https://store.steampowered.com/app/731490/Crash_Bandicoot_N_Sane_Trilogy/
I have bought it on cdkeys for a bit less than 24€. It't going to be released tomorrow in the evening for my timezone, so I probably won't be able to download it until Monday.
[s]It's UE4, so I hope the universal fix works fine. If there are any remaining issues I'll try to fix them, on top of doing the usual mods (bloom is an ingame option, but a real time hotkey won't hurt :p).[/s] Nope nope nope, no UE4 here. But I'll try to do all I planned.
Too many games, too little time.
I have bought it on cdkeys for a bit less than 24€. It't going to be released tomorrow in the evening for my timezone, so I probably won't be able to download it until Monday.
It's UE4, so I hope the universal fix works fine. If there are any remaining issues I'll try to fix them, on top of doing the usual mods (bloom is an ingame option, but a real time hotkey won't hurt :p). Nope nope nope, no UE4 here. But I'll try to do all I planned.
Don't seem to work very well with the universal fix.
Have to minimize convergence and there are problems with shadows and ... well i don't know exactly. ;-)
Don't seem to work very well with the universal fix.
Have to minimize convergence and there are problems with shadows and ... well i don't know exactly. ;-)
i9-7900X @ 4,5GHz
Gigabyte X299 UD4-Pro
G.Skill 32Gb DDR4
2 x GTX 1070 FE
bequiet! Straight Power 11 1000W
Acer GN276HL DVI
Win 10 x64
A screenshot will help to determinate what happens....
There is a regex called "VS Reflections" you can delete, i see in some games that cause issues with shadows in some places....also disable any kind of Temporal AA, this break the entire render in UE4 games.
A screenshot will help to determinate what happens....
There is a regex called "VS Reflections" you can delete, i see in some games that cause issues with shadows in some places....also disable any kind of Temporal AA, this break the entire render in UE4 games.
This game uses FXAA in 3 different types of quality.
I'll add some screenshots.
Screenshot 3 is with low convergence.
FXAA, Motion Blur and DOF are off.
yep...according to pcwiki [url]https://pcgamingwiki.com/wiki/Crash_Bandicoot_N._Sane_Trilogy[/url] is using Vicarious Visions Alchemy engine. First time i read about it.
..... Why did I assume it was Unreal Engine 4? I thought I heard about it somewhere, but maybe it was even before the PS4 version was released.
Nevermind, I'll make the fix (or "die" trying). More work time then, starting Monday :p.
My advancements:
Much like in dgVoodoo games, there's a "layer" that moves all the game image when you change convergence. I fixed that easily.
I found where to fix shadows, but I need to get the FOV value to fix them at all times (a static value is only valid for a certain FOV). I'm going to use frame analysis for this after I get home.
There are some specular reflections I know how to fix in the VS, and there are others more related to colored lighting I have yet to discover.
Ambient occlusion is 2D for now.
For some reason regex doesn't work for shadows, even trying to match just one line of code from a shader I know. Annoying.
I made a hotkey to disable all fur in Crash and other characters :p.
As for game performance, shadows are the most demanding effect. There is a big difference in fps between medium and ultra. With medium, I get 60fps in 3D at 1440p with my GTX 1080 without drops (for now). With ultra, they can drop into the forties in some levels.
Much like in dgVoodoo games, there's a "layer" that moves all the game image when you change convergence. I fixed that easily.
I found where to fix shadows, but I need to get the FOV value to fix them at all times (a static value is only valid for a certain FOV). I'm going to use frame analysis for this after I get home.
There are some specular reflections I know how to fix in the VS, and there are others more related to colored lighting I have yet to discover.
Ambient occlusion is 2D for now.
For some reason regex doesn't work for shadows, even trying to match just one line of code from a shader I know. Annoying.
I made a hotkey to disable all fur in Crash and other characters :p.
As for game performance, shadows are the most demanding effect. There is a big difference in fps between medium and ultra. With medium, I get 60fps in 3D at 1440p with my GTX 1080 without drops (for now). With ultra, they can drop into the forties in some levels.
Very nice masterotaku!!
For the FOV using Frame Analysis will help to found the correct value.
For AO, you can try with the "StereoTextureEnable = 0x00000027" flag...i see this flag fixing AO in others games.
For the Regex, be sure to use in the shader model both ps_4_0 ps_5_0...if you use only ps_5_0 and the shader is 4_0 will not match. Also some shader have some additional space, that's why i always use "\s*" in front of the second line of the regex....this solve the issue with the additional space and also works without the space.
For the FOV using Frame Analysis will help to found the correct value.
For AO, you can try with the "StereoTextureEnable = 0x00000027" flag...i see this flag fixing AO in others games.
For the Regex, be sure to use in the shader model both ps_4_0 ps_5_0...if you use only ps_5_0 and the shader is 4_0 will not match. Also some shader have some additional space, that's why i always use "\s*" in front of the second line of the regex....this solve the issue with the additional space and also works without the space.
Good luck on fixing this game! Crash Bandicoot was one of my first games in my childhood. Never thought I would ever revisit this in stereo 3D eventually xD. Much appreciated Masterotaku!
Good luck on fixing this game! Crash Bandicoot was one of my first games in my childhood. Never thought I would ever revisit this in stereo 3D eventually xD. Much appreciated Masterotaku!
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
https://u.cubeupload.com/masterotaku/CrashBandicootNSaneT.jpg
https://u.cubeupload.com/masterotaku/955CrashBandicootNSaneT.jpg
https://u.cubeupload.com/masterotaku/468CrashBandicootNSaneT.jpg
I'd say the fix is >90% done :). DJ-RK told me how to pass a constant buffer from the VS to the PS (FOV was in the VS). Now all shadows and similar effects are fixed.
Ambient occlusion was a false alarm. I confused it with a shadows shader, so the profile doesn't need any tweaks.
I've also fixed the sun position and light shafts, and also some 2D backgrounds that appear in some Crash 3 levels.
Another effect that I also fixed is specular reflections. It's just on VS, and I put the effect to full depth. It looks cool, but... it controls some cloud shadows too and that isn't their correct position. So the perfect fix would be surface depth. That's my task for tomorrow, getting in done in this VS or some of its related PS (there are a bunch of them). bbbe733346c877f6-vs_replace.txt:
[code]
//Specular reflections.
// ---- Created with 3Dmigoto v1.3.11 on Tue Jul 03 22:48:31 2018
cbuffer VSConstants_c_cbuffer : register(b0)
{
struct
{
float4x4 ig_matrix_mvp;
float4x4 ig_scene_matrix_view_inverse;
float4 ig_view_position_reconstruction_constants;
float4 ig_texture_dimensions_0;
float4 ig_texture_dimensions_3;
} c : packoffset(c0);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float3 v0 : POSITION0,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float4 o3 : TEXCOORD3,
out float4 o4 : SV_Position0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
float4 stereo = StereoParams.Load(0);
r0.xy = float2(-0.5,-0.5) + v0.xy;
r0.xy = r0.xy * c.ig_view_position_reconstruction_constants.xy + c.ig_view_position_reconstruction_constants.zw;
r0.x+=stereo.x*c.ig_view_position_reconstruction_constants.z;
r0.yzw = c.ig_scene_matrix_view_inverse._m01_m11_m21 * r0.yyy;
r0.xyz = c.ig_scene_matrix_view_inverse._m00_m10_m20 * r0.xxx + r0.yzw;
o0.xyz = -c.ig_scene_matrix_view_inverse._m02_m12_m22 + r0.xyz;
o1.xyz = c.ig_scene_matrix_view_inverse._m03_m13_m23;
r0.xy = c.ig_texture_dimensions_0.zw * v0.xy;
o2.xy = r0.xy;
o3.xyzw = c.ig_texture_dimensions_3.zwzw * float4(-0.5,-0.5,0.5,0.5) + r0.xyxy;
r0.xyzw = c.ig_matrix_mvp._m01_m11_m21_m31 * v0.yyyy;
r0.xyzw = c.ig_matrix_mvp._m00_m10_m20_m30 * v0.xxxx + r0.xyzw;
r0.xyzw = c.ig_matrix_mvp._m02_m12_m22_m32 * v0.zzzz + r0.xyzw;
o4.xyzw = c.ig_matrix_mvp._m03_m13_m23_m33 + r0.xyzw;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.0
//
// using 3Dmigoto v1.3.11 on Tue Jul 03 22:48:31 2018
//
//
// Buffer Definitions:
//
// cbuffer VSConstants_c_cbuffer
// {
//
// struct VSConstants
// {
//
// float4x4 ig_matrix_mvp; // Offset: 0
// float4x4 ig_scene_matrix_view_inverse;// Offset: 64
// float4 ig_view_position_reconstruction_constants;// Offset: 128
// float4 ig_texture_dimensions_0;// Offset: 144
// float4 ig_texture_dimensions_3;// Offset: 160
//
// } c; // Offset: 0 Size: 176
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// VSConstants_c_cbuffer cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyz 0 NONE float xyz
// TEXCOORD 1 xyz 1 NONE float xyz
// TEXCOORD 2 xy 2 NONE float xy
// TEXCOORD 3 xyzw 3 NONE float xyzw
// SV_Position 0 xyzw 4 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[11], immediateIndexed
dcl_input v0.xyz
dcl_output o0.xyz
dcl_output o1.xyz
dcl_output o2.xy
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 1
add r0.xy, v0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, cb0[8].xyxx, cb0[8].zwzz
mul r0.yzw, r0.yyyy, cb0[5].xxyz
mad r0.xyz, cb0[4].xyzx, r0.xxxx, r0.yzwy
add o0.xyz, r0.xyzx, -cb0[6].xyzx
mov o1.xyz, cb0[7].xyzx
mul r0.xy, v0.xyxx, cb0[9].zwzz
mov o2.xy, r0.xyxx
mad o3.xyzw, cb0[10].zwzw, l(-0.500000, -0.500000, 0.500000, 0.500000), r0.xyxy
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw
add o4.xyzw, r0.xyzw, cb0[3].xyzw
ret
// Approximately 14 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
The sun fix was exactly the same, and it's similar to the shadows shaders (which are pixel shaders), but I don't have any "z" information at that point in the shader, where I do the modification.
There are some minor things too that shouldn't take much time.
I'd say the fix is >90% done :). DJ-RK told me how to pass a constant buffer from the VS to the PS (FOV was in the VS). Now all shadows and similar effects are fixed.
Ambient occlusion was a false alarm. I confused it with a shadows shader, so the profile doesn't need any tweaks.
I've also fixed the sun position and light shafts, and also some 2D backgrounds that appear in some Crash 3 levels.
Another effect that I also fixed is specular reflections. It's just on VS, and I put the effect to full depth. It looks cool, but... it controls some cloud shadows too and that isn't their correct position. So the perfect fix would be surface depth. That's my task for tomorrow, getting in done in this VS or some of its related PS (there are a bunch of them). bbbe733346c877f6-vs_replace.txt:
//Specular reflections.
// ---- Created with 3Dmigoto v1.3.11 on Tue Jul 03 22:48:31 2018
The sun fix was exactly the same, and it's similar to the shadows shaders (which are pixel shaders), but I don't have any "z" information at that point in the shader, where I do the modification.
There are some minor things too that shouldn't take much time.
Old GTX780 has no issues holding 60fps at all times but with shadows set to one notch lower than ultra, motion and fur blur disabled, 1080p, AA off cause I prefer crisp image without any postprocess ruining it. That's in 2D.
For 3D I may live without fur and ambient occlusion, so I will definitely not mind if 3D fix omitts those.
Again, thank you very much for your work. I just jumped in here, to see if even anyone wrote about it. I was afraid this will be like Nex Machina - with no one here liking the game, but seems some old nostalgia magic is strong with this one. :)
Old GTX780 has no issues holding 60fps at all times but with shadows set to one notch lower than ultra, motion and fur blur disabled, 1080p, AA off cause I prefer crisp image without any postprocess ruining it. That's in 2D.
For 3D I may live without fur and ambient occlusion, so I will definitely not mind if 3D fix omitts those.
Again, thank you very much for your work. I just jumped in here, to see if even anyone wrote about it. I was afraid this will be like Nex Machina - with no one here liking the game, but seems some old nostalgia magic is strong with this one. :)
I still haven't checked Crash 2. I want to test all (or most) levels in all three games before publishing this.
Reflections pixel shaders are like tiled lighting or something. I didn't spend much time with them, just trying to get the VS fixed at surface level without success. I focused on fixing other things like the moon, more HUD elements and stuff. I think I can publish the fix before the end of the weekend, but I don't know if I'm going to be able to completely fix reflections (at surface depth instead of full depth). If it weren't for those cloud shadows and some underwater reflections, what I did could be considered as correct as surface depth.
I still haven't checked Crash 2. I want to test all (or most) levels in all three games before publishing this.
Reflections pixel shaders are like tiled lighting or something. I didn't spend much time with them, just trying to get the VS fixed at surface level without success. I focused on fixing other things like the moon, more HUD elements and stuff. I think I can publish the fix before the end of the weekend, but I don't know if I'm going to be able to completely fix reflections (at surface depth instead of full depth). If it weren't for those cloud shadows and some underwater reflections, what I did could be considered as correct as surface depth.
I have bought it on cdkeys for a bit less than 24€. It't going to be released tomorrow in the evening for my timezone, so I probably won't be able to download it until Monday.
It's UE4, so I hope the universal fix works fine. If there are any remaining issues I'll try to fix them, on top of doing the usual mods (bloom is an ingame option, but a real time hotkey won't hurt :p).Nope nope nope, no UE4 here. But I'll try to do all I planned.Too many games, too little time.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Have to minimize convergence and there are problems with shadows and ... well i don't know exactly. ;-)
i9-7900X @ 4,5GHz
Gigabyte X299 UD4-Pro
G.Skill 32Gb DDR4
2 x GTX 1070 FE
bequiet! Straight Power 11 1000W
Acer GN276HL DVI
Win 10 x64
There is a regex called "VS Reflections" you can delete, i see in some games that cause issues with shadows in some places....also disable any kind of Temporal AA, this break the entire render in UE4 games.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I'll add some screenshots.
Screenshot 3 is with low convergence.
FXAA, Motion Blur and DOF are off.
i9-7900X @ 4,5GHz
Gigabyte X299 UD4-Pro
G.Skill 32Gb DDR4
2 x GTX 1070 FE
bequiet! Straight Power 11 1000W
Acer GN276HL DVI
Win 10 x64
I just trusted on masterotaku. :-)
i9-7900X @ 4,5GHz
Gigabyte X299 UD4-Pro
G.Skill 32Gb DDR4
2 x GTX 1070 FE
bequiet! Straight Power 11 1000W
Acer GN276HL DVI
Win 10 x64
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Nevermind, I'll make the fix (or "die" trying). More work time then, starting Monday :p.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Much like in dgVoodoo games, there's a "layer" that moves all the game image when you change convergence. I fixed that easily.
I found where to fix shadows, but I need to get the FOV value to fix them at all times (a static value is only valid for a certain FOV). I'm going to use frame analysis for this after I get home.
There are some specular reflections I know how to fix in the VS, and there are others more related to colored lighting I have yet to discover.
Ambient occlusion is 2D for now.
For some reason regex doesn't work for shadows, even trying to match just one line of code from a shader I know. Annoying.
I made a hotkey to disable all fur in Crash and other characters :p.
As for game performance, shadows are the most demanding effect. There is a big difference in fps between medium and ultra. With medium, I get 60fps in 3D at 1440p with my GTX 1080 without drops (for now). With ultra, they can drop into the forties in some levels.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
For the FOV using Frame Analysis will help to found the correct value.
For AO, you can try with the "StereoTextureEnable = 0x00000027" flag...i see this flag fixing AO in others games.
For the Regex, be sure to use in the shader model both ps_4_0 ps_5_0...if you use only ps_5_0 and the shader is 4_0 will not match. Also some shader have some additional space, that's why i always use "\s*" in front of the second line of the regex....this solve the issue with the additional space and also works without the space.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@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
https://u.cubeupload.com/masterotaku/955CrashBandicootNSaneT.jpg
https://u.cubeupload.com/masterotaku/468CrashBandicootNSaneT.jpg
I'd say the fix is >90% done :). DJ-RK told me how to pass a constant buffer from the VS to the PS (FOV was in the VS). Now all shadows and similar effects are fixed.
Ambient occlusion was a false alarm. I confused it with a shadows shader, so the profile doesn't need any tweaks.
I've also fixed the sun position and light shafts, and also some 2D backgrounds that appear in some Crash 3 levels.
Another effect that I also fixed is specular reflections. It's just on VS, and I put the effect to full depth. It looks cool, but... it controls some cloud shadows too and that isn't their correct position. So the perfect fix would be surface depth. That's my task for tomorrow, getting in done in this VS or some of its related PS (there are a bunch of them). bbbe733346c877f6-vs_replace.txt:
The sun fix was exactly the same, and it's similar to the shadows shaders (which are pixel shaders), but I don't have any "z" information at that point in the shader, where I do the modification.
There are some minor things too that shouldn't take much time.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
For 3D I may live without fur and ambient occlusion, so I will definitely not mind if 3D fix omitts those.
Again, thank you very much for your work. I just jumped in here, to see if even anyone wrote about it. I was afraid this will be like Nex Machina - with no one here liking the game, but seems some old nostalgia magic is strong with this one. :)
I have very good and fun memories playing this game...now we can play it in 3D...really great!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Reflections pixel shaders are like tiled lighting or something. I didn't spend much time with them, just trying to get the VS fixed at surface level without success. I focused on fixing other things like the moon, more HUD elements and stuff. I think I can publish the fix before the end of the weekend, but I don't know if I'm going to be able to completely fix reflections (at surface depth instead of full depth). If it weren't for those cloud shadows and some underwater reflections, what I did could be considered as correct as surface depth.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com