Abzu. Anyone excited for this game? Looks like it would be AMAZING in 3D!
4 / 6
The decals are a recurrent issue in Unreal engine games.
Most games only use them for minor details, so they are rarely a big issue, but abzu uses them on very large surfaces for story telling.
I think I understand why DarkStarSword tried to find a generic fix for the entire engine rather than doing specific fixes for each wall. I'm sad it didn't work.
The decals are a recurrent issue in Unreal engine games.
Most games only use them for minor details, so they are rarely a big issue, but abzu uses them on very large surfaces for story telling.
I think I understand why DarkStarSword tried to find a generic fix for the entire engine rather than doing specific fixes for each wall. I'm sad it didn't work.
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
[quote="BlackSharkfr"]I think I understand why DarkStarSword tried to find a generic fix for the entire engine rather than doing specific fixes for each wall.[/quote]Yeah, and a large part of the motivation is also that a generic fix saves us time in the future, even if it means the game I'm currently working on takes considerably longer.
[quote]I'm sad it didn't work.[/quote]I abandoned the idea of parsing the game files, but I'm not willing to write off the idea of a generic fix just yet - actually I have a lot of hope for a new idea I've been exploring over the last week or so of altering the matrices in the constant buffers, and have done a proof of concept with a couple of shaders in this game proving that it can work in principle.
The problem I've hit with this approach is that the driver doesn't handle stereo constant buffers properly, so the elegant way of injecting the modified matrices back into the game is out (I've fired off a couple of emails to our contact in nvidia to ask for that as a feature request and to make sure I haven't missed some option to make it work), but there is still the possibility to have 3DMigoto automatically modify any shader that uses the constant buffer to select the stereoised matrices, similar to the way I did it in the proof of concept, but ideally so that it won't need us to find all the shaders ahead of time. That will require a considerable amount of work in 3DMigoto though and I still have a couple of unknowns I need to make sure won't be a problem (the big one being whether I can reliably identify the correct constant buffer each frame), so I'm not going to delay this fix any longer - I'll save that for the next UE4 game I work on ;-)
BlackSharkfr said:I think I understand why DarkStarSword tried to find a generic fix for the entire engine rather than doing specific fixes for each wall.
Yeah, and a large part of the motivation is also that a generic fix saves us time in the future, even if it means the game I'm currently working on takes considerably longer.
I'm sad it didn't work.
I abandoned the idea of parsing the game files, but I'm not willing to write off the idea of a generic fix just yet - actually I have a lot of hope for a new idea I've been exploring over the last week or so of altering the matrices in the constant buffers, and have done a proof of concept with a couple of shaders in this game proving that it can work in principle.
The problem I've hit with this approach is that the driver doesn't handle stereo constant buffers properly, so the elegant way of injecting the modified matrices back into the game is out (I've fired off a couple of emails to our contact in nvidia to ask for that as a feature request and to make sure I haven't missed some option to make it work), but there is still the possibility to have 3DMigoto automatically modify any shader that uses the constant buffer to select the stereoised matrices, similar to the way I did it in the proof of concept, but ideally so that it won't need us to find all the shaders ahead of time. That will require a considerable amount of work in 3DMigoto though and I still have a couple of unknowns I need to make sure won't be a problem (the big one being whether I can reliably identify the correct constant buffer each frame), so I'm not going to delay this fix any longer - I'll save that for the next UE4 game I work on ;-)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"]Fix is up: http://helixmod.blogspot.com.au/2016/12/abzu.html
Merry Christmas everyone![/quote]
And Merry Christmas to you and all the others in here, thanks for all your help and support :)
Thanks! Been looking forward to this one. Merry Christmas to you too!
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
Ok, you said that Watch Dogs 3 is on your list. But at first u want to finished Abzu, an another game and than Watch Dogs 2. What is the Second game? I hope dishonored 2 ^^
Ok, you said that Watch Dogs 3 is on your list. But at first u want to finished Abzu, an another game and than Watch Dogs 2. What is the Second game? I hope dishonored 2 ^^
[quote="kagrra"]Ok, you said that Watch Dogs 3 is on your list. But at first u want to finished Abzu, an another game and than Watch Dogs 2. What is the Second game? I hope dishonored 2 ^^[/quote]Actually the second thing wasn't a game - I'm aiming to create an entirely new technique that if all goes well might help us fix some games faster, but that's a long term project. I probably will look at Dishonored 2, but only with a focus to get it to work with our tools (well, unless no one else takes on actually fixing it). WATCH_DOGS2 is the next game I'm looking at... and what would you know it - I switched the fix to assembly (for performance and reliability reasons) and ran smack bang into an assembler bug o_@
kagrra said:Ok, you said that Watch Dogs 3 is on your list. But at first u want to finished Abzu, an another game and than Watch Dogs 2. What is the Second game? I hope dishonored 2 ^^
Actually the second thing wasn't a game - I'm aiming to create an entirely new technique that if all goes well might help us fix some games faster, but that's a long term project. I probably will look at Dishonored 2, but only with a focus to get it to work with our tools (well, unless no one else takes on actually fixing it). WATCH_DOGS2 is the next game I'm looking at... and what would you know it - I switched the fix to assembly (for performance and reliability reasons) and ran smack bang into an assembler bug o_@
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Unfortunately, with passive EDID mod for LG 4K 3D TV (interlaced 3840x2160 screen size), parts of the primary character are blurred in either one eye or the other, depending upon the character's screen position and camera angle. Some 3D objects are good, others are broken/blurred. 3D in title screen looks good, however. As an alternative, I tried uncommenting line to enable SBS/TAB, but F11 did not cycle output modes. I have tried restarting game with fix multiple times. Using Windows 10, single Pascal Titan X.
Has anyone else using 4K EDID mod had any issues with this game fix?
Unfortunately, with passive EDID mod for LG 4K 3D TV (interlaced 3840x2160 screen size), parts of the primary character are blurred in either one eye or the other, depending upon the character's screen position and camera angle. Some 3D objects are good, others are broken/blurred. 3D in title screen looks good, however. As an alternative, I tried uncommenting line to enable SBS/TAB, but F11 did not cycle output modes. I have tried restarting game with fix multiple times. Using Windows 10, single Pascal Titan X.
Has anyone else using 4K EDID mod had any issues with this game fix?
Most games only use them for minor details, so they are rarely a big issue, but abzu uses them on very large surfaces for story telling.
I think I understand why DarkStarSword tried to find a generic fix for the entire engine rather than doing specific fixes for each wall. I'm sad it didn't work.
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
I abandoned the idea of parsing the game files, but I'm not willing to write off the idea of a generic fix just yet - actually I have a lot of hope for a new idea I've been exploring over the last week or so of altering the matrices in the constant buffers, and have done a proof of concept with a couple of shaders in this game proving that it can work in principle.
The problem I've hit with this approach is that the driver doesn't handle stereo constant buffers properly, so the elegant way of injecting the modified matrices back into the game is out (I've fired off a couple of emails to our contact in nvidia to ask for that as a feature request and to make sure I haven't missed some option to make it work), but there is still the possibility to have 3DMigoto automatically modify any shader that uses the constant buffer to select the stereoised matrices, similar to the way I did it in the proof of concept, but ideally so that it won't need us to find all the shaders ahead of time. That will require a considerable amount of work in 3DMigoto though and I still have a couple of unknowns I need to make sure won't be a problem (the big one being whether I can reliably identify the correct constant buffer each frame), so I'm not going to delay this fix any longer - I'll save that for the next UE4 game I work on ;-)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Merry Christmas everyone!
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
And Merry Christmas to you and all the others in here, thanks for all your help and support :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Computer: i7 2600K @4.8GHz / Asus Sabertooth P67 Rev3 / 32GB Corsair Vengeance / GTX 980ti / 34" Samsung S34E790C
Projectors: BenQ W700 / BenQ MH741
A big tanks for this year of work&fix ;-).
Good luck with your automatic fixing .
What a year we've had, 3D wise, you guys are the greatest!
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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Gigabyte Gtx 1070
i5 4690k
16 gb ram
The game is awesome. I totally recommend.
i7 2600k @4,2ghz
GTX 1070 G1 GAMING
DDR3 12gb
TV LG UF8500
Windows 10 64bits
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Has anyone else using 4K EDID mod had any issues with this game fix?