Devil May Cry 5 will (supposedly) use the same engine as this game. We better get this fixed before that...
The last time I tried it, I forgot about Kaimasta's suggestion: loading the save in 2D and enabling 3D after everything has loaded.
There are two short fixes I want to finish before trying to fix this seriously: the latest Tekken 7 update (when I stop getting new shaders at fights), and Dead Cells, which will have to be played at low depth to be playable because the inherent depth of some layers or elements don't make a lot of sense compared to the character (you don't want to climb ropes or jump on platforms that are at full depth while you are near screen depth).
Devil May Cry 5 will (supposedly) use the same engine as this game. We better get this fixed before that...
The last time I tried it, I forgot about Kaimasta's suggestion: loading the save in 2D and enabling 3D after everything has loaded.
There are two short fixes I want to finish before trying to fix this seriously: the latest Tekken 7 update (when I stop getting new shaders at fights), and Dead Cells, which will have to be played at low depth to be playable because the inherent depth of some layers or elements don't make a lot of sense compared to the character (you don't want to climb ropes or jump on platforms that are at full depth while you are near screen depth).
I saw that mike_ar69 posted a screenshot several pages ago, but he didn't post any files. Maybe I'll have to ask him directly.
I have reread DJ-RK's post from last year. What he said, there's a big difficulty in hunting, and the other hurdle is actually getting things rendered on the left eye (I don't know if it's random or if I need to modify the DX10 flags setting after alt+tabbing and not before launching the game. It's a pain). For now I have disabled two vertex shaders that showed haloing when you put your hands in front of you to defend (they seem to be used only to not draw geometry behind the hands to save resources. With them disabled, GPU usage is 2-4% higher when you show your hands), and I've also done a hotkey to disable the barrel distortion effect (it's some kind of zoom in that blurs the image because you get less resolution) and another to disable SMAA.
Without that distortion, the game has better image quality, as it should have been since the beginning.
I also found a shader about geometry that can be used to fix fake reflections (I didn't fix it yet).
I saw that mike_ar69 posted a screenshot several pages ago, but he didn't post any files. Maybe I'll have to ask him directly.
I have reread DJ-RK's post from last year. What he said, there's a big difficulty in hunting, and the other hurdle is actually getting things rendered on the left eye (I don't know if it's random or if I need to modify the DX10 flags setting after alt+tabbing and not before launching the game. It's a pain). For now I have disabled two vertex shaders that showed haloing when you put your hands in front of you to defend (they seem to be used only to not draw geometry behind the hands to save resources. With them disabled, GPU usage is 2-4% higher when you show your hands), and I've also done a hotkey to disable the barrel distortion effect (it's some kind of zoom in that blurs the image because you get less resolution) and another to disable SMAA.
Without that distortion, the game has better image quality, as it should have been since the beginning.
I also found a shader about geometry that can be used to fix fake reflections (I didn't fix it yet).
You can try using last version of 3Dmigoto....now the way we hook games is totally different and way better, so probably hunting is working better. For the stuff render in one eye, we probably need to try some profile flags or textures override.
Will be very nice if mike or DJ-RK can send you the WIP.
You can try using last version of 3Dmigoto....now the way we hook games is totally different and way better, so probably hunting is working better. For the stuff render in one eye, we probably need to try some profile flags or textures override.
Will be very nice if mike or DJ-RK can send you the WIP.
Sorry to say that I just checked and the RE7 folder is completely absent from my install dirs, so I must have deleted the whole thing at some point, fix WIP along with it. I still have the info on the shadows shader that mike_ar69 sent me in a PM. In case you haven't determined already, it's a world space -> proj space fix after the divide after the matrix multiply using the viewproj matrix available in the shader. Can provide the actual shader data if you'd like.
One thing we did narrow down was that some of the one-eye'd rendering issues occurred only in non-SLI configs, running SLI helped some. I also found that changing one of the driver flags helped fix some HUD clipping stuff.
Good luck taking this one on, this was probably the toughest game to walk away from, but I can confidently say that it was well beyond my knowledge. Hope you fare better.
Sorry to say that I just checked and the RE7 folder is completely absent from my install dirs, so I must have deleted the whole thing at some point, fix WIP along with it. I still have the info on the shadows shader that mike_ar69 sent me in a PM. In case you haven't determined already, it's a world space -> proj space fix after the divide after the matrix multiply using the viewproj matrix available in the shader. Can provide the actual shader data if you'd like.
One thing we did narrow down was that some of the one-eye'd rendering issues occurred only in non-SLI configs, running SLI helped some. I also found that changing one of the driver flags helped fix some HUD clipping stuff.
Good luck taking this one on, this was probably the toughest game to walk away from, but I can confidently say that it was well beyond my knowledge. Hope you fare better.
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
Yes, please. Post that thing you have :). I know that my chances of fixing it are low, but any small improvement will be a step ahead that may help others do another step.
Yes, please. Post that thing you have :). I know that my chances of fixing it are low, but any small improvement will be a step ahead that may help others do another step.
There's still the bullshit about having to change the StereoFlagsDX10 by alt+tabbing after booting the game, but it's a first step. There are other shaders that used the same formula. I assume they are fixed now, but there is still a lot of work to do.
What I did (7f6b40e7e48a8328-ps.txt, in ASM, check what I did with r12 to get the r5 results "ahead of time" to use its ".w" value to bring the shadows to correct position after putting them to full depth first). I left "r25.w" unused after defining it. I'll delete that later (that line is useless).
Screenshot looks perfect so far and very promising! Good job!
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There is exactly ONE compute shader that causes all the one-eye issues: 89a90ca616aadd8e-cs.txt
It's correct only for the right eye (in 2D with no DX10 flags, and incorrectly stereoized for the left eye with 4000 and other values). When dumped in ASM, it just freezes / doesn't load (something incorrect perhaps). This shader controls shadow opacity outdoors, for example. Maybe some small lighting as a result.
If I leave it dumped like this, the game is very playable indoors (because shadows are fixed too with the shaders I had already fixed) instead of it breaking the game. Using the DX10 flag isn't needed for now, after leaving this shader disabled (sometimes one alt+tab is needed to get no effect instead of frozen effect).
As it's frozen when present, I can't even try to improve it or disable part of the effect.
I have some blood decals to fix now (edit: one of them fixed now. edit2: three out of three, yay). There's some lighting clipping like in FFXV too (like squares), but I don't know if it's fixable.
Another screenshot. Indoors this time: https://u.cubeupload.com/masterotaku/re7007.jpg
You can see the clipping problem there.
Edit: maybe all these fixes are something mike_ar69 and DJ-RK did before me and I'm happy about nothing useful, I don't know.
Dynamic depth for HUD: https://u.cubeupload.com/masterotaku/re7008.jpg
I'll allow 3 presets, just like in Skyrim: no dynamic depth (this time not as default), depth of center of the screen (by default), and depth per vertex (each element with its own depth but the HUD can be quite deformed).
You interact with so many items in the game that it would be weird to limit it just to the crosshair.
Depth is accurate only if you disable the barrel distortion with another hotkey first.
This weekend I'll publish a WIP version of the fix. Even if that compute shader has to be disabled (you'll lose some specular lighting in elements covered by non opaque shadows).
I'll allow 3 presets, just like in Skyrim: no dynamic depth (this time not as default), depth of center of the screen (by default), and depth per vertex (each element with its own depth but the HUD can be quite deformed).
You interact with so many items in the game that it would be weird to limit it just to the crosshair.
Depth is accurate only if you disable the barrel distortion with another hotkey first.
This weekend I'll publish a WIP version of the fix. Even if that compute shader has to be disabled (you'll lose some specular lighting in elements covered by non opaque shadows).
Very nice masterotaku!! for the screenshots looks playable for me!!!
Maybe we can send that CS to bo3b...there is a chance that even in ASM that shader have some issues. If you use a full log when you load a basic fix on that shader (when freezes / doesn't load), what do you see in the log? Do you have freezes / doesn't load when you dump and reaload in ASM?
Very nice masterotaku!! for the screenshots looks playable for me!!!
Maybe we can send that CS to bo3b...there is a chance that even in ASM that shader have some issues. If you use a full log when you load a basic fix on that shader (when freezes / doesn't load), what do you see in the log? Do you have freezes / doesn't load when you dump and reaload in ASM?
Maybe I explained it wrong. Its ASM code doesn't produce any error when reloading with F10 or in the log. But the effect has its image frozen with the first image you get when you load a save file. If you alt+tab out and go back to the game again, the effect disappears (you can make it frozen with a new image by pressing the show_original key and releasing it).
Something in the ASM code may be wrong as it is, but not a syntax error.
Maybe I explained it wrong. Its ASM code doesn't produce any error when reloading with F10 or in the log. But the effect has its image frozen with the first image you get when you load a save file. If you alt+tab out and go back to the game again, the effect disappears (you can make it frozen with a new image by pressing the show_original key and releasing it).
Something in the ASM code may be wrong as it is, but not a syntax error.
The last time I tried it, I forgot about Kaimasta's suggestion: loading the save in 2D and enabling 3D after everything has loaded.
There are two short fixes I want to finish before trying to fix this seriously: the latest Tekken 7 update (when I stop getting new shaders at fights), and Dead Cells, which will have to be played at low depth to be playable because the inherent depth of some layers or elements don't make a lot of sense compared to the character (you don't want to climb ropes or jump on platforms that are at full depth while you are near screen depth).
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I rememeber mike_ar69 and DJ-RK have a WIP....maybe start from there.
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I have reread DJ-RK's post from last year. What he said, there's a big difficulty in hunting, and the other hurdle is actually getting things rendered on the left eye (I don't know if it's random or if I need to modify the DX10 flags setting after alt+tabbing and not before launching the game. It's a pain). For now I have disabled two vertex shaders that showed haloing when you put your hands in front of you to defend (they seem to be used only to not draw geometry behind the hands to save resources. With them disabled, GPU usage is 2-4% higher when you show your hands), and I've also done a hotkey to disable the barrel distortion effect (it's some kind of zoom in that blurs the image because you get less resolution) and another to disable SMAA.
Without that distortion, the game has better image quality, as it should have been since the beginning.
I also found a shader about geometry that can be used to fix fake reflections (I didn't fix it yet).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Will be very nice if mike or DJ-RK can send you the WIP.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
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One thing we did narrow down was that some of the one-eye'd rendering issues occurred only in non-SLI configs, running SLI helped some. I also found that changing one of the driver flags helped fix some HUD clipping stuff.
Good luck taking this one on, this was probably the toughest game to walk away from, but I can confidently say that it was well beyond my knowledge. Hope you fare better.
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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CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
There's still the bullshit about having to change the StereoFlagsDX10 by alt+tabbing after booting the game, but it's a first step. There are other shaders that used the same formula. I assume they are fixed now, but there is still a lot of work to do.
What I did (7f6b40e7e48a8328-ps.txt, in ASM, check what I did with r12 to get the r5 results "ahead of time" to use its ".w" value to bring the shadows to correct position after putting them to full depth first). I left "r25.w" unused after defining it. I'll delete that later (that line is useless).
Edit: the shadows fix works at any FOV value, thankfully. The big problem of the game will be the lighting of indoors places.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
It's correct only for the right eye (in 2D with no DX10 flags, and incorrectly stereoized for the left eye with 4000 and other values). When dumped in ASM, it just freezes / doesn't load (something incorrect perhaps). This shader controls shadow opacity outdoors, for example. Maybe some small lighting as a result.
If I leave it dumped like this, the game is very playable indoors (because shadows are fixed too with the shaders I had already fixed) instead of it breaking the game. Using the DX10 flag isn't needed for now, after leaving this shader disabled (sometimes one alt+tab is needed to get no effect instead of frozen effect).
Code:
As it's frozen when present, I can't even try to improve it or disable part of the effect.
I have some blood decals to fix now (edit: one of them fixed now. edit2: three out of three, yay). There's some lighting clipping like in FFXV too (like squares), but I don't know if it's fixable.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
You can see the clipping problem there.
Edit: maybe all these fixes are something mike_ar69 and DJ-RK did before me and I'm happy about nothing useful, I don't know.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I'll allow 3 presets, just like in Skyrim: no dynamic depth (this time not as default), depth of center of the screen (by default), and depth per vertex (each element with its own depth but the HUD can be quite deformed).
You interact with so many items in the game that it would be weird to limit it just to the crosshair.
Depth is accurate only if you disable the barrel distortion with another hotkey first.
This weekend I'll publish a WIP version of the fix. Even if that compute shader has to be disabled (you'll lose some specular lighting in elements covered by non opaque shadows).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Maybe we can send that CS to bo3b...there is a chance that even in ASM that shader have some issues. If you use a full log when you load a basic fix on that shader (when freezes / doesn't load), what do you see in the log? Do you have freezes / doesn't load when you dump and reaload in ASM?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Something in the ASM code may be wrong as it is, but not a syntax error.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
That indicate that the asm shader may have some issues as well.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com