HellDivers™
HellDivers is coming to PC !!! It brings democracy and lots of fun playing with friends in co-op ! http://store.steampowered.com/app/394510/
HellDivers is coming to PC !!! It brings democracy and lots of fun playing with friends in co-op !

http://store.steampowered.com/app/394510/

#1
Posted 12/03/2015 10:58 AM   
Looks interesting. A bit too expensive for my taste for a twin stick shooter. :)
Looks interesting. A bit too expensive for my taste for a twin stick shooter. :)

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/ Image

#2
Posted 12/03/2015 12:38 PM   
I personally enjoy this type of games, if you preorder you would be able to play tomorrow? Its using the same engine as Gauntlet was and 3d in that game wasnt terrible so there is a chance it could be tuned to a playable state with just the settings.
I personally enjoy this type of games, if you preorder you would be able to play tomorrow? Its using the same engine as Gauntlet was and 3d in that game wasnt terrible so there is a chance it could be tuned to a playable state with just the settings.

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#3
Posted 12/03/2015 05:04 PM   
[quote="tehace"]I personally enjoy this type of games, if you preorder you would be able to play tomorrow? Its using the same engine as Gauntlet was and 3d in that game wasnt terrible so there is a chance it could be tuned to a playable state with just the settings. [/quote] Are you sure it's using the same engine ? Gauntlet is ok in 3d
tehace said:I personally enjoy this type of games, if you preorder you would be able to play tomorrow? Its using the same engine as Gauntlet was and 3d in that game wasnt terrible so there is a chance it could be tuned to a playable state with just the settings.

Are you sure it's using the same engine ? Gauntlet is ok in 3d

#4
Posted 12/04/2015 12:17 PM   
Game is pretty much fucked out of the box. There are almost no options in game menu to play with. You can remedy some by editing the config file and than just disable those shaders that renders wrong and kind of have the game in 'playable' state but at this point its loosing so much it almost look like a completely different game... oh about the engine - https://en.wikipedia.org/wiki/Bitsquid
Game is pretty much fucked out of the box.

There are almost no options in game menu to play with. You can remedy some by editing the config file and than just disable those shaders that renders wrong and kind of have the game in 'playable' state but at this point its loosing so much it almost look like a completely different game...

oh about the engine - https://en.wikipedia.org/wiki/Bitsquid

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#5
Posted 12/04/2015 05:55 PM   
ok so here is the game out of the box http://photos.3dvisionlive.com/tehace/image/5661d41de7e5641d1b0000ff/ http://photos.3dvisionlive.com/tehace/image/5661d45de7e5648503000109/ http://photos.3dvisionlive.com/tehace/image/5661d47ee7e564d51a00006b/ here is when you edit config http://photos.3dvisionlive.com/tehace/image/5661d4cce7e564b823000113/ it looks somewhat decent but only in this area wherever they appear to be actual shadows they're all fucked still pretty much unplayable http://photos.3dvisionlive.com/tehace/image/5661d81ce7e5643f49000136/ There seem to be one VS that have all the shadows in a scene, this is how it looks if you disable it http://photos.3dvisionlive.com/tehace/image/5661d4e2e7e56473360000f3/ http://photos.3dvisionlive.com/tehace/image/5661d50ae7e564b61100007d/ Than there are some minor ground splatter VS'es that also render wrong but they can be disabled too and you get something like that http://photos.3dvisionlive.com/tehace/image/5661d532e7e564cd0f000060/ http://photos.3dvisionlive.com/tehace/image/5661d56ae7e564fb20000121/ but at this point the game looks very barebone as if it was done in the 90s...
ok so here is the game out of the box

http://photos.3dvisionlive.com/tehace/image/5661d41de7e5641d1b0000ff/

http://photos.3dvisionlive.com/tehace/image/5661d45de7e5648503000109/

http://photos.3dvisionlive.com/tehace/image/5661d47ee7e564d51a00006b/


here is when you edit config

http://photos.3dvisionlive.com/tehace/image/5661d4cce7e564b823000113/

it looks somewhat decent but only in this area wherever they appear to be actual shadows they're all fucked still pretty much unplayable

http://photos.3dvisionlive.com/tehace/image/5661d81ce7e5643f49000136/



There seem to be one VS that have all the shadows in a scene, this is how it looks if you disable it

http://photos.3dvisionlive.com/tehace/image/5661d4e2e7e56473360000f3/

http://photos.3dvisionlive.com/tehace/image/5661d50ae7e564b61100007d/


Than there are some minor ground splatter VS'es that also render wrong but they can be disabled too and you get something like that

http://photos.3dvisionlive.com/tehace/image/5661d532e7e564cd0f000060/

http://photos.3dvisionlive.com/tehace/image/5661d56ae7e564fb20000121/


but at this point the game looks very barebone as if it was done in the 90s...

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#6
Posted 12/04/2015 06:15 PM   
I've tried some profiles (WoW, Aion, Prototype, Gauntlet) along with CM from AC3 without any luck. That basic shadow shader doesnt look that complex but I have no knowledge as to how to 'fix' it [code]cbuffer c0 : register(b0) { float4x4 world_view_proj : packoffset(c0); float4x4 box_wtm : packoffset(c4); float3 box_scale : packoffset(c8); float3 box_translation : packoffset(c9); } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : POSITION0, out float4 o0 : SV_POSITION0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xy = box_scale.xz * v0.xz; r0.xz = float2(2,2) * r0.xy; r1.x = v0.y; r0.y = box_scale.y * r1.x; r0.w = v0.w; r1.x = dot(r0.xyzw, box_wtm._m00_m10_m20_m30); r1.y = dot(r0.xyzw, box_wtm._m01_m11_m21_m31); r1.z = dot(r0.xyzw, box_wtm._m02_m12_m22_m32); r1.w = dot(r0.xyzw, box_wtm._m03_m13_m23_m33); o0.x = dot(r1.xyzw, world_view_proj._m00_m10_m20_m30); o0.y = dot(r1.xyzw, world_view_proj._m01_m11_m21_m31); o0.z = dot(r1.xyzw, world_view_proj._m02_m12_m22_m32); o0.w = dot(r1.xyzw, world_view_proj._m03_m13_m23_m33); o0=0; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // using 3Dmigoto v1.2.9 on Fri Dec 04 18:11:51 2015 // // // Buffer Definitions: // // cbuffer c0 // { // // float4x4 world_view_proj; // Offset: 0 Size: 64 // float4x4 box_wtm; // Offset: 64 Size: 64 // float3 box_scale; // Offset: 128 Size: 12 // float3 box_translation; // Offset: 144 Size: 12 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // c0 cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // vs_4_0 dcl_constantbuffer cb0[9], immediateIndexed dcl_input v0.xyzw dcl_output_siv o0.xyzw, position dcl_temps 2 mul r0.xy, v0.xzxx, cb0[8].xzxx mul r0.xz, r0.xxyx, l(2.000000, 0.000000, 2.000000, 0.000000) mov r1.x, v0.y mul r0.y, r1.x, cb0[8].y mov r0.w, v0.w dp4 r1.x, r0.xyzw, cb0[4].xyzw dp4 r1.y, r0.xyzw, cb0[5].xyzw dp4 r1.z, r0.xyzw, cb0[6].xyzw dp4 r1.w, r0.xyzw, cb0[7].xyzw dp4 o0.x, r1.xyzw, cb0[0].xyzw dp4 o0.y, r1.xyzw, cb0[1].xyzw dp4 o0.z, r1.xyzw, cb0[2].xyzw dp4 o0.w, r1.xyzw, cb0[3].xyzw ret // Approximately 14 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
I've tried some profiles (WoW, Aion, Prototype, Gauntlet) along with CM from AC3 without any luck.

That basic shadow shader doesnt look that complex but I have no knowledge as to how to 'fix' it

cbuffer c0 : register(b0)
{
float4x4 world_view_proj : packoffset(c0);
float4x4 box_wtm : packoffset(c4);
float3 box_scale : packoffset(c8);
float3 box_translation : packoffset(c9);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : POSITION0,
out float4 o0 : SV_POSITION0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = box_scale.xz * v0.xz;
r0.xz = float2(2,2) * r0.xy;
r1.x = v0.y;
r0.y = box_scale.y * r1.x;
r0.w = v0.w;
r1.x = dot(r0.xyzw, box_wtm._m00_m10_m20_m30);
r1.y = dot(r0.xyzw, box_wtm._m01_m11_m21_m31);
r1.z = dot(r0.xyzw, box_wtm._m02_m12_m22_m32);
r1.w = dot(r0.xyzw, box_wtm._m03_m13_m23_m33);
o0.x = dot(r1.xyzw, world_view_proj._m00_m10_m20_m30);
o0.y = dot(r1.xyzw, world_view_proj._m01_m11_m21_m31);
o0.z = dot(r1.xyzw, world_view_proj._m02_m12_m22_m32);
o0.w = dot(r1.xyzw, world_view_proj._m03_m13_m23_m33);
o0=0;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// using 3Dmigoto v1.2.9 on Fri Dec 04 18:11:51 2015
//
//
// Buffer Definitions:
//
// cbuffer c0
// {
//
// float4x4 world_view_proj; // Offset: 0 Size: 64
// float4x4 box_wtm; // Offset: 64 Size: 64
// float3 box_scale; // Offset: 128 Size: 12
// float3 box_translation; // Offset: 144 Size: 12 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// c0 cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb0[9], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_temps 2
mul r0.xy, v0.xzxx, cb0[8].xzxx
mul r0.xz, r0.xxyx, l(2.000000, 0.000000, 2.000000, 0.000000)
mov r1.x, v0.y
mul r0.y, r1.x, cb0[8].y
mov r0.w, v0.w
dp4 r1.x, r0.xyzw, cb0[4].xyzw
dp4 r1.y, r0.xyzw, cb0[5].xyzw
dp4 r1.z, r0.xyzw, cb0[6].xyzw
dp4 r1.w, r0.xyzw, cb0[7].xyzw
dp4 o0.x, r1.xyzw, cb0[0].xyzw
dp4 o0.y, r1.xyzw, cb0[1].xyzw
dp4 o0.z, r1.xyzw, cb0[2].xyzw
dp4 o0.w, r1.xyzw, cb0[3].xyzw
ret
// Approximately 14 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#7
Posted 12/04/2015 10:39 PM   
unfortunately helldivers is not working on my shield with gamestream
unfortunately helldivers is not working on my shield with gamestream

#8
Posted 12/05/2015 06:01 PM   
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