy of the game and technical knowledge on fixing (or following instructions from me) can maintain it, or c) we figure out how to solve the regex/CB issue so we can use a built in regex for it.

2) This engine likes to play a lot of tricks (not sure if it's on me, or in general), where I'll come across something that looks broken (either some distant clouds or fog, fire effects, etc), but then as soon as I dump the shader it'll be fine. In one case, I did this and dumped a shader which fixed the issue at the time. Then later I came across another broken effect which utilized the same shader and since I already had a dump of it dumping it again to solve it wasn't an option, but as soon as I deleted that original dumped shader from my shader fixes folder, it then went back to being fine again.

3) There's one ugly issue that I'm not sure how to resolve with the sky. Whenever it's cloudy/raining, the clouds are at an incorrect depth. I can fix their position in the PS, however it causes there to be some blocky clipping of the clouds around any object in front of those clouds. See the following screenshot for an example, notice the blockiness around the building on the right, and also around my character (around the body, under the arms).

Image

4) It can be pretty difficult fixing certain things with this being an online game and a persistent world (ie. no pause function), especially that it has a time of day and weather system, so I'll be in the middle of working on something, alt+tab away to work on the shader, come back and the effects are gone and I'm just left like, "Whelp, guess we're not working on that anymore" ¯\_(ツ)_/¯

5) I could not get the mouse.hlsl fully working, or rather, I can't get it to adjust the stereo depth of the cursor. It is definitely working to show the cursor (at screen depth), but no adjustment formula seems to work beyond that. On that same topic, even for my regular HUD adjustments, adding separation isn't enough, I have to add separation * 100 to get the same effect. Like I said before, this engine does some weird things I've never encountered before and this is another example.

Guess that's it for now. I could probably put out a WIP at this point, but there doesn't seem to be that many people with Origin Premium Access here, so instead I figure I have up until the 22nd to continue playing (if you can call it that, I really haven't gotten too far into the game with how much time I've spent on the stuff I've been working on) to see if there's anything else I need to work on before putting something out. If there's anyone besides cslabroad that's playing this and wanting something sooner then let me know and I can probably provide something sooner.
Attachments

Anthem002_085.jpg

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#22
Posted 02/19/2019 10:02 PM   
It's a solid arcade shooter experience with great visuals. There is a new driver coming up that I think will include anthem stuff. Also they know about the sli issues. I rolled back driver to 417.71 and it's fixed the flickering and face smudges, but it runs a bit slowly.
It's a solid arcade shooter experience with great visuals. There is a new driver coming up that I think will include anthem stuff. Also they know about the sli issues. I rolled back driver to 417.71 and it's fixed the flickering and face smudges, but it runs a bit slowly.

#23
Posted 02/19/2019 10:33 PM   
Another Frosbite 3 "masterpiece"... I wonder how much they broke...errr... updated the engine this time... Based on the above post by @DJ-RK, it looks that quite "a bit"... /sigh.... :( Not sure if this is relevant (Had to find it) but this is how I fixed the sky in ME:A (Frostbite3 engine as well): [url]https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/5243640/#5243640[/url]
Another Frosbite 3 "masterpiece"... I wonder how much they broke...errr... updated the engine this time...
Based on the above post by @DJ-RK, it looks that quite "a bit"... /sigh.... :(

Not sure if this is relevant (Had to find it) but this is how I fixed the sky in ME:A (Frostbite3 engine as well):
https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/5243640/#5243640

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).
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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)

#24
Posted 02/19/2019 11:37 PM   
Yeah, I'm currently using that formula for the skybox in the VS since it seems the only viable solution for this engine, however the clouds need an additional, separate fix in the PS as well, which is easy enough to do but causes the issue above.
Yeah, I'm currently using that formula for the skybox in the VS since it seems the only viable solution for this engine, however the clouds need an additional, separate fix in the PS as well, which is easy enough to do but causes the issue above.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#25
Posted 02/20/2019 02:49 AM   
Alright. Launch day is here, so here's a pre-release of my fix. I don't have time for a full write up atm, but the following keys have been set up: F1/F2: Toggle low/high convergence (scene detection already does switch between various convergence presets already, so I don't use these, but they are there) F3: Toggles enabling/disabling of the lens flares. Sun lens flares are correct, but the lens flares that come off of the javelin's thrusters aren't, so I have lens flares disabled by default. CTRL + F3: Toggles enabling/disabling of rain drops on the screen. Unfortuntately this also disables volumetric mist, so I leave these enabled by default F4: Toggles enabling/disabling of a glitchy light effect that bleeds through geometry in the launch bay. No adverse effects or other changes noted from leaving it disabled, so have it disabled by default. F5: Switches between 3 different presets for the sniper scope. By default, it's a full screen effect. 2 other settings strip away some of the elements, preset 1 removes the outer peripheral scope shaders but leaves the aim distance lines intact, while preset 2 removes nearly everything except for the center dot. Preset 0 is default. Caps Lock: Since I cannot get the software mouse cursor to adjust it's depth, I've set Caps Lock as a key to toggle all HUD items to screen depth (to match up with the cursor). Useful whenever there's a mouse cursor on the screen. \ - Disables HUD ] - Adjusts HUD depth Download: http://www.mediafire.com/file/se7r1hg01df8dx1/Anthem_3D_fix_0.9.zip/file Enjoy!
Alright. Launch day is here, so here's a pre-release of my fix. I don't have time for a full write up atm, but the following keys have been set up:

F1/F2: Toggle low/high convergence (scene detection already does switch between various convergence presets already, so I don't use these, but they are there)
F3: Toggles enabling/disabling of the lens flares. Sun lens flares are correct, but the lens flares that come off of the javelin's thrusters aren't, so I have lens flares disabled by default.
CTRL + F3: Toggles enabling/disabling of rain drops on the screen. Unfortuntately this also disables volumetric mist, so I leave these enabled by default
F4: Toggles enabling/disabling of a glitchy light effect that bleeds through geometry in the launch bay. No adverse effects or other changes noted from leaving it disabled, so have it disabled by default.
F5: Switches between 3 different presets for the sniper scope. By default, it's a full screen effect. 2 other settings strip away some of the elements, preset 1 removes the outer peripheral scope shaders but leaves the aim distance lines intact, while preset 2 removes nearly everything except for the center dot. Preset 0 is default.
Caps Lock: Since I cannot get the software mouse cursor to adjust it's depth, I've set Caps Lock as a key to toggle all HUD items to screen depth (to match up with the cursor). Useful whenever there's a mouse cursor on the screen.
\ - Disables HUD
] - Adjusts HUD depth

Download: http://www.mediafire.com/file/se7r1hg01df8dx1/Anthem_3D_fix_0.9.zip/file

Enjoy!

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#26
Posted 02/22/2019 10:00 PM   
Big Thanks DJ-RK for this work!! Just made a donation
Big Thanks DJ-RK for this work!!
Just made a donation

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#27
Posted 02/23/2019 03:33 PM   
Great job DJ-RK!
Great job DJ-RK!

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#28
Posted 02/23/2019 04:05 PM   
I think they have patched and broken it... I copied over the fix and launched the game, and it auto-updated. Upon getting into Fort Tarsis it was very broken, and my fps was so bad :'(
I think they have patched and broken it... I copied over the fix and launched the game, and it auto-updated. Upon getting into Fort Tarsis it was very broken, and my fps was so bad :'(

#29
Posted 02/23/2019 11:05 PM   
[quote="chtiblue"]Great job DJ-RK![/quote] [quote="murdavs"]Big Thanks DJ-RK for this work!! Just made a donation[/quote] Thanks guys, hope you enjoy it! Also, it must be mentioned that although I have poured dozens of hours in fine tuning this fix by this point, most of the ground work has been laid by DHR, DSS, and Helifax with the universal FB3 engine regex. I'll be sure to provide full credits when I post this up to the blog, but felt it needed to be mentioned here due to the matter of donations and recognition. [quote="cslabroad"]I think they have patched and broken it... I copied over the fix and launched the game, and it auto-updated. Upon getting into Fort Tarsis it was very broken, and my fps was so bad :'([/quote] Just loaded it up (and needed to update), and the fix is still working just fine. Due to the fact that you said you couldn't get the universal fix itself working either, I strongly suspect that you are not properly installing these fixes. Are you making sure that you are [u][b]extracting[/b][/u] the contents of the .zip file to the game's folder? If you wait a little longer, I'll be posting this up to the Helix blog in the next day or so, and then you can use the 3D Fix Manager tool to automatically download and install the fix for you. Although if you are saying your FPS is too low without the fix working, then unfortunately that will still be the case when it is working as it does not provide any performance increases (if anything, maybe a minor decrease due to 3DMigoto's functionality).
chtiblue said:Great job DJ-RK!

murdavs said:Big Thanks DJ-RK for this work!!
Just made a donation


Thanks guys, hope you enjoy it! Also, it must be mentioned that although I have poured dozens of hours in fine tuning this fix by this point, most of the ground work has been laid by DHR, DSS, and Helifax with the universal FB3 engine regex. I'll be sure to provide full credits when I post this up to the blog, but felt it needed to be mentioned here due to the matter of donations and recognition.

cslabroad said:I think they have patched and broken it... I copied over the fix and launched the game, and it auto-updated. Upon getting into Fort Tarsis it was very broken, and my fps was so bad :'(


Just loaded it up (and needed to update), and the fix is still working just fine. Due to the fact that you said you couldn't get the universal fix itself working either, I strongly suspect that you are not properly installing these fixes. Are you making sure that you are extracting the contents of the .zip file to the game's folder? If you wait a little longer, I'll be posting this up to the Helix blog in the next day or so, and then you can use the 3D Fix Manager tool to automatically download and install the fix for you. Although if you are saying your FPS is too low without the fix working, then unfortunately that will still be the case when it is working as it does not provide any performance increases (if anything, maybe a minor decrease due to 3DMigoto's functionality).

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#30
Posted 02/24/2019 12:32 AM   
  2 / 3    
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