[quote="DHR"]@bo3b, are you looking this game with mike? i will grab this game this weekend, so i can join the fixing staff :)
[/quote]
Yep, I am. We've got a start on the shadows, not quite right, but not moving when convergence changes, so it's reasonably close. CDKeys had the game for $16. I wouldn't pay full price for it.
DHR said:@bo3b, are you looking this game with mike? i will grab this game this weekend, so i can join the fixing staff :)
Yep, I am. We've got a start on the shadows, not quite right, but not moving when convergence changes, so it's reasonably close. CDKeys had the game for $16. I wouldn't pay full price for it.
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
Hey guys!
Today I've decided to improve Mad Max's graphic fidelity with SweetFX preset: [url]https://sfx.thelazy.net/games/preset/4290/[/url]
But since I'm playing in CM mode, it didn't work. However, I remember playing The Witcher 3 in CM with ReShade mod (thanks to [b]zig11727[/b]!). So I found the CM flag I've used in TW3 and applied it to Mad Max profile. Result? GREATLY improved depth perception with same (or even less) amount of haloing with working SweetFX! The downside of TW3 flag is that UI is now rendered on top of game geometry, so it's get distorted here and there, but really nothing major and you can get used to it quite easily.
Give it a try, guys! :)
[b]P.S.[/b] After applying new profile you should tweak convergence with CTRL+F6!
[b]P.P.S.[/b] My nVidia Control Panel "Depth" setting is 25%
[b]The Witcher 3[/b] CM flags (Helifax):
[code]Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0[/code]
[b]Mad Max[/b] CM flags (original):
[code]Setting ID_0x709adada = 0x37F583A9 InternalSettingFlag=V0[/code]
Hey guys!
Today I've decided to improve Mad Max's graphic fidelity with SweetFX preset: https://sfx.thelazy.net/games/preset/4290/
But since I'm playing in CM mode, it didn't work. However, I remember playing The Witcher 3 in CM with ReShade mod (thanks to zig11727!). So I found the CM flag I've used in TW3 and applied it to Mad Max profile. Result? GREATLY improved depth perception with same (or even less) amount of haloing with working SweetFX! The downside of TW3 flag is that UI is now rendered on top of game geometry, so it's get distorted here and there, but really nothing major and you can get used to it quite easily.
Give it a try, guys! :) P.S. After applying new profile you should tweak convergence with CTRL+F6! P.P.S. My nVidia Control Panel "Depth" setting is 25%
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Seregin"]Hey guys!
[b]P.S.[/b] After applying new profile you should tweak convergence with CTRL+F6!
[b]P.P.S.[/b] My nVidia Control Panel "Depth" setting is 25%
[/quote]
I don't understand how you could play with only 25% of depth on a 27" screen? I have the same screen and I play at 100% depth all time at 1.3 meter from the screen...
P.S. After applying new profile you should tweak convergence with CTRL+F6! P.P.S. My nVidia Control Panel "Depth" setting is 25%
I don't understand how you could play with only 25% of depth on a 27" screen? I have the same screen and I play at 100% depth all time at 1.3 meter from the screen...
[quote="mindw0rk"]Guys, any news on patch? I just started playing it and its fantastic game.[/quote]
Not so far. If you want to play it now, I'd say go with CM as being an OK compromise.
The game engine has some really odd shaders, and poor developer programming. Their variable names are like "Constants[1]", so these are some amateur programmers. (Could conceivably be auto-generated shaders) The headers are not stripped here, those are the actual variable names. So it's effectively like we have no headers, and the code layout is weird too, no dot product for matrix multiplication for example.
Presently we are a bit stumped. Mike and DHR and I all have had a good look, and don't have a good answer at the moment (other than to disable shadows altogether). We have not given up, but it's harder than most.
mindw0rk said:Guys, any news on patch? I just started playing it and its fantastic game.
Not so far. If you want to play it now, I'd say go with CM as being an OK compromise.
The game engine has some really odd shaders, and poor developer programming. Their variable names are like "Constants[1]", so these are some amateur programmers. (Could conceivably be auto-generated shaders) The headers are not stripped here, those are the actual variable names. So it's effectively like we have no headers, and the code layout is weird too, no dot product for matrix multiplication for example.
Presently we are a bit stumped. Mike and DHR and I all have had a good look, and don't have a good answer at the moment (other than to disable shadows altogether). We have not given up, but it's harder than most.
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
[quote="bo3b"]and the code layout is weird too, no dot product for matrix multiplication for example.[/quote]
No dot products probably just means they are using row major order (or vice versa... I might be confused, but I could swear these terms got switched around in DX11).
I was giving DHR a hand with using frame analysis to analyse the constants, and while we couldn't find a projection or inverse projection matrix anywhere, I did see this matrix multiply:
[code]
r3.xyz = Constants[1].xyz * r1.xxx + Constants[4].xyz;
r1.xyw = Constants[2].xyz * r1.yyy + r3.xyz;
r1.xyz = Constants[3].xyz * r1.zzz + r1.xyw;
[/code]
And from frame analysis we know that was multiplying r1.xyz by this matrix:
[code]
Constants[1]: -0.00733394176 | -0.0118318712 | 0.000754032517 | 0
Constants[2]: 0 | -0.039895393 | -0.000230774851 | 0
Constants[3]: 0.041016154 | -0.00211561192 | 0.000134825677 | 0
Constants[4]: 0.529752791 | 0.488492578 | 0.572143137 | 1
[/code]
The fact that the multiplication doesn't consider the 4th column (and that the 4th column is 0001) indicates that this matrix has not been multiplied by any projection matrix - it could be the camera/view matrix, or potentially something like a world to shadow matrix. Whatever it is, the fact that the 4th row is non-zero indicates it includes a translation.
[quote]Presently we are a bit stumped. Mike and DHR and I all have had a good look, and don't have a good answer at the moment (other than to disable shadows altogether). We have not given up, but it's harder than most.[/quote]
Should I contact the devs and see if they are willing to give me a key to help out?
bo3b said:and the code layout is weird too, no dot product for matrix multiplication for example.
No dot products probably just means they are using row major order (or vice versa... I might be confused, but I could swear these terms got switched around in DX11).
I was giving DHR a hand with using frame analysis to analyse the constants, and while we couldn't find a projection or inverse projection matrix anywhere, I did see this matrix multiply:
The fact that the multiplication doesn't consider the 4th column (and that the 4th column is 0001) indicates that this matrix has not been multiplied by any projection matrix - it could be the camera/view matrix, or potentially something like a world to shadow matrix. Whatever it is, the fact that the 4th row is non-zero indicates it includes a translation.
Presently we are a bit stumped. Mike and DHR and I all have had a good look, and don't have a good answer at the moment (other than to disable shadows altogether). We have not given up, but it's harder than most.
Should I contact the devs and see if they are willing to give me a key to help out?
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
Guys, I don't understand some/most of your technical terms but it's like a beatiful tune to me, I enjoy reading those. Thanks for your great efforts and good luck with hunting, waiting for the fix patiently.
Guys, I don't understand some/most of your technical terms but it's like a beatiful tune to me, I enjoy reading those. Thanks for your great efforts and good luck with hunting, waiting for the fix patiently.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
[quote="DarkStarSword"][quote="bo3b"]and the code layout is weird too, no dot product for matrix multiplication for example.[/quote]
No dot products probably just means they are using row major order (or vice versa... I might be confused, but I could swear these terms got switched around in DX11).
I was giving DHR a hand with using frame analysis to analyse the constants, and while we couldn't find a projection or inverse projection matrix anywhere, I did see this matrix multiply:
[code]
r3.xyz = Constants[1].xyz * r1.xxx + Constants[4].xyz;
r1.xyw = Constants[2].xyz * r1.yyy + r3.xyz;
r1.xyz = Constants[3].xyz * r1.zzz + r1.xyw;
[/code]
And from frame analysis we know that was multiplying r1.xyz by this matrix:
[code]
Constants[1]: -0.00733394176 | -0.0118318712 | 0.000754032517 | 0
Constants[2]: 0 | -0.039895393 | -0.000230774851 | 0
Constants[3]: 0.041016154 | -0.00211561192 | 0.000134825677 | 0
Constants[4]: 0.529752791 | 0.488492578 | 0.572143137 | 1
[/code]
The fact that the multiplication doesn't consider the 4th column (and that the 4th column is 0001) indicates that this matrix has not been multiplied by any projection matrix - it could be the camera/view matrix, or potentially something like a world to shadow matrix. Whatever it is, the fact that the 4th row is non-zero indicates it includes a translation.
[quote]Presently we are a bit stumped. Mike and DHR and I all have had a good look, and don't have a good answer at the moment (other than to disable shadows altogether). We have not given up, but it's harder than most.[/quote]
Should I contact the devs and see if they are willing to give me a key to help out?
[/quote]
Interesting thoughts there. The matrices are definitely not as easy to find as usual, it's a funny setup.
I'd say definitely doesn't hurt to contact the devs. They used to care about 3D Vision a lot, as evidenced by the stellar Just Cause 2, and might still care, but not be allowed time to work on it.
bo3b said:and the code layout is weird too, no dot product for matrix multiplication for example.
No dot products probably just means they are using row major order (or vice versa... I might be confused, but I could swear these terms got switched around in DX11).
I was giving DHR a hand with using frame analysis to analyse the constants, and while we couldn't find a projection or inverse projection matrix anywhere, I did see this matrix multiply:
The fact that the multiplication doesn't consider the 4th column (and that the 4th column is 0001) indicates that this matrix has not been multiplied by any projection matrix - it could be the camera/view matrix, or potentially something like a world to shadow matrix. Whatever it is, the fact that the 4th row is non-zero indicates it includes a translation.
Presently we are a bit stumped. Mike and DHR and I all have had a good look, and don't have a good answer at the moment (other than to disable shadows altogether). We have not given up, but it's harder than most.
Should I contact the devs and see if they are willing to give me a key to help out?
Interesting thoughts there. The matrices are definitely not as easy to find as usual, it's a funny setup.
I'd say definitely doesn't hurt to contact the devs. They used to care about 3D Vision a lot, as evidenced by the stellar Just Cause 2, and might still care, but not be allowed time to work on it.
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
[quote="DarkStarSword"][quote="bo3b"]and the code layout is weird too, no dot product for matrix multiplication for example.[/quote]
No dot products probably just means they are using row major order (or vice versa... I might be confused, but I could swear these terms got switched around in DX11).
[/quote]
Yes this is what they are using.
As well as the variable names being hard to decipher, I am unclear what is going on in some of the Vertex Shaders for shadows as well - the output coordinate is not a clip/proj coord, which is clear if you try and move them to screen depth, they go all over the place, not just wrong depth, but a kind of rotation as well. I think I must have been looking at the wrong VS, some VS do "work" properly in other shaders e.g. for skybox. I wish I had more time for this, but I don't right now, but I will contribute what bits I manage to work out.
bo3b said:and the code layout is weird too, no dot product for matrix multiplication for example.
No dot products probably just means they are using row major order (or vice versa... I might be confused, but I could swear these terms got switched around in DX11).
Yes this is what they are using.
As well as the variable names being hard to decipher, I am unclear what is going on in some of the Vertex Shaders for shadows as well - the output coordinate is not a clip/proj coord, which is clear if you try and move them to screen depth, they go all over the place, not just wrong depth, but a kind of rotation as well. I think I must have been looking at the wrong VS, some VS do "work" properly in other shaders e.g. for skybox. I wish I had more time for this, but I don't right now, but I will contribute what bits I manage to work out.
@DarkStarSword
Yep, definitely contact the devs for a game key.... fixing this game will also contribute to make some progress to Just Cause 3 (i suppose)
For the shadows i try different stuff, even passing a few variables from VS (that may work, looking at the frame analysis info), but nothing seems to work....suppose is matter of time.
Also i think the global haloing in this game is related to shadows/lights.
@DarkStarSword
Yep, definitely contact the devs for a game key.... fixing this game will also contribute to make some progress to Just Cause 3 (i suppose)
For the shadows i try different stuff, even passing a few variables from VS (that may work, looking at the frame analysis info), but nothing seems to work....suppose is matter of time.
Also i think the global haloing in this game is related to shadows/lights.
This is the best i already work out....but is not right.
Also there are a lot of decals (rock surface and ground) in the wrong position.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66037/[/img]
I'm attacking r1.x before the matrix multiply.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Yep, I am. We've got a start on the shadows, not quite right, but not moving when convergence changes, so it's reasonably close. CDKeys had the game for $16. I wouldn't pay full price for it.
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
Today I've decided to improve Mad Max's graphic fidelity with SweetFX preset: https://sfx.thelazy.net/games/preset/4290/
But since I'm playing in CM mode, it didn't work. However, I remember playing The Witcher 3 in CM with ReShade mod (thanks to zig11727!). So I found the CM flag I've used in TW3 and applied it to Mad Max profile. Result? GREATLY improved depth perception with same (or even less) amount of haloing with working SweetFX! The downside of TW3 flag is that UI is now rendered on top of game geometry, so it's get distorted here and there, but really nothing major and you can get used to it quite easily.
Give it a try, guys! :)
P.S. After applying new profile you should tweak convergence with CTRL+F6!
P.P.S. My nVidia Control Panel "Depth" setting is 25%
The Witcher 3 CM flags (Helifax):
Mad Max CM flags (original):
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
i5 2500K/16gb/GTX 970/Asus VG278H + Sony HMZ-T1
I don't understand how you could play with only 25% of depth on a 27" screen? I have the same screen and I play at 100% depth all time at 1.3 meter from the screen...
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
Not so far. If you want to play it now, I'd say go with CM as being an OK compromise.
The game engine has some really odd shaders, and poor developer programming. Their variable names are like "Constants[1]", so these are some amateur programmers. (Could conceivably be auto-generated shaders) The headers are not stripped here, those are the actual variable names. So it's effectively like we have no headers, and the code layout is weird too, no dot product for matrix multiplication for example.
Presently we are a bit stumped. Mike and DHR and I all have had a good look, and don't have a good answer at the moment (other than to disable shadows altogether). We have not given up, but it's harder than most.
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
No dot products probably just means they are using row major order (or vice versa... I might be confused, but I could swear these terms got switched around in DX11).
I was giving DHR a hand with using frame analysis to analyse the constants, and while we couldn't find a projection or inverse projection matrix anywhere, I did see this matrix multiply:
And from frame analysis we know that was multiplying r1.xyz by this matrix:
The fact that the multiplication doesn't consider the 4th column (and that the 4th column is 0001) indicates that this matrix has not been multiplied by any projection matrix - it could be the camera/view matrix, or potentially something like a world to shadow matrix. Whatever it is, the fact that the 4th row is non-zero indicates it includes a translation.
Should I contact the devs and see if they are willing to give me a key to help out?
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
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
Interesting thoughts there. The matrices are definitely not as easy to find as usual, it's a funny setup.
I'd say definitely doesn't hurt to contact the devs. They used to care about 3D Vision a lot, as evidenced by the stellar Just Cause 2, and might still care, but not be allowed time to work on it.
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
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
Yes this is what they are using.
As well as the variable names being hard to decipher, I am unclear what is going on in some of the Vertex Shaders for shadows as well - the output coordinate is not a clip/proj coord, which is clear if you try and move them to screen depth, they go all over the place, not just wrong depth, but a kind of rotation as well. I think I must have been looking at the wrong VS, some VS do "work" properly in other shaders e.g. for skybox. I wish I had more time for this, but I don't right now, but I will contribute what bits I manage to work out.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Yep, definitely contact the devs for a game key.... fixing this game will also contribute to make some progress to Just Cause 3 (i suppose)
For the shadows i try different stuff, even passing a few variables from VS (that may work, looking at the frame analysis info), but nothing seems to work....suppose is matter of time.
Also i think the global haloing in this game is related to shadows/lights.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Also there are a lot of decals (rock surface and ground) in the wrong position.
I'm attacking r1.x before the matrix multiply.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/