Lichdom Battlemage (CryEngine 3) shadows fixed
  5 / 5    
I use the 352.86. Okay, I will try it with disabled nvidia cache. The snow really looks amazing.
I use the 352.86.
Okay, I will try it with disabled nvidia cache.

The snow really looks amazing.

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#61
Posted 07/14/2015 06:18 PM   
Fix is up: http://helixmod.blogspot.com.au/2015/07/lichdom-battlemage.html

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#62
Posted 07/18/2015 08:21 PM   
Thanks,
Thanks,

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#63
Posted 07/18/2015 10:09 PM   
Unfortunately I'm getting one-eye rendering issues with SLI here. No SLI = no issues, but I definitely won't be able to run this at 2.5k with just one 780 ;) Tried forcing both AF2 and AF1 (1 being significantly worse) -Tried MP3, Crysis 3, and no profiles Running on 350.12
Unfortunately I'm getting one-eye rendering issues with SLI here. No SLI = no issues, but I definitely won't be able to run this at 2.5k with just one 780 ;)

Tried forcing both AF2 and AF1 (1 being significantly worse)
-Tried MP3, Crysis 3, and no profiles

Running on 350.12

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#64
Posted 07/21/2015 11:56 PM   
Can you give me a screenshot of what you're seeing? I don't have SLI so I can't test, but I may be able to guess what the problem is.
Can you give me a screenshot of what you're seeing? I don't have SLI so I can't test, but I may be able to guess what the problem is.

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#65
Posted 07/22/2015 01:14 AM   
If you have another CryEngine3 game like Crysis3 or Crysis2, it would also probably helpful to give that a try with the 1.1.34 version of 3Dmigoto. That would narrow it down to something more engine general, or game specific. https://github.com/bo3b/3Dmigoto/releases
If you have another CryEngine3 game like Crysis3 or Crysis2, it would also probably helpful to give that a try with the 1.1.34 version of 3Dmigoto. That would narrow it down to something more engine general, or game specific. https://github.com/bo3b/3Dmigoto/releases

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#66
Posted 07/22/2015 02:03 AM   
I've done some more testing, and I've found that forcing AFR2 does, in fact, make things better (such as text and shadows) but not everything. For some reason I'm not having the option to upload files her (Edit: Figured it out, have to attach AFTER making the post). The first 5 are with AFR2 forced, and the ones after are default SLI setting for comparison. And for bo3b's suggestion, I do have Crysis 2, just not installed ATM, but I'll try to make some time this week to install and see how that is affected.
I've done some more testing, and I've found that forcing AFR2 does, in fact, make things better (such as text and shadows) but not everything.

For some reason I'm not having the option to upload files her (Edit: Figured it out, have to attach AFTER making the post).

The first 5 are with AFR2 forced, and the ones after are default SLI setting for comparison.



And for bo3b's suggestion, I do have Crysis 2, just not installed ATM, but I'll try to make some time this week to install and see how that is affected.

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#67
Posted 07/22/2015 04:45 AM   
It looks like there's a few things broken there, but by far the worst issue is that certain objects are only rendering in one eye. This might be related to the way CryEngine culls objects, but I'm not sure since I would still expect them to be consistent between the eyes. Do the objects flicker in and out of existence as the camera moves? Can you turn on debug logging (enable calls=1 and debug=1 in the d3dx.ini), then launch the game until the menu is displayed with the broken effects. Then check the d3d11_log.txt and search for lines that look like the following: [code]Map Texture2D <hash> (<width>x<height>) Subresource=0 MapType=1 MapFlags=0[/code] Post any unique lines you find (these will be repeated over and over, but there should only be about three or four different variants) - particularly check near the end of the file to make sure you are looking at when the menu would have been drawn. As another experiment, does anything change if you remove the deny_cpu_read=1 from the d3dx.ini? Objects will still disappear, but I'd be interested if they are at least consistent between the eyes.
It looks like there's a few things broken there, but by far the worst issue is that certain objects are only rendering in one eye. This might be related to the way CryEngine culls objects, but I'm not sure since I would still expect them to be consistent between the eyes. Do the objects flicker in and out of existence as the camera moves?

Can you turn on debug logging (enable calls=1 and debug=1 in the d3dx.ini), then launch the game until the menu is displayed with the broken effects. Then check the d3d11_log.txt and search for lines that look like the following:

Map Texture2D <hash> (<width>x<height>) Subresource=0 MapType=1 MapFlags=0

Post any unique lines you find (these will be repeated over and over, but there should only be about three or four different variants) - particularly check near the end of the file to make sure you are looking at when the menu would have been drawn.


As another experiment, does anything change if you remove the deny_cpu_read=1 from the d3dx.ini? Objects will still disappear, but I'd be interested if they are at least consistent between the eyes.

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#68
Posted 07/22/2015 06:13 AM   
Sorry, haven't had any time to devote to this sooner, but just did so now. Here is the section you mentioned [code]Map Texture2D 27b9d07c9837f6a5 (256x128) Subresource=0 MapType=1 MapFlags=0 deny_cpu_read replaced mapping from 0x0000000027132000 with 131072 bytes of 0s at 0x000000003B80D3F0 deny_cpu_read freeing map at 0x000000003B80D3F0[/code] There was only that one variation of that first line, with hundreds of instances of it. It was always preceded and followed by the same blocks of code, with the only thing changing were the memory addresses in the next 2 lines. I also tried removing the deny_cpu_read=1 line, which caused the left eye view to go into a seizure inducing state of flickering random broken artifacts. This did, however, cause me to realize that all the broken/missing shaders are always in the left eye only. Hopefully some of this may be useful in figuring this out, but to be perfectly honest I wasn't really expecting this to be fixable, and originally was reporting this as a FYI rather than a request for support. I assumed it was an issue on the driver level or with the engine, like Bo3b mentioned, since I've seen these types of issues elsewhere (Dying Light, mainly)... but by all means, if we can possibly crack this thing, I'm all for doing any testing required (time permitting). I'm curious if I'm the only one who's been able to try this out on a SLI setup, or am I just the only one facing the issue?
Sorry, haven't had any time to devote to this sooner, but just did so now. Here is the section you mentioned

Map Texture2D 27b9d07c9837f6a5 (256x128) Subresource=0 MapType=1 MapFlags=0
deny_cpu_read replaced mapping from 0x0000000027132000 with 131072 bytes of 0s at 0x000000003B80D3F0
deny_cpu_read freeing map at 0x000000003B80D3F0


There was only that one variation of that first line, with hundreds of instances of it. It was always preceded and followed by the same blocks of code, with the only thing changing were the memory addresses in the next 2 lines.

I also tried removing the deny_cpu_read=1 line, which caused the left eye view to go into a seizure inducing state of flickering random broken artifacts. This did, however, cause me to realize that all the broken/missing shaders are always in the left eye only.

Hopefully some of this may be useful in figuring this out, but to be perfectly honest I wasn't really expecting this to be fixable, and originally was reporting this as a FYI rather than a request for support. I assumed it was an issue on the driver level or with the engine, like Bo3b mentioned, since I've seen these types of issues elsewhere (Dying Light, mainly)... but by all means, if we can possibly crack this thing, I'm all for doing any testing required (time permitting). I'm curious if I'm the only one who's been able to try this out on a SLI setup, or am I just the only one facing the issue?

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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#69
Posted 07/28/2015 02:12 AM   
Just my 2 cents on the matter :) - I noticed starting with the driver 353 some games display things only in one eye in certain locations (GTAV intro, FC4, etc). Rolling back to an older driver doesn't have this issue... So I believe they busted something in the latest drivers :( Maybe this is what you notice ? I remember Ryse had this issue with loading screens in the past as well... (Same engine so it could be also an engine limitation/problem)...
Just my 2 cents on the matter :)
- I noticed starting with the driver 353 some games display things only in one eye in certain locations (GTAV intro, FC4, etc).
Rolling back to an older driver doesn't have this issue...
So I believe they busted something in the latest drivers :(

Maybe this is what you notice ? I remember Ryse had this issue with loading screens in the past as well... (Same engine so it could be also an engine limitation/problem)...

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#70
Posted 07/28/2015 10:42 AM   
Just tried this out, very nice work. Unfortunately looks like I am plagued with the infamous unstable 3d switching to mono that seems to plague just about every dx 11 game these days. Also one eye rendering issues in SLI, not sure what profile to use.
Just tried this out, very nice work.

Unfortunately looks like I am plagued with the infamous unstable 3d switching to mono that seems to plague just about every dx 11 game these days.

Also one eye rendering issues in SLI, not sure what profile to use.

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#71
Posted 08/12/2015 12:31 PM   
@necropants Yep!...CryEngine 3 + real 3D + SLI have some strange issues. I'm looking with the help of bo3b. If you are testing with profiles and have goods result, please let us know. I see in your signature you are using 353.30 driver, that may be tha cause of Switching to mono issue (Last drivers are garbage btw). Go back to 350.12 and import profile from 353.30 with Nvidia profile (i'm using that config with drivers and all works ok)
@necropants
Yep!...CryEngine 3 + real 3D + SLI have some strange issues. I'm looking with the help of bo3b.
If you are testing with profiles and have goods result, please let us know.

I see in your signature you are using 353.30 driver, that may be tha cause of Switching to mono issue (Last drivers are garbage btw). Go back to 350.12 and import profile from 353.30 with Nvidia profile (i'm using that config with drivers and all works ok)

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#72
Posted 08/13/2015 11:58 AM   
Sorry my signature is actually out of date, I am in fact on 350.12 (and looking like here is where I'm staying at this point) Ill try importing the 353.30 profile though as at the moment its not finding one. Thanks.
Sorry my signature is actually out of date, I am in fact on 350.12 (and looking like here is where I'm staying at this point)

Ill try importing the 353.30 profile though as at the moment its not finding one.

Thanks.

i7-4790K CPU 4.8Ghz stable overclock.
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#73
Posted 08/14/2015 12:58 AM   
How did I not see this originally those screenshots look rad.
How did I not see this originally those screenshots look rad.

#74
Posted 08/14/2015 11:15 PM   
  5 / 5    
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