I got the game recently. And as usual, I couldn't stop myself. I have fixed screen space reflections, one lighting shader that had a "v0.z -= stereo.x / 2;" formula where "v0.z -= stereo.x" is actually correct, improved compute shader clipping, and also made a toggle for cel shading in characters.
I'll post this at a later date. I'll try making an automatic convergence preset for cutscenes, when depth of field is present.
I wish I could get perfect performance at 1440p (50-100% more than what I get)... but I guess that will be for the next GPU I'll have.
I got the game recently. And as usual, I couldn't stop myself. I have fixed screen space reflections, one lighting shader that had a "v0.z -= stereo.x / 2;" formula where "v0.z -= stereo.x" is actually correct, improved compute shader clipping, and also made a toggle for cel shading in characters.
I'll post this at a later date. I'll try making an automatic convergence preset for cutscenes, when depth of field is present.
I wish I could get perfect performance at 1440p (50-100% more than what I get)... but I guess that will be for the next GPU I'll have.
Ohoho. I saw that at least one ground pixel shader (bricks, usually) had some "parallax" potential, so it turns out that (after applying the objects1 regex
content manually) just by removing the convergence part, it now looks great and with relief :). No screenshots today.
For now:
- Fixed macroblock clipping from compute shaders.
- Automatic low convergence when depth of field is used in cutscenes. Correctly isolated from depth of field that appears in gameplay.
- Depth of field toggle.
- Characters cel shading toggle.
- Bloom toggle.
- The 2D lighting fix I mentioned.
- Parallax for one ground texture.
I tried using the latest UE4 fix, but it breaks graphics completely in cutscenes. I'm using the old UE4_DHR.ini for now, with some tweaks of mine.
Also, I'm not a fan of StereoTextureEnable 27. In this game and Tekken 7, it can cause some particle effects to become one eyed after some time or something like that. I prefer 23 plus some fuzzy textureoverride to stereoize extra things that are needed.
Sorry for being so late to collaborate with this fix :p.
Ohoho. I saw that at least one ground pixel shader (bricks, usually) had some "parallax" potential, so it turns out that (after applying the objects1 regex
content manually) just by removing the convergence part, it now looks great and with relief :). No screenshots today.
For now:
- Fixed macroblock clipping from compute shaders.
- Automatic low convergence when depth of field is used in cutscenes. Correctly isolated from depth of field that appears in gameplay.
- Depth of field toggle.
- Characters cel shading toggle.
- Bloom toggle.
- The 2D lighting fix I mentioned.
- Parallax for one ground texture.
I tried using the latest UE4 fix, but it breaks graphics completely in cutscenes. I'm using the old UE4_DHR.ini for now, with some tweaks of mine.
Also, I'm not a fan of StereoTextureEnable 27. In this game and Tekken 7, it can cause some particle effects to become one eyed after some time or something like that. I prefer 23 plus some fuzzy textureoverride to stereoize extra things that are needed.
Sorry for being so late to collaborate with this fix :p.
At a certain point of the story, there is a certain characer that disappears (becomes translucent). Broken with the 4008 flag, but it works perfectly with the 5008 flag (a depth target that needed to be stereoized, I guess).
After doing that change, I refixed shadows with a TextureOverride, applied to certain types of depth targets.
I also found two more "parallax" shaders, and also fixed some 2D pictures of flashbacks (put to screen depth). I will upload my fix version before I start with Devil May Cry 5.
At a certain point of the story, there is a certain characer that disappears (becomes translucent). Broken with the 4008 flag, but it works perfectly with the 5008 flag (a depth target that needed to be stereoized, I guess).
After doing that change, I refixed shadows with a TextureOverride, applied to certain types of depth targets.
I also found two more "parallax" shaders, and also fixed some 2D pictures of flashbacks (put to screen depth). I will upload my fix version before I start with Devil May Cry 5.
My fix for the moment: https://s3.amazonaws.com/masterotaku/Dragon+Quest+XI/Dragon_Quest_XI_3D_Vision_fix.7z
It contains all I've been saying until now: fixed "blocky" lighting clipping (there's still some normal clipping), screen space reflections, parallax, some lighting fixes, depth target fixes, automatic low convergence for important cutscenes, profile changes, etc.
Difference in hotkeys (not numpad):
- F2: convergence presets.
- F5: characters cel shading toggle.
- F6: depth of field toggle.
- 2: HUD depth presets, moved from the original "=" key.
- 3: HUD toggle.
- 6: bloom presets (x0, x0.25, x0.5, x0.75, x1).
Use at your own risk, because I played only for 15 hours and there's a lot for me to see.
About parallax, look at these:
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI031.jpg
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI039.jpg
See the brick tiles in the first screenshot and the ceiling in the second screenshot? They were flat textures before :p.
It contains all I've been saying until now: fixed "blocky" lighting clipping (there's still some normal clipping), screen space reflections, parallax, some lighting fixes, depth target fixes, automatic low convergence for important cutscenes, profile changes, etc.
Difference in hotkeys (not numpad):
- F2: convergence presets.
- F5: characters cel shading toggle.
- F6: depth of field toggle.
- 2: HUD depth presets, moved from the original "=" key.
- 3: HUD toggle.
- 6: bloom presets (x0, x0.25, x0.5, x0.75, x1).
Use at your own risk, because I played only for 15 hours and there's a lot for me to see.
Update (same link): https://s3.amazonaws.com/masterotaku/Dragon+Quest+XI/Dragon_Quest_XI_3D_Vision_fix.7z
- Fixed some shadows at the end of a dungeon (where you rescue two people). No version of the universal fix has this pattern. "b270bf2001a0328e-ps_replace.txt", if you are interested, DHR. I have one like that in Tekken 7. I fixed it with the external matrix in HLSL to make it quick, instead of ASM.
- Dynamic depth for enemy targeting (non optional, this can only be good)! It scales with distance and convergence. There is a depth value in the "v2.z" of the "5c60b68625b5a2a4-vs_replace.txt" file, in combat. For the rest of the HUD, that value is 0, so the static HUD depth values are applied there while not affecting the dynamic depth of targeting.
Examples:
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI186.jpg
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI147.jpg
- Stereoized characters in equipment menu again. If you want to disable this, delete or comment this block in "d3dx.ini":
[code]
[TextureOverrideMenuRenderTarget]
Hash=c55ea401
StereoMode = 1
[/code]
- Updated 3Dmigoto to 1.3.14.
Not getting DMC5 as soon as I wanted served some purpose :p.
- Fixed some shadows at the end of a dungeon (where you rescue two people). No version of the universal fix has this pattern. "b270bf2001a0328e-ps_replace.txt", if you are interested, DHR. I have one like that in Tekken 7. I fixed it with the external matrix in HLSL to make it quick, instead of ASM.
- Dynamic depth for enemy targeting (non optional, this can only be good)! It scales with distance and convergence. There is a depth value in the "v2.z" of the "5c60b68625b5a2a4-vs_replace.txt" file, in combat. For the rest of the HUD, that value is 0, so the static HUD depth values are applied there while not affecting the dynamic depth of targeting.
Examples:
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI186.jpg https://u.cubeupload.com/masterotaku/DRAGONQUESTXI147.jpg
- Stereoized characters in equipment menu again. If you want to disable this, delete or comment this block in "d3dx.ini":
All this time I've been playing the game and improving the fix. I fixed a lot of new shaders (mostly water) since then. Please, wait at least one more week until I finish the game. It will be worth it.
All this time I've been playing the game and improving the fix. I fixed a lot of new shaders (mostly water) since then. Please, wait at least one more week until I finish the game. It will be worth it.
Thanks a ton you gents! I will thank you guys once again and donate when I play it in the future. I really cant wait for this one! But currently its a bit out of my budget. So it might take another 2 years. So you guys eat your vegetables and stay alive!!
Thanks a ton you gents! I will thank you guys once again and donate when I play it in the future. I really cant wait for this one! But currently its a bit out of my budget. So it might take another 2 years. So you guys eat your vegetables and stay alive!!
Fix is up: http://helixmod.blogspot.com/2018/11/dragon-quest-xi-dx11.html
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I'll post this at a later date. I'll try making an automatic convergence preset for cutscenes, when depth of field is present.
I wish I could get perfect performance at 1440p (50-100% more than what I get)... but I guess that will be for the next GPU I'll have.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
content manually) just by removing the convergence part, it now looks great and with relief :). No screenshots today.
For now:
- Fixed macroblock clipping from compute shaders.
- Automatic low convergence when depth of field is used in cutscenes. Correctly isolated from depth of field that appears in gameplay.
- Depth of field toggle.
- Characters cel shading toggle.
- Bloom toggle.
- The 2D lighting fix I mentioned.
- Parallax for one ground texture.
I tried using the latest UE4 fix, but it breaks graphics completely in cutscenes. I'm using the old UE4_DHR.ini for now, with some tweaks of mine.
Also, I'm not a fan of StereoTextureEnable 27. In this game and Tekken 7, it can cause some particle effects to become one eyed after some time or something like that. I prefer 23 plus some fuzzy textureoverride to stereoize extra things that are needed.
Sorry for being so late to collaborate with this fix :p.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
After doing that change, I refixed shadows with a TextureOverride, applied to certain types of depth targets.
I also found two more "parallax" shaders, and also fixed some 2D pictures of flashbacks (put to screen depth). I will upload my fix version before I start with Devil May Cry 5.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I'm ishiki, forum screwed up my name.
9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti
It contains all I've been saying until now: fixed "blocky" lighting clipping (there's still some normal clipping), screen space reflections, parallax, some lighting fixes, depth target fixes, automatic low convergence for important cutscenes, profile changes, etc.
Difference in hotkeys (not numpad):
- F2: convergence presets.
- F5: characters cel shading toggle.
- F6: depth of field toggle.
- 2: HUD depth presets, moved from the original "=" key.
- 3: HUD toggle.
- 6: bloom presets (x0, x0.25, x0.5, x0.75, x1).
Use at your own risk, because I played only for 15 hours and there's a lot for me to see.
About parallax, look at these:
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI031.jpg
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI039.jpg
See the brick tiles in the first screenshot and the ceiling in the second screenshot? They were flat textures before :p.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
- Fixed some shadows at the end of a dungeon (where you rescue two people). No version of the universal fix has this pattern. "b270bf2001a0328e-ps_replace.txt", if you are interested, DHR. I have one like that in Tekken 7. I fixed it with the external matrix in HLSL to make it quick, instead of ASM.
- Dynamic depth for enemy targeting (non optional, this can only be good)! It scales with distance and convergence. There is a depth value in the "v2.z" of the "5c60b68625b5a2a4-vs_replace.txt" file, in combat. For the rest of the HUD, that value is 0, so the static HUD depth values are applied there while not affecting the dynamic depth of targeting.
Examples:
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI186.jpg
https://u.cubeupload.com/masterotaku/DRAGONQUESTXI147.jpg
- Stereoized characters in equipment menu again. If you want to disable this, delete or comment this block in "d3dx.ini":
- Updated 3Dmigoto to 1.3.14.
Not getting DMC5 as soon as I wanted served some purpose :p.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com