Alpha is out. Link here. I won't have time to try it until tomorrow, anyone want to take a look?
https://s3-us-west-2.amazonaws.com/amongthesleep/PublicAlpha/PC/Among+The+Sleep+public+alpha+Windows.zip
Has anyone fixed a Unity game before? Does anyone here understand enough about the internal workings of 3d Vision and/or Unity for us to submit information to the developer that would be useful in resolving this? Looks like it's not natively supported.
http://wiki.etc.cmu.edu/unity3d/index.php/Stereoscopic_3D
Has anyone fixed a Unity game before? Does anyone here understand enough about the internal workings of 3d Vision and/or Unity for us to submit information to the developer that would be useful in resolving this? Looks like it's not natively supported.
http://wiki.etc.cmu.edu/unity3d/index.php/Stereoscopic_3D
The more you see wrong, the harder it is.. and I've seen unity enough to know how much. It would have to be an amazing title for me to try or probably anyone. Kind of jumping the gun on a beta release anywayz. I doubt that even has oculus rift support.
The more you see wrong, the harder it is.. and I've seen unity enough to know how much. It would have to be an amazing title for me to try or probably anyone. Kind of jumping the gun on a beta release anywayz. I doubt that even has oculus rift support.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
I find it hard to judge how broken it is, shader-wise. It could just be a couple very prevalent shaders that make the whole thing look broken, or it could be almost everything. I'm really keen on playing Dreamfall Chapters in 3d when that comes out, so I'm really hoping to see a test case for fixing unity games before then.
Helix's guide to fixing shaders doesn't make much sense to me, do you have to have a reasonable amount of knowledge to get started fixing games, or would it be reasonably simple to do? It would be great if someone could put together a "Fixing shaders for dummies", with screenshots, examples, and tips.
I find it hard to judge how broken it is, shader-wise. It could just be a couple very prevalent shaders that make the whole thing look broken, or it could be almost everything. I'm really keen on playing Dreamfall Chapters in 3d when that comes out, so I'm really hoping to see a test case for fixing unity games before then.
Helix's guide to fixing shaders doesn't make much sense to me, do you have to have a reasonable amount of knowledge to get started fixing games, or would it be reasonably simple to do? It would be great if someone could put together a "Fixing shaders for dummies", with screenshots, examples, and tips.
There is no fixing for dummies, its programming. You either have to be a programmer or have a very strong drive to learn and try to pick things up.
Unity is not a small step. From my memory, I doubt anyone besides helix has fixed a game with that many issues. Im pretty sure even shadows have more then one issue. Some are 2D, some arent.
No one is gonna fix a beta, ever. Its a waste of time regardless.
There is no fixing for dummies, its programming. You either have to be a programmer or have a very strong drive to learn and try to pick things up.
Unity is not a small step. From my memory, I doubt anyone besides helix has fixed a game with that many issues. Im pretty sure even shadows have more then one issue. Some are 2D, some arent.
No one is gonna fix a beta, ever. Its a waste of time regardless.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Oh, I'm not really pushing for a fix on the beta - I'm just curious about how difficult it would be in theory - mostly to see what hope there is for the final release, and for Dreamfall Chapters when that comes out.
Shame about the fixes, I figured as much. How advanced is it for a game with relatively few issues (say something like Papo & Yo)? Is it something a non-programmer could muddle through by borrowing and tweaking/reworking example code with a bit of trial and error, or does it require a great deal of additional knowledge and ability? Are the variations between engines/games significant, or does it all come down to individual shaders? Is it possible to fix shaders by simply replacing them? By which I mean, if someone else has fixed a water shader in an Unreal game, could I then copy their work (or the whole shader) to fix a similar issue in another Unreal game?
Oh, I'm not really pushing for a fix on the beta - I'm just curious about how difficult it would be in theory - mostly to see what hope there is for the final release, and for Dreamfall Chapters when that comes out.
Shame about the fixes, I figured as much. How advanced is it for a game with relatively few issues (say something like Papo & Yo)? Is it something a non-programmer could muddle through by borrowing and tweaking/reworking example code with a bit of trial and error, or does it require a great deal of additional knowledge and ability? Are the variations between engines/games significant, or does it all come down to individual shaders? Is it possible to fix shaders by simply replacing them? By which I mean, if someone else has fixed a water shader in an Unreal game, could I then copy their work (or the whole shader) to fix a similar issue in another Unreal game?
You could copy anything thats identical issue in UE3. Shadows/depth buffer is an issue you will have to skip though.
UDK is practically done itself for most part with helix's script[most games]. Its covered by me on helix modding thread.
Its trial and error. Original papo and yo fix before I told dhr about helix's script was probably 50 fixed shaders.
Mass Effect 3/Farcry 3 are over a 1000.
You could copy anything thats identical issue in UE3. Shadows/depth buffer is an issue you will have to skip though.
UDK is practically done itself for most part with helix's script[most games]. Its covered by me on helix modding thread.
Its trial and error. Original papo and yo fix before I told dhr about helix's script was probably 50 fixed shaders.
Mass Effect 3/Farcry 3 are over a 1000.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Does every one need to be fixed manually, and is that an intensive thing to do, or just a quick edit to most of them? Basically, I'd really like to be able to help out, but odds of me learning a huge amount of programming are pretty slim. But would it be difficult to cobble together fixes using trial and error, with other people's fixes as guides/places to steal from?
I'd love to have a go at Kentucky Route Zero (Need to work out a way to push the interface back from screen depth - probably only one or two shaders, everything else is fine), or Left 4 Dead 2 (water only, rest is playable), or to help sort Dreamfall Chapters when that comes out (will likely be very broken though).
Does every one need to be fixed manually, and is that an intensive thing to do, or just a quick edit to most of them? Basically, I'd really like to be able to help out, but odds of me learning a huge amount of programming are pretty slim. But would it be difficult to cobble together fixes using trial and error, with other people's fixes as guides/places to steal from?
I'd love to have a go at Kentucky Route Zero (Need to work out a way to push the interface back from screen depth - probably only one or two shaders, everything else is fine), or Left 4 Dead 2 (water only, rest is playable), or to help sort Dreamfall Chapters when that comes out (will likely be very broken though).
Pretty much each needs to be fixed manually, except for some unusual cases like the UDK games. Helix has a Lua script that auto-fixes shadows if a game is UDK.
Outside of that, it's more manually. In general, I would say that you can definitely do the fixes. I just started looking at it about 3 months ago, so I can report with newbies eyes.
The first level of fixing is just applying a recipe that someone else worked out. For your example of pushing the UI back from screen depth, there are other game examples where that was done, and you can just copy their formula/recipe. Best bet for learning this is to look at the games already done as examples. There is no documentation, and searching the giant helix thread is tedious.
It varies wildly per game though. Just like you mentioned L4D- no one has yet figured out a fix for the water, including honchos like eqzitara, and DHR. If they can't do it, you and I won't be able to.
Pretty much each needs to be fixed manually, except for some unusual cases like the UDK games. Helix has a Lua script that auto-fixes shadows if a game is UDK.
Outside of that, it's more manually. In general, I would say that you can definitely do the fixes. I just started looking at it about 3 months ago, so I can report with newbies eyes.
The first level of fixing is just applying a recipe that someone else worked out. For your example of pushing the UI back from screen depth, there are other game examples where that was done, and you can just copy their formula/recipe. Best bet for learning this is to look at the games already done as examples. There is no documentation, and searching the giant helix thread is tedious.
It varies wildly per game though. Just like you mentioned L4D- no one has yet figured out a fix for the water, including honchos like eqzitara, and DHR. If they can't do it, you and I won't be able to.
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
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
https://s3-us-west-2.amazonaws.com/amongthesleep/PublicAlpha/PC/Among+The+Sleep+public+alpha+Windows.zip
http://wiki.etc.cmu.edu/unity3d/index.php/Stereoscopic_3D
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Helix's guide to fixing shaders doesn't make much sense to me, do you have to have a reasonable amount of knowledge to get started fixing games, or would it be reasonably simple to do? It would be great if someone could put together a "Fixing shaders for dummies", with screenshots, examples, and tips.
Unity is not a small step. From my memory, I doubt anyone besides helix has fixed a game with that many issues. Im pretty sure even shadows have more then one issue. Some are 2D, some arent.
No one is gonna fix a beta, ever. Its a waste of time regardless.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
That's a shame ... I sure could use it if there was! :D
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Shame about the fixes, I figured as much. How advanced is it for a game with relatively few issues (say something like Papo & Yo)? Is it something a non-programmer could muddle through by borrowing and tweaking/reworking example code with a bit of trial and error, or does it require a great deal of additional knowledge and ability? Are the variations between engines/games significant, or does it all come down to individual shaders? Is it possible to fix shaders by simply replacing them? By which I mean, if someone else has fixed a water shader in an Unreal game, could I then copy their work (or the whole shader) to fix a similar issue in another Unreal game?
UDK is practically done itself for most part with helix's script[most games]. Its covered by me on helix modding thread.
Its trial and error. Original papo and yo fix before I told dhr about helix's script was probably 50 fixed shaders.
Mass Effect 3/Farcry 3 are over a 1000.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
I'd love to have a go at Kentucky Route Zero (Need to work out a way to push the interface back from screen depth - probably only one or two shaders, everything else is fine), or Left 4 Dead 2 (water only, rest is playable), or to help sort Dreamfall Chapters when that comes out (will likely be very broken though).
Outside of that, it's more manually. In general, I would say that you can definitely do the fixes. I just started looking at it about 3 months ago, so I can report with newbies eyes.
The first level of fixing is just applying a recipe that someone else worked out. For your example of pushing the UI back from screen depth, there are other game examples where that was done, and you can just copy their formula/recipe. Best bet for learning this is to look at the games already done as examples. There is no documentation, and searching the giant helix thread is tedious.
It varies wildly per game though. Just like you mentioned L4D- no one has yet figured out a fix for the water, including honchos like eqzitara, and DHR. If they can't do it, you and I won't be able to.
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