Game fixing: convergence value vs depth buffer w (z) values
3 / 3
Plus you might find this and the subsequent posts useful
[url]https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/5243640/#5243640[/url]
Hi
Sorry for long silence. I am busy these days, but I have read and learnt also a lot, thanks to your links and this forum' older posts. I have, for example learnt to filter by texture, a bit to learn, and a bit to fix the game. So, I have also developed (or tried) a fix for the game (WIP). I have already fixed all backdrops (even with the respective variants...) and put the HUD at screen depth, except reticle, of course. Some problems are still to be fixed, likely I will need help for these, but we will see. For now I am fighting with the explosions, which are not at the correct depth (likely due to another fix, it is a bit random to catch -frame analyse- all the explosion textures, but I am on it).
I have to thank it to you and masterotaku, from who I have learnt the first steps and general dynamic of fixing (checking his first fix and his posts in this forum).
We'll see what can I do and learn more. Sure I am a novice, but this is somewhat addictive.
Sorry for long silence. I am busy these days, but I have read and learnt also a lot, thanks to your links and this forum' older posts. I have, for example learnt to filter by texture, a bit to learn, and a bit to fix the game. So, I have also developed (or tried) a fix for the game (WIP). I have already fixed all backdrops (even with the respective variants...) and put the HUD at screen depth, except reticle, of course. Some problems are still to be fixed, likely I will need help for these, but we will see. For now I am fighting with the explosions, which are not at the correct depth (likely due to another fix, it is a bit random to catch -frame analyse- all the explosion textures, but I am on it).
I have to thank it to you and masterotaku, from who I have learnt the first steps and general dynamic of fixing (checking his first fix and his posts in this forum).
We'll see what can I do and learn more. Sure I am a novice, but this is somewhat addictive.
ASUS Maximus XI Hero (Wi-Fi) // Intel 9700K CPU // 32Gb Corsair Vengeance RGB Pro DDR4 RAM // Asus GTX1060 6Gb Strix GPU // NVIDIA Quadro K620 GPU // Asus My Cinema ES2-750 Capture Card // Orico 7 USB 3.0 PCIe Expansion card // Corsair AX860i PSU // Phanteks Evolv X case // Logitech G903 mouse // Logitech PowerPlay charging mouse pad // Logitech Illuminated keyboard // Wacom Intuos 4 tablet // Creative GigaWorks T20 II speakers // Razer Tiamat 7.1 Headphones // Dell U2413 LCD // 3D Ready Samsung 2233RZ LCD // Nvidia 3D Vision glasses 1 & 2 // 3D compatible Sharp XR-10X DLP Projector // Da-Lite 100" HighPower Gain 2.8 Projection screen // XRite i1Display Pro // MadCatz Cyborg Gaming Lights // NZXT HUE 2 // Corsair Commander Pro // Corsair Lighting Node Pro // IcyBox External HDD // Naturalpoint TrackIR 5 Pro // Microsoft Sidewinder ForceFeedback 2 Red // Thrustmaster Hotas Cougar // Saitek Pro Flight Rudder Pedals // Windows 10 x64
I'm glad to help, in my limited capacities.
If you get stuck, you could always paste the shader and describe the problem and what you are trying to do. Our shaderhackers are amazing and can often simply look at your post and tell you where to make the correction.
When posting a shader, put [/code] at the end and [code] at the start.
If you ever find yourself working on a dx9 game, check Helixblog for useful links at the bottom of the Game List page and also on the guide page. bo3b, eqzitara and others, put some great information there
If you get stuck, you could always paste the shader and describe the problem and what you are trying to do. Our shaderhackers are amazing and can often simply look at your post and tell you where to make the correction.
When posting a shader, put[/code] at the end and [code]at the start.
If you ever find yourself working on a dx9 game, check Helixblog for useful links at the bottom of the Game List page and also on the guide page. bo3b, eqzitara and others, put some great information there
Sorry for putting this on hold. I'm heavily focusing on FFXII and then I'll return to this. It shouldn't be more than a few more days.
I was having problems trying to find the HD planet textures with 3Dmigoto for some reason, and I still have to try that wrapper version that uses shader model 4.
Sorry for putting this on hold. I'm heavily focusing on FFXII and then I'll return to this. It shouldn't be more than a few more days.
I was having problems trying to find the HD planet textures with 3Dmigoto for some reason, and I still have to try that wrapper version that uses shader model 4.
Hey Guys, i'm also working on making XWA run in 3D Vision Stereo,
so far i've made a fix using 3Dmigoto, but after playing several missions i've got unplayable drop in FPS in stereo mode, and i've found out the cause is stereo driver auto mode, so i've hacked ddraw.dll to implement direct stereo mode and it fixed the FPS drop, now the game is playable in stereo as without it.
i'll need to implement 3Dmigito fixes into ddraw.dll and it's ready to share.
Hey Guys, i'm also working on making XWA run in 3D Vision Stereo,
so far i've made a fix using 3Dmigoto, but after playing several missions i've got unplayable drop in FPS in stereo mode, and i've found out the cause is stereo driver auto mode, so i've hacked ddraw.dll to implement direct stereo mode and it fixed the FPS drop, now the game is playable in stereo as without it.
i'll need to implement 3Dmigito fixes into ddraw.dll and it's ready to share.
Hi Guys,
here is the stereo fixed ddraw.dll for XWA:
https://www.dropbox.com/s/xkinaxlr0phurcz/ddraw.dll?dl=0
and modified source code is here:
https://github.com/ashulzhenko-nvidia/xwa_ddraw_d3d11
It looks great in 3D now with all the mods :). Doing a 3D fix where you did it is something that I haven't seen other people do in other games.
I noticed that I can't control convergence even though 3Dmigoto is telling me that values are changing (is this 3D Vision Direct?). Also, the game loses 3D in the hangar and I have to alt+tab to enable it again after a mission starts.
The game is still very unstable for me (almost guaranteed crashes after a while, and the screen sometimes turns black after I press some button), so even if it looks awesome, I don't think I'll be playing this game much. Not your fault, of course.
This game now doesn't need the typical 3D fix, except for the "StereoTextureEnable" setting at "0x00000001" in the driver profile, I guess. Thank you very much, Andrey.
It looks great in 3D now with all the mods :). Doing a 3D fix where you did it is something that I haven't seen other people do in other games.
I noticed that I can't control convergence even though 3Dmigoto is telling me that values are changing (is this 3D Vision Direct?). Also, the game loses 3D in the hangar and I have to alt+tab to enable it again after a mission starts.
The game is still very unstable for me (almost guaranteed crashes after a while, and the screen sometimes turns black after I press some button), so even if it looks awesome, I don't think I'll be playing this game much. Not your fault, of course.
This game now doesn't need the typical 3D fix, except for the "StereoTextureEnable" setting at "0x00000001" in the driver profile, I guess. Thank you very much, Andrey.
Lots of improvements to this game with the release of XWAUCP 1.6. One of which is, all of the TIE Cockpits models have been updated due to the limited view, they now have a wider field of view
Check them out here https://www.xwaupgrade.com/
Lots of improvements to this game with the release of XWAUCP 1.6. One of which is, all of the TIE Cockpits models have been updated due to the limited view, they now have a wider field of view
I just published a VR mod for this game for HMD like the PSVR:
https://www.youtube.com/watch?v=0Xs3zqY2Sy8
https://www.youtube.com/watch?v=BDfARGnMTc4
(It's a beta; but it's pretty stable, although I'm not sure if it works with ReShade)
The barrel distortion effect can be toggled on an off. Would something like this work for you guys? If not, what would be necessary to make it work for you? Do you guys use 3D glasses?
Also: I'm *very* interested in the technical details of your fixes since I ran into them too. I was re-reading the posts from the beginning and some of it made sense. For instance, I think the Z-Buffer is "inverted logarithmic". So ZFar is 0 and ZNear is 1 and then you have to invert the logarithmic scale to get something that looks approximately linear near the origin and squashed close to ZFar (which doesn't matter since human eyes can't resolve depth at large distances anyway).
The Skybox can be detected because it's rendered in the first 3-4 draw calls of every frame and it has ZWrite disabled -- that's how I fixed it anyway. And so on and so forth... I would love to hear more from you guys.
I just published a VR mod for this game for HMD like the PSVR:
(It's a beta; but it's pretty stable, although I'm not sure if it works with ReShade)
The barrel distortion effect can be toggled on an off. Would something like this work for you guys? If not, what would be necessary to make it work for you? Do you guys use 3D glasses?
Also: I'm *very* interested in the technical details of your fixes since I ran into them too. I was re-reading the posts from the beginning and some of it made sense. For instance, I think the Z-Buffer is "inverted logarithmic". So ZFar is 0 and ZNear is 1 and then you have to invert the logarithmic scale to get something that looks approximately linear near the origin and squashed close to ZFar (which doesn't matter since human eyes can't resolve depth at large distances anyway).
The Skybox can be detected because it's rendered in the first 3-4 draw calls of every frame and it has ZWrite disabled -- that's how I fixed it anyway. And so on and so forth... I would love to hear more from you guys.
@Proff_Butts
Thanks for registering and posting your VR mod
If you are referencing Darkblueskies technique, he seldom posts here. You'd be better of posting in ReShade thread. Or PMing him, if you'd like him to reply here.
https://reshade.me/forum/shader-presentation/2128-3d-depth-map-based-stereoscopic-shader
There is also this
https://reshade.me/forum/shader-presentation/5104-vr-universal-shader
If you look at the comments on YouTube, Proff_Butts has recently made versions that work with Virtual Desktop and SteamVR, if anyone wants to try it.
His video was posted above. (Fully Functional)
For those unfamiliar with this game, the following video is a best of
https://www.youtube.com/watch?v=N7ju9mKw9Gw
https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/5243640/#5243640
Sorry for long silence. I am busy these days, but I have read and learnt also a lot, thanks to your links and this forum' older posts. I have, for example learnt to filter by texture, a bit to learn, and a bit to fix the game. So, I have also developed (or tried) a fix for the game (WIP). I have already fixed all backdrops (even with the respective variants...) and put the HUD at screen depth, except reticle, of course. Some problems are still to be fixed, likely I will need help for these, but we will see. For now I am fighting with the explosions, which are not at the correct depth (likely due to another fix, it is a bit random to catch -frame analyse- all the explosion textures, but I am on it).
I have to thank it to you and masterotaku, from who I have learnt the first steps and general dynamic of fixing (checking his first fix and his posts in this forum).
We'll see what can I do and learn more. Sure I am a novice, but this is somewhat addictive.
ASUS Maximus XI Hero (Wi-Fi) // Intel 9700K CPU // 32Gb Corsair Vengeance RGB Pro DDR4 RAM // Asus GTX1060 6Gb Strix GPU // NVIDIA Quadro K620 GPU // Asus My Cinema ES2-750 Capture Card // Orico 7 USB 3.0 PCIe Expansion card // Corsair AX860i PSU // Phanteks Evolv X case // Logitech G903 mouse // Logitech PowerPlay charging mouse pad // Logitech Illuminated keyboard // Wacom Intuos 4 tablet // Creative GigaWorks T20 II speakers // Razer Tiamat 7.1 Headphones // Dell U2413 LCD // 3D Ready Samsung 2233RZ LCD // Nvidia 3D Vision glasses 1 & 2 // 3D compatible Sharp XR-10X DLP Projector // Da-Lite 100" HighPower Gain 2.8 Projection screen // XRite i1Display Pro // MadCatz Cyborg Gaming Lights // NZXT HUE 2 // Corsair Commander Pro // Corsair Lighting Node Pro // IcyBox External HDD // Naturalpoint TrackIR 5 Pro // Microsoft Sidewinder ForceFeedback 2 Red // Thrustmaster Hotas Cougar // Saitek Pro Flight Rudder Pedals // Windows 10 x64
If you get stuck, you could always paste the shader and describe the problem and what you are trying to do. Our shaderhackers are amazing and can often simply look at your post and tell you where to make the correction.
When posting a shader, put[/code] at the end and [code]at the start.
If you ever find yourself working on a dx9 game, check Helixblog for useful links at the bottom of the Game List page and also on the guide page. bo3b, eqzitara and others, put some great information there
I was having problems trying to find the HD planet textures with 3Dmigoto for some reason, and I still have to try that wrapper version that uses shader model 4.
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
so far i've made a fix using 3Dmigoto, but after playing several missions i've got unplayable drop in FPS in stereo mode, and i've found out the cause is stereo driver auto mode, so i've hacked ddraw.dll to implement direct stereo mode and it fixed the FPS drop, now the game is playable in stereo as without it.
i'll need to implement 3Dmigito fixes into ddraw.dll and it's ready to share.
here is the stereo fixed ddraw.dll for XWA:
https://www.dropbox.com/s/xkinaxlr0phurcz/ddraw.dll?dl=0
and modified source code is here:
https://github.com/ashulzhenko-nvidia/xwa_ddraw_d3d11
I noticed that I can't control convergence even though 3Dmigoto is telling me that values are changing (is this 3D Vision Direct?). Also, the game loses 3D in the hangar and I have to alt+tab to enable it again after a mission starts.
The game is still very unstable for me (almost guaranteed crashes after a while, and the screen sometimes turns black after I press some button), so even if it looks awesome, I don't think I'll be playing this game much. Not your fault, of course.
This game now doesn't need the typical 3D fix, except for the "StereoTextureEnable" setting at "0x00000001" in the driver profile, I guess. Thank you very much, Andrey.
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
Check them out here https://www.xwaupgrade.com/
(It's a beta; but it's pretty stable, although I'm not sure if it works with ReShade)
The barrel distortion effect can be toggled on an off. Would something like this work for you guys? If not, what would be necessary to make it work for you? Do you guys use 3D glasses?
Also: I'm *very* interested in the technical details of your fixes since I ran into them too. I was re-reading the posts from the beginning and some of it made sense. For instance, I think the Z-Buffer is "inverted logarithmic". So ZFar is 0 and ZNear is 1 and then you have to invert the logarithmic scale to get something that looks approximately linear near the origin and squashed close to ZFar (which doesn't matter since human eyes can't resolve depth at large distances anyway).
The Skybox can be detected because it's rendered in the first 3-4 draw calls of every frame and it has ZWrite disabled -- that's how I fixed it anyway. And so on and so forth... I would love to hear more from you guys.
Thanks for registering and posting your VR mod
If you are referencing Darkblueskies technique, he seldom posts here. You'd be better of posting in ReShade thread. Or PMing him, if you'd like him to reply here.
https://reshade.me/forum/shader-presentation/2128-3d-depth-map-based-stereoscopic-shader
There is also this
https://reshade.me/forum/shader-presentation/5104-vr-universal-shader
His video was posted above. (Fully Functional)
For those unfamiliar with this game, the following video is a best of