[quote="helifax"][quote="lumpeh"][quote="helifax"]I am very puzzled as why with the latest drivers 3DMigoto and the game stops working when hitting a loading screen...
Basically it works just one time. If you load a savegame it works. If you after want to go back to main menu it freezes (or if you change zones) during the loading screen.
@bo3b & Mike: If I enable logging and send you the logs do you think you might find out what is happening?[/quote]
It loads up [i]eventually[/i] just gotta wait for it :( latest nvidia drivers seem to be the culprit as i get this without 3dm's dlls in the folder[/quote]
Oo...that's interesting. If I remove the dlls I don't get this. I just asked if they want to investigate this issue;)) Will make a little test to see if it will eventually get loaded;))[/quote]
Im getting same problem and I have tried both drivers 344.11 and 344.48. If I load up the game without the fix im pretty sure it loads fine but when I load it up with the fix it crashes back to desktop on loading screen. Yet if I start the game from the beginning it seems to load fine and 3d works, but as soon as I come back to play it and load my saved game it will crash. Im pretty sure its related to the fix but I have to give it another go today
helifax said:I am very puzzled as why with the latest drivers 3DMigoto and the game stops working when hitting a loading screen...
Basically it works just one time. If you load a savegame it works. If you after want to go back to main menu it freezes (or if you change zones) during the loading screen.
@bo3b & Mike: If I enable logging and send you the logs do you think you might find out what is happening?
It loads up eventually just gotta wait for it :( latest nvidia drivers seem to be the culprit as i get this without 3dm's dlls in the folder
Oo...that's interesting. If I remove the dlls I don't get this. I just asked if they want to investigate this issue;)) Will make a little test to see if it will eventually get loaded;))
Im getting same problem and I have tried both drivers 344.11 and 344.48. If I load up the game without the fix im pretty sure it loads fine but when I load it up with the fix it crashes back to desktop on loading screen. Yet if I start the game from the beginning it seems to load fine and 3d works, but as soon as I come back to play it and load my saved game it will crash. Im pretty sure its related to the fix but I have to give it another go today
i7 4930K @ 4.4GHz
Asus P9X79 Pro
3 Way SLI Titan Black @ 1400mhz skyn3t VBIOS (Hardvolt Mod)
Mushkin Redline @ 2200MHz 32GB
Asus Xonar U7 Echelon Soundcard
Samsung Pro 256 GB SSD Games
Samsung Evo 256 GB SSD Windows 8.1 Pro
Samsung Evo 256 GB SSD Windows 7 Ultimate
Asus ROG Swift 1440p 144hz G-Sync
PSU Corsair AX1500i
Astro A50 Wireless Headset
Corsair 800D Case Custom Waterloop
I don't think that crashing has anything to do with the fix. If it were, we'd hear about it from a lot more people. For what it's worth, I run this all the time, hundreds of tests, and never get a crash. Win 7 x64, driver 344.11.
The stall at loading is also unrelated to the fix, and is a known driver problem.
[url]http://www.reddit.com/r/pcgaming/comments/2k30mo/warning_new_nvidia_34448_whql_drivers_break_alien/[/url]
Like I always say, don't be in a rush to run that new stuff, unless there is some feature you are dying to have like maybe DSR. The old recommendation of 'always update your drivers' is completely false. Unless of course you happen to just enjoy the tinkering.
I don't think that crashing has anything to do with the fix. If it were, we'd hear about it from a lot more people. For what it's worth, I run this all the time, hundreds of tests, and never get a crash. Win 7 x64, driver 344.11.
The stall at loading is also unrelated to the fix, and is a known driver problem.
Like I always say, don't be in a rush to run that new stuff, unless there is some feature you are dying to have like maybe DSR. The old recommendation of 'always update your drivers' is completely false. Unless of course you happen to just enjoy the tinkering.
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="helifax"]Also, found the Crosshair shader for the Flamethrower + Shotgun.
I attached it to this post (if anyone is still interested).[/quote]Cool, thanks, I added that to the project- but moved the iniParams back to x.
If you have a more complete ShaderCache I can take a look at that too for other planar reflections that were missed. I successfully fixed the planar reflections in the tram station, by searching the cache. I'm doing something wrong when I shader hunt, and come up with the wrong ones that way.
Or maybe search for that sampler 'reflectionSamplerReg_SMP_s' in your ShaderCache, and see if there are ones that we missed.
helifax said:Also, found the Crosshair shader for the Flamethrower + Shotgun.
I attached it to this post (if anyone is still interested).
Cool, thanks, I added that to the project- but moved the iniParams back to x.
If you have a more complete ShaderCache I can take a look at that too for other planar reflections that were missed. I successfully fixed the planar reflections in the tram station, by searching the cache. I'm doing something wrong when I shader hunt, and come up with the wrong ones that way.
Or maybe search for that sampler 'reflectionSamplerReg_SMP_s' in your ShaderCache, and see if there are ones that we missed.
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"].... Unless of course you happen to just enjoy the tinkering.
[/quote]
"Tinkering" is my middle name;)) DSR is nice that's for sure... To bad is not working in Surround ^_^ Options are not there...but works in single screen;)) I really wanted to render at 10080x2100 and downscale it 5040x1050;))
Also currently DSR is only available on Desktop gpus, on my 880M I don't have the option. :(
[quote="bo3b"]. I successfully fixed the planar reflections in the tram station,...
[/quote]
Is this shader part of 0.97 ? If not can you share it so I can look at it?;)) and see how you fixed it.
I will start dumping the shader caches per level now and look for "reflectionSamplerReg_SMP_s". I think it would be better if I can also try to apply the fix (from your shader) that way I know I found the right one and not send shaders that are not correct (like I've done it initially)
bo3b said:.... Unless of course you happen to just enjoy the tinkering.
"Tinkering" is my middle name;)) DSR is nice that's for sure... To bad is not working in Surround ^_^ Options are not there...but works in single screen;)) I really wanted to render at 10080x2100 and downscale it 5040x1050;))
Also currently DSR is only available on Desktop gpus, on my 880M I don't have the option. :(
bo3b said:. I successfully fixed the planar reflections in the tram station,...
Is this shader part of 0.97 ? If not can you share it so I can look at it?;)) and see how you fixed it.
I will start dumping the shader caches per level now and look for "reflectionSamplerReg_SMP_s". I think it would be better if I can also try to apply the fix (from your shader) that way I know I found the right one and not send shaders that are not correct (like I've done it initially)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"][quote="bo3b"]. I successfully fixed the planar reflections in the tram station,...
[/quote]
Is this shader part of 0.97 ? If not can you share it so I can look at it?;)) and see how you fixed it.
I will start dumping the shader caches per level now and look for "reflectionSamplerReg_SMP_s". I think it would be better if I can also try to apply the fix (from your shader) that way I know I found the right one and not send shaders that are not correct (like I've done it initially)
[/quote]Here's the three that I tagged. I don't know which of them is the one that fixes Tram station floor, but I know one of these three is it. I followed Mike's examples in earlier shaders,
https://github.com/bo3b/3Dmigoto/commit/85d6be2f22adb0d99b6cb989ca810912625d335d
His examples are probably better:
https://github.com/bo3b/3Dmigoto/search?utf8=%E2%9C%93&q=reflectionSamplerReg_SMP_s
bo3b said:. I successfully fixed the planar reflections in the tram station,...
Is this shader part of 0.97 ? If not can you share it so I can look at it?;)) and see how you fixed it.
I will start dumping the shader caches per level now and look for "reflectionSamplerReg_SMP_s". I think it would be better if I can also try to apply the fix (from your shader) that way I know I found the right one and not send shaders that are not correct (like I've done it initially)
Here's the three that I tagged. I don't know which of them is the one that fixes Tram station floor, but I know one of these three is it. I followed Mike's examples in earlier shaders,
Awesome!! Big Thanks;))
I will now dump all the shaders per level/mission and look for additional shaders using reflections;))
If I find any more I will try to fix it;)) and post it here;))
Big thx again;))
EDIT: Found another planar reflection shader some some type of surfaces. (Mission 5) exactly when you start.
Fixed and attached it here.
I will now dump all the shaders per level/mission and look for additional shaders using reflections;))
If I find any more I will try to fix it;)) and post it here;))
Big thx again;))
EDIT: Found another planar reflection shader some some type of surfaces. (Mission 5) exactly when you start.
Fixed and attached it here.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I noticed a minor issue in the Comms Spire section (pretty much the second mission with a bunch of working joes milling about) and it involves a character lying on the floor in a pool of blood. The blood pool reflection is borked in 3D. A minor, minor deal to be sure. Just thought I would bring it to people's attention.
I noticed a minor issue in the Comms Spire section (pretty much the second mission with a bunch of working joes milling about) and it involves a character lying on the floor in a pool of blood. The blood pool reflection is borked in 3D. A minor, minor deal to be sure. Just thought I would bring it to people's attention.
Well then, this is the most complicated fix that I've seen on migoto yet
[code]+= stereo.x * (-v3.w /(1+1.8 * v3.w) - C)*(3.05/(0.5+2.2*C))/2;[/code]
I'm really curious, how did mike come up with this? This is fundamentally different than any other fix so far.
[quote="ForgottenProdigy"]Well then, this is the most complicated fix that I've seen on migoto yet
[code]+= stereo.x * (-v3.w /(1+1.8 * v3.w) - C)*(3.05/(0.5+2.2*C))/2;[/code]
I'm really curious, how did mike come up with this? This is fundamentally different than any other fix so far.[/quote]
its empirical
....i play the game in nvidia surround i have a problem with 3d,when i turn 3d on the game works too slow i have a powerfull PC i set the game in low config.. still crap...PLEASE HELP!
....i play the game in nvidia surround i have a problem with 3d,when i turn 3d on the game works too slow i have a powerfull PC i set the game in low config.. still crap...PLEASE HELP!
[quote="Bronte"]I noticed a minor issue in the Comms Spire section (pretty much the second mission with a bunch of working joes milling about) and it involves a character lying on the floor in a pool of blood. The blood pool reflection is borked in 3D. A minor, minor deal to be sure. Just thought I would bring it to people's attention.[/quote]Thanks for that, we appreciate finding the glitches.
Is this a planar reflection? Is it fixed when you disable planar reflection in the game settings? No worries if you can't get back there or don't know.
Bronte said:I noticed a minor issue in the Comms Spire section (pretty much the second mission with a bunch of working joes milling about) and it involves a character lying on the floor in a pool of blood. The blood pool reflection is borked in 3D. A minor, minor deal to be sure. Just thought I would bring it to people's attention.
Thanks for that, we appreciate finding the glitches.
Is this a planar reflection? Is it fixed when you disable planar reflection in the game settings? No worries if you can't get back there or don't know.
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="mike_ar69"][quote="ForgottenProdigy"]Well then, this is the most complicated fix that I've seen on migoto yet
[code]+= stereo.x * (-v3.w /(1+1.8 * v3.w) - C)*(3.05/(0.5+2.2*C))/2;[/code]
I'm really curious, how did mike come up with this? This is fundamentally different than any other fix so far.[/quote]
its empirical[/quote]
[quote="Oxford Dictionary"]Empirical - Based on, concerned with, or verifiable by observation or experience rather than theory or pure logic.[/quote]
So do you mean that you kept trying different things until you got this? Because this gets ridiculously complex really quickly:
[code]r3.x += stereo.x * (-v3.w * 0.5 - C)/2;
r3.x += stereo.x * (-v3.w * C /(1.0+0.5 * C) - C)/2;
r3.x += stereo.x * (-v3.w /(1.0+0.5 * v3.w) - stereo.y)/2;
r3.x += stereo.x * (-v3.w /(1+1.8 * v3.w) - C)*(3.05/(0.5+2.2*C))/2; [/code]
I'm trying to find a pattern here but I've got nothing so far. It just seems like you're adding and dividing haphazardly, trying to see what works. Which is probably not what happened as I can't imagine guessing that multiplying by (3.05/(0.5+2.2*stereo.y)) might fix the shader.
I'm trying to find a pattern here but I've got nothing so far. It just seems like you're adding and dividing haphazardly, trying to see what works. Which is probably not what happened as I can't imagine guessing that multiplying by (3.05/(0.5+2.2*stereo.y)) might fix the shader.
[quote="ForgottenProdigy"]
So do you mean that you kept trying different things until you got this? Because this gets ridiculously complex really quickly:
[code]r3.x += stereo.x * (-v3.w * 0.5 - C)/2;
r3.x += stereo.x * (-v3.w * C /(1.0+0.5 * C) - C)/2;
r3.x += stereo.x * (-v3.w /(1.0+0.5 * v3.w) - stereo.y)/2;
r3.x += stereo.x * (-v3.w /(1+1.8 * v3.w) - C)*(3.05/(0.5+2.2*C))/2; [/code]
I'm trying to find a pattern here but I've got nothing so far. It just seems like you're adding and dividing haphazardly, trying to see what works. Which is probably not what happened as I can't imagine guessing that multiplying by (3.05/(0.5+2.2*stereo.y)) might fix the shader.
[/quote]
That's exactly what I did and it's not complex at all. The form for depth correction is (a*D/(b+c*D)) and the form for global correction (of convergence) is (a/(b+c*C)). I just happen to know from experience that these are good empirical forms for approximate fixes. For a given middling value of convergence I work out the depth parameters based on what "looks correct" in the image and do that for several value of distance from the reflections, updating the parameters to get a best fit. The convergence parameters are worked out by looking at the image for several different values of convergence and noting the overall multiplying factor that fits best (i.e. gives the most accurate render of reflections). I can then do a curve fit to again get the best fit. It takes about a half hour.
Please read the thread where I said already (and so did bo3b) that reflections are *approximate*, not exact. Don't try and find a pattern in an approximate fix, there isn't one.
I'm trying to find a pattern here but I've got nothing so far. It just seems like you're adding and dividing haphazardly, trying to see what works. Which is probably not what happened as I can't imagine guessing that multiplying by (3.05/(0.5+2.2*stereo.y)) might fix the shader.
That's exactly what I did and it's not complex at all. The form for depth correction is (a*D/(b+c*D)) and the form for global correction (of convergence) is (a/(b+c*C)). I just happen to know from experience that these are good empirical forms for approximate fixes. For a given middling value of convergence I work out the depth parameters based on what "looks correct" in the image and do that for several value of distance from the reflections, updating the parameters to get a best fit. The convergence parameters are worked out by looking at the image for several different values of convergence and noting the overall multiplying factor that fits best (i.e. gives the most accurate render of reflections). I can then do a curve fit to again get the best fit. It takes about a half hour.
Please read the thread where I said already (and so did bo3b) that reflections are *approximate*, not exact. Don't try and find a pattern in an approximate fix, there isn't one.
Im getting same problem and I have tried both drivers 344.11 and 344.48. If I load up the game without the fix im pretty sure it loads fine but when I load it up with the fix it crashes back to desktop on loading screen. Yet if I start the game from the beginning it seems to load fine and 3d works, but as soon as I come back to play it and load my saved game it will crash. Im pretty sure its related to the fix but I have to give it another go today
i7 4930K @ 4.4GHz
Asus P9X79 Pro
3 Way SLI Titan Black @ 1400mhz skyn3t VBIOS (Hardvolt Mod)
Mushkin Redline @ 2200MHz 32GB
Asus Xonar U7 Echelon Soundcard
Samsung Pro 256 GB SSD Games
Samsung Evo 256 GB SSD Windows 8.1 Pro
Samsung Evo 256 GB SSD Windows 7 Ultimate
Asus ROG Swift 1440p 144hz G-Sync
PSU Corsair AX1500i
Astro A50 Wireless Headset
Corsair 800D Case Custom Waterloop
The stall at loading is also unrelated to the fix, and is a known driver problem.
http://www.reddit.com/r/pcgaming/comments/2k30mo/warning_new_nvidia_34448_whql_drivers_break_alien/
Like I always say, don't be in a rush to run that new stuff, unless there is some feature you are dying to have like maybe DSR. The old recommendation of 'always update your drivers' is completely false. Unless of course you happen to just enjoy the tinkering.
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
If you have a more complete ShaderCache I can take a look at that too for other planar reflections that were missed. I successfully fixed the planar reflections in the tram station, by searching the cache. I'm doing something wrong when I shader hunt, and come up with the wrong ones that way.
Or maybe search for that sampler 'reflectionSamplerReg_SMP_s' in your ShaderCache, and see if there are ones that we missed.
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
"Tinkering" is my middle name;)) DSR is nice that's for sure... To bad is not working in Surround ^_^ Options are not there...but works in single screen;)) I really wanted to render at 10080x2100 and downscale it 5040x1050;))
Also currently DSR is only available on Desktop gpus, on my 880M I don't have the option. :(
Is this shader part of 0.97 ? If not can you share it so I can look at it?;)) and see how you fixed it.
I will start dumping the shader caches per level now and look for "reflectionSamplerReg_SMP_s". I think it would be better if I can also try to apply the fix (from your shader) that way I know I found the right one and not send shaders that are not correct (like I've done it initially)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
https://github.com/bo3b/3Dmigoto/commit/85d6be2f22adb0d99b6cb989ca810912625d335d
His examples are probably better:
https://github.com/bo3b/3Dmigoto/search?utf8=%E2%9C%93&q=reflectionSamplerReg_SMP_s
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
I will now dump all the shaders per level/mission and look for additional shaders using reflections;))
If I find any more I will try to fix it;)) and post it here;))
Big thx again;))
EDIT: Found another planar reflection shader some some type of surfaces. (Mission 5) exactly when you start.
Fixed and attached it here.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I'm really curious, how did mike come up with this? This is fundamentally different than any other fix so far.
its empirical
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Is this a planar reflection? Is it fixed when you disable planar reflection in the game settings? No worries if you can't get back there or don't know.
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
So do you mean that you kept trying different things until you got this? Because this gets ridiculously complex really quickly:
I'm trying to find a pattern here but I've got nothing so far. It just seems like you're adding and dividing haphazardly, trying to see what works. Which is probably not what happened as I can't imagine guessing that multiplying by (3.05/(0.5+2.2*stereo.y)) might fix the shader.
That's exactly what I did and it's not complex at all. The form for depth correction is (a*D/(b+c*D)) and the form for global correction (of convergence) is (a/(b+c*C)). I just happen to know from experience that these are good empirical forms for approximate fixes. For a given middling value of convergence I work out the depth parameters based on what "looks correct" in the image and do that for several value of distance from the reflections, updating the parameters to get a best fit. The convergence parameters are worked out by looking at the image for several different values of convergence and noting the overall multiplying factor that fits best (i.e. gives the most accurate render of reflections). I can then do a curve fit to again get the best fit. It takes about a half hour.
Please read the thread where I said already (and so did bo3b) that reflections are *approximate*, not exact. Don't try and find a pattern in an approximate fix, there isn't one.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278