The Secret World (Dx11) Hotfix
  1 / 2    
TSW offers in Dx11 a good S3D experience and while I have played this game for about 2 years I have learned to ignore the remaining issues. I'm also lucky that on my system (Win 7 64bit, 359.00) I couldn't observe some of the problems other players reported. Nevertheless I was very happy to see that the latest versions of 3Dmigoto work with TSW without causing the client to crash any more. Unfortunately I don't have any experiences with 3Dmigoto fixes so I can only offer a hotfix. ATM I don't have the time to learn how to really fix issues with 3Dmigoto and I'm not playing TSW regularly any more. So please don't demand a "real fix" for the game ;) My hotfix offers the following features: - vegetation: the brightness of some parts of the vegetation is different for both eyes. I managed to reduce this issue. In some situations it is still visible and some plants are too dark now especially in the distance. Adjust vegetation quality to prevent this. - skybox pushed to depth - 2D fog: I have pushed the 2D fog to depth. It is a 2D layer so it doesn't look like volumetric fog and sometimes still feels strange so I also increased its transparency. - water surfaces: 2D reflections are disabled. Transparency of deeper water is reduced so the refraction issues are less visible. I recommend to use higher settings of the Effects Detail level to get better water quality and it doesn't look too drab. - "F9" toggles two different convergence presets for cutscenes and game play. You can change the hotkey in d3dx.ini (Key = VK_F9) and the preset values (convergence = 2.1, 0.5). - HUD pushed to depth when right mouse button is hold (this also improves sun glare): I'm playing TSW with controller and Pinnacle game profiler. So when moving around and fighting the right mouse button is virtuallly hold permanently. In this situation the HUD is pushed to depth. For menus, inventory management, etc. the right mouse button is released and the HUD returns to 2D at the same level as the mouse pointer. If You don't like this behavior remove these lines in d3dx.ini: [code]; push HUD to depth when right mouse button is pressed [Key2] Key = VK_RBUTTON w = 0.5 type = hold[/code] As some TSW-addons use special shaders there might be issues with their HUD depth. Unfortunately I could not change the depth of the nameplates :( - shadow issues with environment in the distance: I couldn't fix this problem using 3Dmigoto but I can recommend my ini file fix: Edit the file PrefsMap.xml in the folder ...\Funcom\The Secret World\Data\Gui\Default. You have to increase the values for RenderSetting_GroundLODRanges. These are the values I'm using: [code] <RenderSetting name = "RenderSetting_GroundLODRanges"> <Setting value = "48"/> <Setting value = "150"/> <Setting value = "500"/> <Setting value = "700"/> <Setting value = "700"/> </RenderSetting>[/code] Each line with "Setting value =..." is connected to a position of the slider for World Details in the graphic settings. Be carefull with using too high values as the performance hit can be quite obvious. You can also disable the 2D rain splashes replacing the original code with: [code] <RenderSetting name = "RenderSetting_RainSplashes"> <Setting value = "false"/> <Setting value = "false"/> <Setting value = "false"/> <Setting value = "false"/> <Setting value = "false"/> </RenderSetting>[/code] I have also used the following code but I don't think that it is necessary any more when using the 3Dmigotot hotfix: [code] <RenderSetting name = "RenderSetting_WaterReflectionQuality"> <Setting value = "0"/> <Setting value = "0"/> <Setting value = "0"/> <Setting value = "0"/> <Setting value = "0"/> </RenderSetting>[/code] Every time when there is a client update and You are asked to accept the EULA also PrefsMap.xml is set to the default values. So make a copy of Your modified PrefsMap.xml and replace the reset PrefsMap.xml. Also delete PrefsMap.bxml in the same folder. Installation: Extract https://s3.amazonaws.com/3d4dd/TSW_3d-fix.zip into the folder where TheSecretWorldDX11.exe is placed (e.g. ...\Program Files (x86)\Funcom\The Secret World\) I have only checked the open world areas so there still might be some issues in the dungeons and raids. [b]Use this hotfix at Your own risk[/b] as Funcom could regard this modifications as not allowed and ban You. I'm playing with the modified PrefsMap.xml for several months now and tried 3Dmigoto for about a week - so far no problems ;) Thanks to 4everAwake and DarkStarSword! Here are some comparisons between the original and the hotfix: http://photos.3dvisionlive.com/3d4dd/image/5730eda2e7e564343f0003e1/ http://photos.3dvisionlive.com/3d4dd/image/5730edc4e7e56414150003d5/ http://photos.3dvisionlive.com/3d4dd/image/5730ed5ee7e5643a51000274/ http://photos.3dvisionlive.com/3d4dd/image/5730ed80e7e56466730003bf/
TSW offers in Dx11 a good S3D experience and while I have played this game for about 2 years I have learned to ignore the remaining issues. I'm also lucky that on my system (Win 7 64bit, 359.00) I couldn't observe some of the problems other players reported. Nevertheless I was very happy to see that the latest versions of 3Dmigoto work with TSW without causing the client to crash any more. Unfortunately I don't have any experiences with 3Dmigoto fixes so I can only offer a hotfix. ATM I don't have the time to learn how to really fix issues with 3Dmigoto and I'm not playing TSW regularly any more. So please don't demand a "real fix" for the game ;)

My hotfix offers the following features:
- vegetation: the brightness of some parts of the vegetation is different for both eyes. I managed to reduce this issue. In some situations it is still visible and some plants are too dark now especially in the distance. Adjust vegetation quality to prevent this.
- skybox pushed to depth
- 2D fog: I have pushed the 2D fog to depth. It is a 2D layer so it doesn't look like volumetric fog and sometimes still feels strange so I also increased its transparency.
- water surfaces: 2D reflections are disabled. Transparency of deeper water is reduced so the refraction issues are less visible. I recommend to use higher settings of the Effects Detail level to get better water quality and it doesn't look too drab.
- "F9" toggles two different convergence presets for cutscenes and game play. You can change the hotkey in d3dx.ini (Key = VK_F9) and the preset values (convergence = 2.1, 0.5).
- HUD pushed to depth when right mouse button is hold (this also improves sun glare): I'm playing TSW with controller and Pinnacle game profiler. So when moving around and fighting the right mouse button is virtuallly hold permanently. In this situation the HUD is pushed to depth. For menus, inventory management, etc. the right mouse button is released and the HUD returns to 2D at the same level as the mouse pointer. If You don't like this behavior remove these lines in d3dx.ini:
; push HUD to depth when right mouse button is pressed
[Key2]
Key = VK_RBUTTON
w = 0.5
type = hold

As some TSW-addons use special shaders there might be issues with their HUD depth. Unfortunately I could not change the depth of the nameplates :(
- shadow issues with environment in the distance:
I couldn't fix this problem using 3Dmigoto but I can recommend my ini file fix:
Edit the file PrefsMap.xml in the folder ...\Funcom\The Secret World\Data\Gui\Default. You have to increase the values for RenderSetting_GroundLODRanges. These are the values I'm using:
<RenderSetting name = "RenderSetting_GroundLODRanges">
<Setting value = "48"/>
<Setting value = "150"/>
<Setting value = "500"/>
<Setting value = "700"/>
<Setting value = "700"/>
</RenderSetting>

Each line with "Setting value =..." is connected to a position of the slider for World Details in the graphic settings. Be carefull with using too high values as the performance hit can be quite obvious.
You can also disable the 2D rain splashes replacing the original code with:
<RenderSetting name = "RenderSetting_RainSplashes">
<Setting value = "false"/>
<Setting value = "false"/>
<Setting value = "false"/>
<Setting value = "false"/>
<Setting value = "false"/>
</RenderSetting>

I have also used the following code but I don't think that it is necessary any more when using the 3Dmigotot hotfix:
<RenderSetting name = "RenderSetting_WaterReflectionQuality">
<Setting value = "0"/>
<Setting value = "0"/>
<Setting value = "0"/>
<Setting value = "0"/>
<Setting value = "0"/>
</RenderSetting>

Every time when there is a client update and You are asked to accept the EULA also PrefsMap.xml is set to the default values. So make a copy of Your modified PrefsMap.xml and replace the reset PrefsMap.xml. Also delete PrefsMap.bxml in the same folder.

Installation: Extract https://s3.amazonaws.com/3d4dd/TSW_3d-fix.zip into the folder where TheSecretWorldDX11.exe is placed (e.g. ...\Program Files (x86)\Funcom\The Secret World\)

I have only checked the open world areas so there still might be some issues in the dungeons and raids.
Use this hotfix at Your own risk as Funcom could regard this modifications as not allowed and ban You. I'm playing with the modified PrefsMap.xml for several months now and tried 3Dmigoto for about a week - so far no problems ;)

Thanks to 4everAwake and DarkStarSword!

Here are some comparisons between the original and the hotfix:
http://photos.3dvisionlive.com/3d4dd/image/5730eda2e7e564343f0003e1/
http://photos.3dvisionlive.com/3d4dd/image/5730edc4e7e56414150003d5/
http://photos.3dvisionlive.com/3d4dd/image/5730ed5ee7e5643a51000274/
http://photos.3dvisionlive.com/3d4dd/image/5730ed80e7e56466730003bf/

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#1
Posted 05/09/2016 07:23 PM   
Big thanks !!! Gonna play it right now ))
Big thanks !!! Gonna play it right now ))

#2
Posted 05/10/2016 09:07 AM   
I have made a small update for the fix. Please download it again!
I have made a small update for the fix. Please download it again!

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#3
Posted 05/10/2016 09:39 AM   
ok, thx again )) this game is good
ok, thx again )) this game is good

#4
Posted 05/10/2016 11:55 AM   
"HUD pushed to depth when right mouse button is hold" can i set it to be constant somehow ?
"HUD pushed to depth when right mouse button is hold"
can i set it to be constant somehow ?

#5
Posted 05/10/2016 04:26 PM   
Haven't played this for ages but will give it another go now. Thanks for the effort in producing the hotfix and this post!
Haven't played this for ages but will give it another go now. Thanks for the effort in producing the hotfix and this post!

GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310

#6
Posted 05/10/2016 05:03 PM   
Thank You for Your feedback :) @mistersvin: Use this code in d3dx.ini: [code][Key2] Key = nnn w = 0.5 type = toggle[/code] and replace nnn with the code for the hotkey You want to use: "Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx "
Thank You for Your feedback :)

@mistersvin:
Use this code in d3dx.ini:
[Key2]
Key = nnn
w = 0.5
type = toggle

and replace nnn with the code for the hotkey You want to use:
"Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx "

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#7
Posted 05/11/2016 07:43 AM   
[quote="3d4dd"]Thank You for Your feedback :) @mistersvin: Use this code in d3dx.ini: [code][Key2] Key = nnn w = 0.5 type = toggle[/code] and replace nnn with the code for the hotkey You want to use: "Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx " [/quote] really appreciate it, man :-)
3d4dd said:Thank You for Your feedback :)

@mistersvin:
Use this code in d3dx.ini:
[Key2]
Key = nnn
w = 0.5
type = toggle

and replace nnn with the code for the hotkey You want to use:
"Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx "


really appreciate it, man :-)

#8
Posted 05/11/2016 09:41 AM   
As there just was a client update today a short instruction how to handle the modified PrefsMap.xml in this case: - make a copy of Your modified PrefsMap.xml - start the client patcher and make the update - start the game and accept the EULA - when the game is running exit it in the main menu - move PrefsMap.xml and PrefsMap.bxml from ...\Funcom\The Secret World\Data\Gui\Default into the trash folder and copy back Your modified PrefsMap.xml - when You start the game now there should be no EULA displayed again and distant shadows fixed. If You are asked to accept the EULA again (happens sometimes) repeat the process.
As there just was a client update today a short instruction how to handle the modified PrefsMap.xml in this case:
- make a copy of Your modified PrefsMap.xml
- start the client patcher and make the update
- start the game and accept the EULA
- when the game is running exit it in the main menu
- move PrefsMap.xml and PrefsMap.bxml from ...\Funcom\The Secret World\Data\Gui\Default into the trash folder and copy back Your modified PrefsMap.xml
- when You start the game now there should be no EULA displayed again and distant shadows fixed. If You are asked to accept the EULA again (happens sometimes) repeat the process.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#9
Posted 05/11/2016 04:57 PM   
Still could not find a general depth level for the 2D fog that feels comfortable in every situation. It seems that it depends on the environment. So personally I use now an additional hotkey that allows me to try different values until I found the one that fits best to the actual environment. If You want to do this You can change this code in d3dx.ini: [code][Constants] ; x = 4 y = 50[/code] to [code][Constants] ; x = 4 ; y = 50[/code] and add [code][Key3] Key = nnn y = 50, 60, 70 type = cycle[/code] nnn stands for the code of the hotkey You want to assign to the new feature: "Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx "
Still could not find a general depth level for the 2D fog that feels comfortable in every situation. It seems that it depends on the environment. So personally I use now an additional hotkey that allows me to try different values until I found the one that fits best to the actual environment. If You want to do this You can change this code in d3dx.ini:
[Constants]
; x = 4
y = 50

to
[Constants]
; x = 4
; y = 50

and add
[Key3]
Key = nnn
y = 50, 60, 70
type = cycle

nnn stands for the code of the hotkey You want to assign to the new feature:
"Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx "

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#10
Posted 05/11/2016 06:28 PM   
My experiences after playing some days with my hotfix: - 2D fog: while I had pushed the fog at character's depth in my original version now I use more depth in most situations. So I would recommend to use this code in d3dx.ini: [code][Key4] Key = nnn y = 60, 80, 90 type = cycle[/code] nnn stands for the code of the hotkey You want to assign for changing the fog's depth: "Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx " - sometimes after changing the map and cutscenes or by accident 3Dmigoto doesn't work correctly any more. HUD and fog switch back to 2D. Unfortunately You have to restart the client to fix this.
My experiences after playing some days with my hotfix:
- 2D fog: while I had pushed the fog at character's depth in my original version now I use more depth in most situations. So I would recommend to use this code in d3dx.ini:
[Key4]
Key = nnn
y = 60, 80, 90
type = cycle

nnn stands for the code of the hotkey You want to assign for changing the fog's depth:
"Key bindings: For A-Z and 0-9 on the number row, just use that single character. For everything else (including mouse buttons), use the virtual key name (with or without the VK_ prefix) or hex code from this article: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx "
- sometimes after changing the map and cutscenes or by accident 3Dmigoto doesn't work correctly any more. HUD and fog switch back to 2D. Unfortunately You have to restart the client to fix this.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#11
Posted 05/15/2016 06:25 AM   
I think everything is ok with the fog, isn't it ?
I think everything is ok with the fog, isn't it ?

#12
Posted 05/16/2016 07:29 AM   
[quote="mistersvin"]I think everything is ok with the fog, isn't it ?[/quote] It depends how You define "ok" ;) The fog is still a 2D layer but now pushed to depth. It looks most acceptable when it is at the same depth as the object You are focusing on. If the fog is too to close or too distant it feels strange. This is the reason why I recommend to use the described depth toggle modification for the fog so You can get the best result depending on the actual environment.
mistersvin said:I think everything is ok with the fog, isn't it ?

It depends how You define "ok" ;) The fog is still a 2D layer but now pushed to depth. It looks most acceptable when it is at the same depth as the object You are focusing on. If the fog is too to close or too distant it feels strange. This is the reason why I recommend to use the described depth toggle modification for the fog so You can get the best result depending on the actual environment.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#13
Posted 05/27/2016 12:44 PM   
If You are interested in the game and haven't tried it yet: Funcom anounced to relaunch TSW as Secret World Legends. There will be some changes, e.g. it will be free to play. But most important for S3D players they are talking about "improved graphics" - which means in most cases that a MMOG that originally supported S3D will now drop the support and the game will have many issues after the "improvement" (see GW2 and TESO). Luckily SWL will use a different client and different servers than TSW. So after the release of SWL You still can play TSW (for a while...?). I'm not sure if they will allow new players to join TSW instead of SWL. So if You are interested in playing TSW in S3D (which is quite good) You might think about getting the game now. Or like me try to get a key for the beta and find out if the "improvements" in SWL will break S3D ;)
If You are interested in the game and haven't tried it yet: Funcom anounced to relaunch TSW as Secret World Legends. There will be some changes, e.g. it will be free to play. But most important for S3D players they are talking about "improved graphics" - which means in most cases that a MMOG that originally supported S3D will now drop the support and the game will have many issues after the "improvement" (see GW2 and TESO). Luckily SWL will use a different client and different servers than TSW. So after the release of SWL You still can play TSW (for a while...?). I'm not sure if they will allow new players to join TSW instead of SWL. So if You are interested in playing TSW in S3D (which is quite good) You might think about getting the game now. Or like me try to get a key for the beta and find out if the "improvements" in SWL will break S3D ;)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#14
Posted 04/01/2017 12:42 PM   
i think i'm going back just to TSW, good to know the server will not be abandoned
i think i'm going back just to TSW, good to know the server will not be abandoned

#15
Posted 04/03/2017 04:04 PM   
  1 / 2    
Scroll To Top