Great looking previews, amazing work and good luck with the rest of the game. Everything about this game, open world, huge size, good reviews, etc. causing me to overdose on hype. :)
@masterotaku, looks like it is, in the previews shadows look good.
Great looking previews, amazing work and good luck with the rest of the game. Everything about this game, open world, huge size, good reviews, etc. causing me to overdose on hype. :)
@masterotaku, looks like it is, in the previews shadows look good.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
Figured I should give an update, since everyone has been so patient, and I don't want people thinking my silence means inactivity or lack of progress.
I actually have had the past couple days off work (yay!) and been chipping away. The majority of the time I've spent was unfortunately wasted on trying to fix a mostly unfixable issue (as per discussion with DSS on the matter), which is the frustum culling where the edges of the screens are not properly rendered, and a bright light bleeds through. This is highly evident on the first scene on the road. Thought I was close, as I was able to 'fix' a shader to remove the culled edges, but that just brought the terrain to screen depth, which I then thought I almost fixed that, but alas it was a lost cause, so I've at least implemented a workaround to disable the bright light, which is bound to the same keys that I use to cycle the frustum settings (ctrl + F11). If I can get DSS's auto-convergence shader working, then that might also be a viable fix because I found that by just cranking up the convergence high enough that pushes the culled edges out of the screen, but that's not really viable to do manually or with presets, would need to be done dynamically to work, so hopefully we can get that working as it would look very nice in this game in addition to fixing that problem.
What progress I can report is that I've partially fixed screen space reflections. It seems the CS shader requires fixes in multiple places, and I've found 2 of them so far (and also another PS as well).
Here's a couple images where you can see some reflections on the car are correct, and some are still slightly off (sorry about the low depth, not sure why my screenshots are always like that):
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74797/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74798/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74799/[/img]
I've also been doing as much via regex as possible to ensure that when this gets fixed it stays fixed (unlike a certain other game I've been working on. *cough* Vermintide 2 *cough*). It does slow me down a little bit to have to stop and create a new regex whenever I fix a new pattern, especially with how thorough I am in making my regex's to be as specific as possible (so they don't overfix shaders that don't need it) but it saves time in the long run so it's worth it.
I'll report back when I've got more significant progress made, and hopefully have my WIP ready by the next update.
Figured I should give an update, since everyone has been so patient, and I don't want people thinking my silence means inactivity or lack of progress.
I actually have had the past couple days off work (yay!) and been chipping away. The majority of the time I've spent was unfortunately wasted on trying to fix a mostly unfixable issue (as per discussion with DSS on the matter), which is the frustum culling where the edges of the screens are not properly rendered, and a bright light bleeds through. This is highly evident on the first scene on the road. Thought I was close, as I was able to 'fix' a shader to remove the culled edges, but that just brought the terrain to screen depth, which I then thought I almost fixed that, but alas it was a lost cause, so I've at least implemented a workaround to disable the bright light, which is bound to the same keys that I use to cycle the frustum settings (ctrl + F11). If I can get DSS's auto-convergence shader working, then that might also be a viable fix because I found that by just cranking up the convergence high enough that pushes the culled edges out of the screen, but that's not really viable to do manually or with presets, would need to be done dynamically to work, so hopefully we can get that working as it would look very nice in this game in addition to fixing that problem.
What progress I can report is that I've partially fixed screen space reflections. It seems the CS shader requires fixes in multiple places, and I've found 2 of them so far (and also another PS as well).
Here's a couple images where you can see some reflections on the car are correct, and some are still slightly off (sorry about the low depth, not sure why my screenshots are always like that):
I've also been doing as much via regex as possible to ensure that when this gets fixed it stays fixed (unlike a certain other game I've been working on. *cough* Vermintide 2 *cough*). It does slow me down a little bit to have to stop and create a new regex whenever I fix a new pattern, especially with how thorough I am in making my regex's to be as specific as possible (so they don't overfix shaders that don't need it) but it saves time in the long run so it's worth it.
I'll report back when I've got more significant progress made, and hopefully have my WIP ready by the next update.
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
Nice :). I'm curious about what you did to screen space reflections. I don't know if I can improve them in Tekken 7 or not. Does you fix make them stay inside the surface when you look from above? I can't properly check the screenshots yet.
Nice :). I'm curious about what you did to screen space reflections. I don't know if I can improve them in Tekken 7 or not. Does you fix make them stay inside the surface when you look from above? I can't properly check the screenshots yet.
Honestly, screen space reflections are different everytime I've seen them, so I wouldn't necessarily count on the fix here helping in another game (but certainly doesn't hurt to look). In this case, luckily there's a couple projection and view space matrix multiplies that happen (which as I'm sure you know by now are always prime places to start looking for a fix) and adjusting the coordinates before or after do the trick. In this shader I can see they do a normalTexture load 4 times in the beginning of the shader, and I suspect that each one is for a different type of reflection and I'll need to figure out an adjustment for each one. I think that's the one common link I've seen in all reflection shaders I've worked on, is the "Normal" texture/sampler is the one that generally needs an adjustment (which has thrown me off because there are usually specular and albedo texture/samplers as well, and I usually have tried fixing the specular), whether it's the coordinate that is used to find the sample point beforehand, or the coordinate that stores the sampled point afterward.
I didn't really try to look from above, but the adjustments I did do seem to stay in place regardless of the angle or convergence. I'll try looking from above next chance I get.
Honestly, screen space reflections are different everytime I've seen them, so I wouldn't necessarily count on the fix here helping in another game (but certainly doesn't hurt to look). In this case, luckily there's a couple projection and view space matrix multiplies that happen (which as I'm sure you know by now are always prime places to start looking for a fix) and adjusting the coordinates before or after do the trick. In this shader I can see they do a normalTexture load 4 times in the beginning of the shader, and I suspect that each one is for a different type of reflection and I'll need to figure out an adjustment for each one. I think that's the one common link I've seen in all reflection shaders I've worked on, is the "Normal" texture/sampler is the one that generally needs an adjustment (which has thrown me off because there are usually specular and albedo texture/samplers as well, and I usually have tried fixing the specular), whether it's the coordinate that is used to find the sample point beforehand, or the coordinate that stores the sampled point afterward.
I didn't really try to look from above, but the adjustments I did do seem to stay in place regardless of the angle or convergence. I'll try looking from above next chance I get.
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
Thanks for asking. I was thinking about providing a status update earlier, because again, I know people are very patiently waiting (and I appreciate that).
Yes, there has been progress! I've had the past 5 days off work (yay!) and have been working fairly diligently during this period on this fix (well, not during the entire 5 days, of course, but during parts of it). In fact, I was aiming to be able to put together a beta release for today, however I got called away for a local emergency situation while I was literally mid-work on fixing one of the (hopefully few) remaining issues that I've come across. I'm not too far into the game, but I would estimate that it's probably 80-90% complete at this stage, and when I say that I mean fairly immaculately so.
Looking back on where I've spent a lot of my time on this fix, some of the stuff probably would just be ignored or considered unfixable by some people with lesser determination (not referring to anyone in particular, I just feel that would be true in general), like some blocky artifacts/cutouts over shadows that I spent the better part of a day alone tracking down, or these weird 'shadows inside shadows' that occurred on the side of certain structures, but the obsessive perfectionist in me refused to give up on until I found a solution, so for those that are extremely sensitive to even the slightest of imperfections you'll be pleased at the amount of polish that I put into this (although, because I have, most won't even know these imperfections existed... but that's kinda the point and goal, isn't it? ;)). This is in addition to fixing some of the really hard to fix things, like screenspace reflections (although these are convergence dependent), environmental reflections, point lights, and even the Nvidia VXAO (which looks WAY better than the shitty blurring AO blobs that are standard in the engine). I also have some nice features implemented, like properly working auto-depth functions on HUD elements (targetting reticle, quest/NPC markers, etc), and even got DSS's new auto-convergence feature implemented (although it is a bit janky ATM, so still could use a bit of tweaking)... so yeah, I'm confident it will be worth the wait.
The bad news? Tomorrow is the start of my work week, and that emergency situation I mentioned earlier still demands my time and attention over the next few days. I put in a request to take more time off work on Monday and Tuesday, though, so here's hoping that goes through and will allow me to look at this again on thsoe days, if not then it might not be until Wed or Thurs, but I really don't expect it will be longer than that.
Thanks for asking. I was thinking about providing a status update earlier, because again, I know people are very patiently waiting (and I appreciate that).
Yes, there has been progress! I've had the past 5 days off work (yay!) and have been working fairly diligently during this period on this fix (well, not during the entire 5 days, of course, but during parts of it). In fact, I was aiming to be able to put together a beta release for today, however I got called away for a local emergency situation while I was literally mid-work on fixing one of the (hopefully few) remaining issues that I've come across. I'm not too far into the game, but I would estimate that it's probably 80-90% complete at this stage, and when I say that I mean fairly immaculately so.
Looking back on where I've spent a lot of my time on this fix, some of the stuff probably would just be ignored or considered unfixable by some people with lesser determination (not referring to anyone in particular, I just feel that would be true in general), like some blocky artifacts/cutouts over shadows that I spent the better part of a day alone tracking down, or these weird 'shadows inside shadows' that occurred on the side of certain structures, but the obsessive perfectionist in me refused to give up on until I found a solution, so for those that are extremely sensitive to even the slightest of imperfections you'll be pleased at the amount of polish that I put into this (although, because I have, most won't even know these imperfections existed... but that's kinda the point and goal, isn't it? ;)). This is in addition to fixing some of the really hard to fix things, like screenspace reflections (although these are convergence dependent), environmental reflections, point lights, and even the Nvidia VXAO (which looks WAY better than the shitty blurring AO blobs that are standard in the engine). I also have some nice features implemented, like properly working auto-depth functions on HUD elements (targetting reticle, quest/NPC markers, etc), and even got DSS's new auto-convergence feature implemented (although it is a bit janky ATM, so still could use a bit of tweaking)... so yeah, I'm confident it will be worth the wait.
The bad news? Tomorrow is the start of my work week, and that emergency situation I mentioned earlier still demands my time and attention over the next few days. I put in a request to take more time off work on Monday and Tuesday, though, so here's hoping that goes through and will allow me to look at this again on thsoe days, if not then it might not be until Wed or Thurs, but I really don't expect it will be longer than that.
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
That's great news and thank you for informing us, the guys who "got ants in their pants" (I like that phrase).
With all the work you're doing and gonna do, we can wait as long as you want. Thanks again and good luck.
Thanks for the work. Once you release it, I'll try to learn from the things you did (if my brain can take it :p). No hurry. The more we wait, the closer new GPUs will be anyway :).
Thanks for the work. Once you release it, I'll try to learn from the things you did (if my brain can take it :p). No hurry. The more we wait, the closer new GPUs will be anyway :).
[quote="masterotaku"]Thanks for the work. Once you release it, I'll try to learn from the things you did (if my brain can take it :p). [/quote]
You probably already have all the knowledge that was necessary to do what I've done. As long as you know the relationships & transitional processes between the various coordinate "spaces" (local/model->world->view->projection->screen/pixel) and how to recognize which one a coordinate is currently in, from there it's just a matter of trying the various types of adjustments (plus/minus variations of stereo correction formula, full separation/infinity, separation/2, separation * convergence are pretty much the main ones), but depending on which "space" the coordinate is in then you might need to use some transitional matrices to get it to a space where you can apply a correction (or in some cases its possible, or even necessary to calculate the correction value alone and convert that value to whatever space the coordinate is in, and then apply it there). Sometimes the tricky part is not having all of the matrices available to you, and then having to locate a reliable shader with those that you can copy from. But before any of that takes place, the most important thing is finding the correct shader in the first place, which to me my number one go to is frame analysis. If you are not using this and still manually hunting for shader you are doing it wrong! Lol. I feel this so much so that I've even been considering writing up my own tutorial on using this because it's just such a vital part of my workflow now... Anyways, like I said before, I believe you probably already know most of what I said and I'm probably just rambling now (mostly because I'm sitting in my work truck right now outside of the premesis I need to work on and procrastinating getting out because its too cold outside, lol), but feel free to pick my brain on Steam anytime you have some questions I might be able to help with. Oh, and in regards to this fix (the main point I wanted to make) is mostly everything is fixed via regex, so might be hard to determine things from that, however I file away and categorize every shader I work on in a folder called "notable shaders", which I'll include in the zip, so that's where you'll be able to study from.
A lot of the really tricky stuff I was able to fix via a more of a brute force hacking approach rather than sheer knowledge. It was much more along the lines of, "Ok, I know somewhere in this shader will fix this, but where? Hmmm. Let's try here... No? Ok, how about here?... *sigh*", and then an hour later, "Eureka! IT MOVED! ... Now how do I actually FIX it?" *scratches head* "ok, so this register gets copied into this register, which then gets used in a texture load, so maybe if I adjust the coordinate inputted into the texture load? Nope. How about the coordinate that holds the new texture? Bingo!"
[quote]No hurry. The more we wait, the closer new GPUs will be anyway :).[/quote]
Yeah, no kidding. Sadly this game performs far worse than you would expect from it's graphics, which look nice but not THAT nice.
masterotaku said:Thanks for the work. Once you release it, I'll try to learn from the things you did (if my brain can take it :p).
You probably already have all the knowledge that was necessary to do what I've done. As long as you know the relationships & transitional processes between the various coordinate "spaces" (local/model->world->view->projection->screen/pixel) and how to recognize which one a coordinate is currently in, from there it's just a matter of trying the various types of adjustments (plus/minus variations of stereo correction formula, full separation/infinity, separation/2, separation * convergence are pretty much the main ones), but depending on which "space" the coordinate is in then you might need to use some transitional matrices to get it to a space where you can apply a correction (or in some cases its possible, or even necessary to calculate the correction value alone and convert that value to whatever space the coordinate is in, and then apply it there). Sometimes the tricky part is not having all of the matrices available to you, and then having to locate a reliable shader with those that you can copy from. But before any of that takes place, the most important thing is finding the correct shader in the first place, which to me my number one go to is frame analysis. If you are not using this and still manually hunting for shader you are doing it wrong! Lol. I feel this so much so that I've even been considering writing up my own tutorial on using this because it's just such a vital part of my workflow now... Anyways, like I said before, I believe you probably already know most of what I said and I'm probably just rambling now (mostly because I'm sitting in my work truck right now outside of the premesis I need to work on and procrastinating getting out because its too cold outside, lol), but feel free to pick my brain on Steam anytime you have some questions I might be able to help with. Oh, and in regards to this fix (the main point I wanted to make) is mostly everything is fixed via regex, so might be hard to determine things from that, however I file away and categorize every shader I work on in a folder called "notable shaders", which I'll include in the zip, so that's where you'll be able to study from.
A lot of the really tricky stuff I was able to fix via a more of a brute force hacking approach rather than sheer knowledge. It was much more along the lines of, "Ok, I know somewhere in this shader will fix this, but where? Hmmm. Let's try here... No? Ok, how about here?... *sigh*", and then an hour later, "Eureka! IT MOVED! ... Now how do I actually FIX it?" *scratches head* "ok, so this register gets copied into this register, which then gets used in a texture load, so maybe if I adjust the coordinate inputted into the texture load? Nope. How about the coordinate that holds the new texture? Bingo!"
No hurry. The more we wait, the closer new GPUs will be anyway :).
Yeah, no kidding. Sadly this game performs far worse than you would expect from it's graphics, which look nice but not THAT nice.
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
Ok, I've finally gotten to a point where I'm comfortable providing a WIP for you guys to play with. It's not without some quirks and issues, as having had my first full nighttime outing has shown me that fixing the "simple" flashlight on the characters was the least of my concerns. Still, figured it's time to put up or shut up, issues or not!
Quirk 1: Volumetric lighting (ie. Light from streetlamps).
- These are positionally correct, however by shifting the position of the light also shifted the occluded area of the light... so, lets say the light is shining down, but there's a big crate in the foreground ahead of it. The light behind that crate doesn't get rendered by the game, so when the light gets shifted over, unfortunately a gap gets created in the light, so you'll see a few darkened spots in the light around objects. I'm about 90% certain that there's nothing can be done, as if you look in the shader (fa28d0fb582aa2f6-ps_replace.txt) you can see I've adjusted nearly every single line of code (that relates to a position and not a pixel color) without result. Still, it's not horrible, in my limited experience. You can see this in the nighttime pic below on the lighting on the right side. Also have not implemented a regex fix for this yet, so hopefully there's not more than 1 shader responsible for these.
Quirk 2: Distant spot lights clipping at the sides (aka tile lighting)
-This is much more noticeable. I have, however, managed to kinda fix it, but fixing it slightly breaks some lighting that is closer. I find the broken closer lighting the lesser issue however I've done minimal testing at this point, so could be more problematic than what I've seen, so I've set a toggle for this on the [ key so you can test and try for yourself. It is on by default. This was the very last thing I've spent the majority of today working on, and this toggle was the best compromise I could make for now, but I'll continue to work at it and see if I can have it work on objects past a certain depth, maybe.
Quirk 3: Screenspace reflections
-Sadly, is not perfectly accurate at all convergences, but playing between 1-2 convergence is good, up to 3 or 4 isn't bad but starts losing some accuracy, and 5+ was too uncomfortable to play IMHO anyways.
Quirk 4: Frustum culling on the left and right sides of screen + light bleed through
-In my testing I found that this is much worse with Geocaching (terrain tesselation) turned on. With it off, at least the ground gets fully rendered across the screen, preventing the light bleed through, but then you play without tesselation, so the ground is a bit more flat. If you want to turn Geocaching on, I've set a toggle on the ] key which will disable the light bleed through (however it doesn't fix the fact that the ground on the far sides will not be rendered, which is rather ugly looking). So far I have not found any side effects from doing so (screen might be ever so slightly darker as a result), but I'll still just leave it as a toggle in the meantime before. I also have this toggle on the Ctrl + F11 key combo, which is the same as the default Nvidia keybinds for frustum adjustment option, so you can effective add black bars to the sides of the screen to hide the missing ground rendering.
Unfixed issue: Campfire
-I believe uses Nvidia Flow tech here, so no surprise is broken like most of the other Nvidia stuff that's built in. I only came across it the one time, and didn't save immediately prior. As I started working on it, it went from being just 2D to missing in one eye, so I couldn't continue working on it. Will take another look at this the next time I'm going to camp.
[u]Recommended settings:[/u]
[b]Geocaching:[/b] On or off based on preference. See Quirk 4 above
[b]Lighting[/b]: High, for performance
[b]Shadows[/b]: Select based on performance
[b]Ambient Occlusion[/b]: Off. VXAO looks WAY better, and I've managed to fix that. Not sure how performance is affected, so you might prefer to use one of these settings to reclaim some FPS. Just don't use both at the same time.
[b]Anti-Aliasing[/b]: FXAA
[b]Motion Blur[/b]: Off. Turning this on adds a constant judder/blur on characters. - Side note: I find that if I use the Luminous Engine Graphics Configuration Tool (found via Google) that it enables Motion Blur every time I start the game (even though it shows as being "Off" in game. I have to go in and turn it on, then back off to disable it)
[b]Filtering[/b]: This is a tough one. Only with it on Highest enables screenspace reflections on the car, which I think add a nice dimension. Unfortunately it also enables DOF which isn't broken but also isn't amazing here, and also a bit of a softening filter which some don't like. Side note: If you change this away from Highest in game, and lose screenspace reflections, you have to exit back to the title screen and change it back to Highest if you want to reenable screenspace reflections.
[b]Nvidia Hairworks[/b]: On or off depending on performance
[b]Nvidia VXAO[/b]: On (see Ambient Occlusion above)
[b]Nvidia Turf Effects[/b]: Off
[b]Nvidia Shadowlibs[/b]: Off
I've implemented an auto-depth HUD for in-game elements, and have done my best to put other HUD elements at static depth. If my work on FFXIV taught me anything about a SquareEnix RPG is that this is one thing I'll probably be continuously fixing throughout the entirety of the game as new things come up.
I've also (just barely) managed to implement DarkStarSwords auto-convergence shader tool. It's not optimized well at all for this game yet, but for those that are adventurous can enable it with the ` (tilde) key.
I've also got some convergence presets on the F1, F2, and F4 keys (planned on doing one for F3 in between F2 and F4 values, but never got around to it yet), however they are not optimal yet. F1 does 1.0 convergence, F2 does 5.0 convergence, and F4 does 60 (was used for testingduring the far overhead shot). Feel free to change those values in the d3dx.ini to your liking.
Ummmm, can't really think of anything else, but if I do I'll add more info via edits to this post.
Also, given this is a WIP, and I'm still quite early in the game, I'll greatly appreciate any feedback or findings. Again, I'm still fairly early in game so if you find something that's broken then there's a good chance I haven't made it there yet. I also adjusted one of my main regex patterns just before release, and there's a slight chance that may have broken some stuff, and there's also the matter of the tile light clipping "fix" toggle which I haven't tested outside of the one area, so that could possibly cause issues elsewhere (so if you see any nighttime lighting glitches, remember to try the ] key to see if it fixes that, and report back here). *crosses fingers*
Download: http://www.mediafire.com/file/tv3b0tk1hhgmdxi/Final%20Fantasy%20XV%203D%20fix%20WIP.zip
Showing off the screenspace reflections. Notice the reflection of Noct on the car. Can also compare against the picture in the post above to see how Gladio's reflection was less correct
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74865/[/img]
A shot to show off the VXAO. Should have taken one of the standard "blobby" AO for comparison
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74866/[/img]
Sun lighting positionally correct
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74867/[/img]
Nighttime shot showing the pointlights on the car correct and the volumetric lighting from the streetlamp in the BG
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74868/[/img]
And of course a shot of the slutty- I mean lovely Cindy! (One of the more tasteful ones I've made, at least ;))
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74864/[/img]
Ok, I've finally gotten to a point where I'm comfortable providing a WIP for you guys to play with. It's not without some quirks and issues, as having had my first full nighttime outing has shown me that fixing the "simple" flashlight on the characters was the least of my concerns. Still, figured it's time to put up or shut up, issues or not!
Quirk 1: Volumetric lighting (ie. Light from streetlamps).
- These are positionally correct, however by shifting the position of the light also shifted the occluded area of the light... so, lets say the light is shining down, but there's a big crate in the foreground ahead of it. The light behind that crate doesn't get rendered by the game, so when the light gets shifted over, unfortunately a gap gets created in the light, so you'll see a few darkened spots in the light around objects. I'm about 90% certain that there's nothing can be done, as if you look in the shader (fa28d0fb582aa2f6-ps_replace.txt) you can see I've adjusted nearly every single line of code (that relates to a position and not a pixel color) without result. Still, it's not horrible, in my limited experience. You can see this in the nighttime pic below on the lighting on the right side. Also have not implemented a regex fix for this yet, so hopefully there's not more than 1 shader responsible for these.
Quirk 2: Distant spot lights clipping at the sides (aka tile lighting)
-This is much more noticeable. I have, however, managed to kinda fix it, but fixing it slightly breaks some lighting that is closer. I find the broken closer lighting the lesser issue however I've done minimal testing at this point, so could be more problematic than what I've seen, so I've set a toggle for this on the [ key so you can test and try for yourself. It is on by default. This was the very last thing I've spent the majority of today working on, and this toggle was the best compromise I could make for now, but I'll continue to work at it and see if I can have it work on objects past a certain depth, maybe.
Quirk 3: Screenspace reflections
-Sadly, is not perfectly accurate at all convergences, but playing between 1-2 convergence is good, up to 3 or 4 isn't bad but starts losing some accuracy, and 5+ was too uncomfortable to play IMHO anyways.
Quirk 4: Frustum culling on the left and right sides of screen + light bleed through
-In my testing I found that this is much worse with Geocaching (terrain tesselation) turned on. With it off, at least the ground gets fully rendered across the screen, preventing the light bleed through, but then you play without tesselation, so the ground is a bit more flat. If you want to turn Geocaching on, I've set a toggle on the ] key which will disable the light bleed through (however it doesn't fix the fact that the ground on the far sides will not be rendered, which is rather ugly looking). So far I have not found any side effects from doing so (screen might be ever so slightly darker as a result), but I'll still just leave it as a toggle in the meantime before. I also have this toggle on the Ctrl + F11 key combo, which is the same as the default Nvidia keybinds for frustum adjustment option, so you can effective add black bars to the sides of the screen to hide the missing ground rendering.
Unfixed issue: Campfire
-I believe uses Nvidia Flow tech here, so no surprise is broken like most of the other Nvidia stuff that's built in. I only came across it the one time, and didn't save immediately prior. As I started working on it, it went from being just 2D to missing in one eye, so I couldn't continue working on it. Will take another look at this the next time I'm going to camp.
Recommended settings: Geocaching: On or off based on preference. See Quirk 4 above Lighting: High, for performance Shadows: Select based on performance Ambient Occlusion: Off. VXAO looks WAY better, and I've managed to fix that. Not sure how performance is affected, so you might prefer to use one of these settings to reclaim some FPS. Just don't use both at the same time. Anti-Aliasing: FXAA Motion Blur: Off. Turning this on adds a constant judder/blur on characters. - Side note: I find that if I use the Luminous Engine Graphics Configuration Tool (found via Google) that it enables Motion Blur every time I start the game (even though it shows as being "Off" in game. I have to go in and turn it on, then back off to disable it) Filtering: This is a tough one. Only with it on Highest enables screenspace reflections on the car, which I think add a nice dimension. Unfortunately it also enables DOF which isn't broken but also isn't amazing here, and also a bit of a softening filter which some don't like. Side note: If you change this away from Highest in game, and lose screenspace reflections, you have to exit back to the title screen and change it back to Highest if you want to reenable screenspace reflections. Nvidia Hairworks: On or off depending on performance Nvidia VXAO: On (see Ambient Occlusion above) Nvidia Turf Effects: Off Nvidia Shadowlibs: Off
I've implemented an auto-depth HUD for in-game elements, and have done my best to put other HUD elements at static depth. If my work on FFXIV taught me anything about a SquareEnix RPG is that this is one thing I'll probably be continuously fixing throughout the entirety of the game as new things come up.
I've also (just barely) managed to implement DarkStarSwords auto-convergence shader tool. It's not optimized well at all for this game yet, but for those that are adventurous can enable it with the ` (tilde) key.
I've also got some convergence presets on the F1, F2, and F4 keys (planned on doing one for F3 in between F2 and F4 values, but never got around to it yet), however they are not optimal yet. F1 does 1.0 convergence, F2 does 5.0 convergence, and F4 does 60 (was used for testingduring the far overhead shot). Feel free to change those values in the d3dx.ini to your liking.
Ummmm, can't really think of anything else, but if I do I'll add more info via edits to this post.
Also, given this is a WIP, and I'm still quite early in the game, I'll greatly appreciate any feedback or findings. Again, I'm still fairly early in game so if you find something that's broken then there's a good chance I haven't made it there yet. I also adjusted one of my main regex patterns just before release, and there's a slight chance that may have broken some stuff, and there's also the matter of the tile light clipping "fix" toggle which I haven't tested outside of the one area, so that could possibly cause issues elsewhere (so if you see any nighttime lighting glitches, remember to try the ] key to see if it fixes that, and report back here). *crosses fingers*
Showing off the screenspace reflections. Notice the reflection of Noct on the car. Can also compare against the picture in the post above to see how Gladio's reflection was less correct
A shot to show off the VXAO. Should have taken one of the standard "blobby" AO for comparison
Sun lighting positionally correct
Nighttime shot showing the pointlights on the car correct and the volumetric lighting from the streetlamp in the BG
And of course a shot of the slutty- I mean lovely Cindy! (One of the more tasteful ones I've made, at least ;))
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
Very impressive work DJ-RK, reflections and stuff seems to be spot on !!
Your slutts - eh..shots forces me to buy this game in the very near future :)
BIG thank you for all you do for this community !!
Thank you very much. I'll try it after getting some sleep. What did you do about sky clipping at the sides? Zoomin in, like the hotkey I had made (bad for camera movements)?
About DoF, you can get the hotkey and related shader from my WIP fix. It's the typical toggle I do. It also disables the fuzziness you talk about during gameplay.
Thank you very much. I'll try it after getting some sleep. What did you do about sky clipping at the sides? Zoomin in, like the hotkey I had made (bad for camera movements)?
About DoF, you can get the hotkey and related shader from my WIP fix. It's the typical toggle I do. It also disables the fuzziness you talk about during gameplay.
[quote="masterotaku"]Thank you very much. I'll try it after getting some sleep. What did you do about sky clipping at the sides? Zoomin in, like the hotkey I had made (bad for camera movements)?
About DoF, you can get the hotkey and related shader from my WIP fix. It's the typical toggle I do. It also disables the fuzziness you talk about during gameplay.[/quote]
I actually hadn't noticed any sky clipping yet. Will address it as I come across it. Unless if that just automatically got fixed by my regex for sun related shaders.
And yeah, figured I'd do a disable for the DOF. I already did one for the heat haze that occurs during the intro sequence. Unfortunately, though, with me attempting to implement DSS's auto-convergence that has [s]hogged (hehe)[/s] used up all of the ini params between x1 - z4, and then the software mouse cursor uses up from like w5-w7, so I literally only have x-w, and x5-z5 available to me, and they are all used up already... actually, wait a minute... I just realized I'm not using the software mouse cursor in this fix, so that means I got more that I can use! Wahoo!
masterotaku said:Thank you very much. I'll try it after getting some sleep. What did you do about sky clipping at the sides? Zoomin in, like the hotkey I had made (bad for camera movements)?
About DoF, you can get the hotkey and related shader from my WIP fix. It's the typical toggle I do. It also disables the fuzziness you talk about during gameplay.
I actually hadn't noticed any sky clipping yet. Will address it as I come across it. Unless if that just automatically got fixed by my regex for sun related shaders.
And yeah, figured I'd do a disable for the DOF. I already did one for the heat haze that occurs during the intro sequence. Unfortunately, though, with me attempting to implement DSS's auto-convergence that has hogged (hehe) used up all of the ini params between x1 - z4, and then the software mouse cursor uses up from like w5-w7, so I literally only have x-w, and x5-z5 available to me, and they are all used up already... actually, wait a minute... I just realized I'm not using the software mouse cursor in this fix, so that means I got more that I can use! Wahoo!
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
@masterotaku, looks like it is, in the previews shadows look good.
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I actually have had the past couple days off work (yay!) and been chipping away. The majority of the time I've spent was unfortunately wasted on trying to fix a mostly unfixable issue (as per discussion with DSS on the matter), which is the frustum culling where the edges of the screens are not properly rendered, and a bright light bleeds through. This is highly evident on the first scene on the road. Thought I was close, as I was able to 'fix' a shader to remove the culled edges, but that just brought the terrain to screen depth, which I then thought I almost fixed that, but alas it was a lost cause, so I've at least implemented a workaround to disable the bright light, which is bound to the same keys that I use to cycle the frustum settings (ctrl + F11). If I can get DSS's auto-convergence shader working, then that might also be a viable fix because I found that by just cranking up the convergence high enough that pushes the culled edges out of the screen, but that's not really viable to do manually or with presets, would need to be done dynamically to work, so hopefully we can get that working as it would look very nice in this game in addition to fixing that problem.
What progress I can report is that I've partially fixed screen space reflections. It seems the CS shader requires fixes in multiple places, and I've found 2 of them so far (and also another PS as well).
Here's a couple images where you can see some reflections on the car are correct, and some are still slightly off (sorry about the low depth, not sure why my screenshots are always like that):
I've also been doing as much via regex as possible to ensure that when this gets fixed it stays fixed (unlike a certain other game I've been working on. *cough* Vermintide 2 *cough*). It does slow me down a little bit to have to stop and create a new regex whenever I fix a new pattern, especially with how thorough I am in making my regex's to be as specific as possible (so they don't overfix shaders that don't need it) but it saves time in the long run so it's worth it.
I'll report back when I've got more significant progress made, and hopefully have my WIP ready by the next update.
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Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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I didn't really try to look from above, but the adjustments I did do seem to stay in place regardless of the angle or convergence. I'll try looking from above next chance I get.
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Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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I'm ishiki, forum screwed up my name.
9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti
I'm ishiki, forum screwed up my name.
9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti
Yes, there has been progress! I've had the past 5 days off work (yay!) and have been working fairly diligently during this period on this fix (well, not during the entire 5 days, of course, but during parts of it). In fact, I was aiming to be able to put together a beta release for today, however I got called away for a local emergency situation while I was literally mid-work on fixing one of the (hopefully few) remaining issues that I've come across. I'm not too far into the game, but I would estimate that it's probably 80-90% complete at this stage, and when I say that I mean fairly immaculately so.
Looking back on where I've spent a lot of my time on this fix, some of the stuff probably would just be ignored or considered unfixable by some people with lesser determination (not referring to anyone in particular, I just feel that would be true in general), like some blocky artifacts/cutouts over shadows that I spent the better part of a day alone tracking down, or these weird 'shadows inside shadows' that occurred on the side of certain structures, but the obsessive perfectionist in me refused to give up on until I found a solution, so for those that are extremely sensitive to even the slightest of imperfections you'll be pleased at the amount of polish that I put into this (although, because I have, most won't even know these imperfections existed... but that's kinda the point and goal, isn't it? ;)). This is in addition to fixing some of the really hard to fix things, like screenspace reflections (although these are convergence dependent), environmental reflections, point lights, and even the Nvidia VXAO (which looks WAY better than the shitty blurring AO blobs that are standard in the engine). I also have some nice features implemented, like properly working auto-depth functions on HUD elements (targetting reticle, quest/NPC markers, etc), and even got DSS's new auto-convergence feature implemented (although it is a bit janky ATM, so still could use a bit of tweaking)... so yeah, I'm confident it will be worth the wait.
The bad news? Tomorrow is the start of my work week, and that emergency situation I mentioned earlier still demands my time and attention over the next few days. I put in a request to take more time off work on Monday and Tuesday, though, so here's hoping that goes through and will allow me to look at this again on thsoe days, if not then it might not be until Wed or Thurs, but I really don't expect it will be longer than that.
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
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
With all the work you're doing and gonna do, we can wait as long as you want. Thanks again and good luck.
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You probably already have all the knowledge that was necessary to do what I've done. As long as you know the relationships & transitional processes between the various coordinate "spaces" (local/model->world->view->projection->screen/pixel) and how to recognize which one a coordinate is currently in, from there it's just a matter of trying the various types of adjustments (plus/minus variations of stereo correction formula, full separation/infinity, separation/2, separation * convergence are pretty much the main ones), but depending on which "space" the coordinate is in then you might need to use some transitional matrices to get it to a space where you can apply a correction (or in some cases its possible, or even necessary to calculate the correction value alone and convert that value to whatever space the coordinate is in, and then apply it there). Sometimes the tricky part is not having all of the matrices available to you, and then having to locate a reliable shader with those that you can copy from. But before any of that takes place, the most important thing is finding the correct shader in the first place, which to me my number one go to is frame analysis. If you are not using this and still manually hunting for shader you are doing it wrong! Lol. I feel this so much so that I've even been considering writing up my own tutorial on using this because it's just such a vital part of my workflow now... Anyways, like I said before, I believe you probably already know most of what I said and I'm probably just rambling now (mostly because I'm sitting in my work truck right now outside of the premesis I need to work on and procrastinating getting out because its too cold outside, lol), but feel free to pick my brain on Steam anytime you have some questions I might be able to help with. Oh, and in regards to this fix (the main point I wanted to make) is mostly everything is fixed via regex, so might be hard to determine things from that, however I file away and categorize every shader I work on in a folder called "notable shaders", which I'll include in the zip, so that's where you'll be able to study from.
A lot of the really tricky stuff I was able to fix via a more of a brute force hacking approach rather than sheer knowledge. It was much more along the lines of, "Ok, I know somewhere in this shader will fix this, but where? Hmmm. Let's try here... No? Ok, how about here?... *sigh*", and then an hour later, "Eureka! IT MOVED! ... Now how do I actually FIX it?" *scratches head* "ok, so this register gets copied into this register, which then gets used in a texture load, so maybe if I adjust the coordinate inputted into the texture load? Nope. How about the coordinate that holds the new texture? Bingo!"
Yeah, no kidding. Sadly this game performs far worse than you would expect from it's graphics, which look nice but not THAT nice.
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Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Quirk 1: Volumetric lighting (ie. Light from streetlamps).
- These are positionally correct, however by shifting the position of the light also shifted the occluded area of the light... so, lets say the light is shining down, but there's a big crate in the foreground ahead of it. The light behind that crate doesn't get rendered by the game, so when the light gets shifted over, unfortunately a gap gets created in the light, so you'll see a few darkened spots in the light around objects. I'm about 90% certain that there's nothing can be done, as if you look in the shader (fa28d0fb582aa2f6-ps_replace.txt) you can see I've adjusted nearly every single line of code (that relates to a position and not a pixel color) without result. Still, it's not horrible, in my limited experience. You can see this in the nighttime pic below on the lighting on the right side. Also have not implemented a regex fix for this yet, so hopefully there's not more than 1 shader responsible for these.
Quirk 2: Distant spot lights clipping at the sides (aka tile lighting)
-This is much more noticeable. I have, however, managed to kinda fix it, but fixing it slightly breaks some lighting that is closer. I find the broken closer lighting the lesser issue however I've done minimal testing at this point, so could be more problematic than what I've seen, so I've set a toggle for this on the [ key so you can test and try for yourself. It is on by default. This was the very last thing I've spent the majority of today working on, and this toggle was the best compromise I could make for now, but I'll continue to work at it and see if I can have it work on objects past a certain depth, maybe.
Quirk 3: Screenspace reflections
-Sadly, is not perfectly accurate at all convergences, but playing between 1-2 convergence is good, up to 3 or 4 isn't bad but starts losing some accuracy, and 5+ was too uncomfortable to play IMHO anyways.
Quirk 4: Frustum culling on the left and right sides of screen + light bleed through
-In my testing I found that this is much worse with Geocaching (terrain tesselation) turned on. With it off, at least the ground gets fully rendered across the screen, preventing the light bleed through, but then you play without tesselation, so the ground is a bit more flat. If you want to turn Geocaching on, I've set a toggle on the ] key which will disable the light bleed through (however it doesn't fix the fact that the ground on the far sides will not be rendered, which is rather ugly looking). So far I have not found any side effects from doing so (screen might be ever so slightly darker as a result), but I'll still just leave it as a toggle in the meantime before. I also have this toggle on the Ctrl + F11 key combo, which is the same as the default Nvidia keybinds for frustum adjustment option, so you can effective add black bars to the sides of the screen to hide the missing ground rendering.
Unfixed issue: Campfire
-I believe uses Nvidia Flow tech here, so no surprise is broken like most of the other Nvidia stuff that's built in. I only came across it the one time, and didn't save immediately prior. As I started working on it, it went from being just 2D to missing in one eye, so I couldn't continue working on it. Will take another look at this the next time I'm going to camp.
Recommended settings:
Geocaching: On or off based on preference. See Quirk 4 above
Lighting: High, for performance
Shadows: Select based on performance
Ambient Occlusion: Off. VXAO looks WAY better, and I've managed to fix that. Not sure how performance is affected, so you might prefer to use one of these settings to reclaim some FPS. Just don't use both at the same time.
Anti-Aliasing: FXAA
Motion Blur: Off. Turning this on adds a constant judder/blur on characters. - Side note: I find that if I use the Luminous Engine Graphics Configuration Tool (found via Google) that it enables Motion Blur every time I start the game (even though it shows as being "Off" in game. I have to go in and turn it on, then back off to disable it)
Filtering: This is a tough one. Only with it on Highest enables screenspace reflections on the car, which I think add a nice dimension. Unfortunately it also enables DOF which isn't broken but also isn't amazing here, and also a bit of a softening filter which some don't like. Side note: If you change this away from Highest in game, and lose screenspace reflections, you have to exit back to the title screen and change it back to Highest if you want to reenable screenspace reflections.
Nvidia Hairworks: On or off depending on performance
Nvidia VXAO: On (see Ambient Occlusion above)
Nvidia Turf Effects: Off
Nvidia Shadowlibs: Off
I've implemented an auto-depth HUD for in-game elements, and have done my best to put other HUD elements at static depth. If my work on FFXIV taught me anything about a SquareEnix RPG is that this is one thing I'll probably be continuously fixing throughout the entirety of the game as new things come up.
I've also (just barely) managed to implement DarkStarSwords auto-convergence shader tool. It's not optimized well at all for this game yet, but for those that are adventurous can enable it with the ` (tilde) key.
I've also got some convergence presets on the F1, F2, and F4 keys (planned on doing one for F3 in between F2 and F4 values, but never got around to it yet), however they are not optimal yet. F1 does 1.0 convergence, F2 does 5.0 convergence, and F4 does 60 (was used for testingduring the far overhead shot). Feel free to change those values in the d3dx.ini to your liking.
Ummmm, can't really think of anything else, but if I do I'll add more info via edits to this post.
Also, given this is a WIP, and I'm still quite early in the game, I'll greatly appreciate any feedback or findings. Again, I'm still fairly early in game so if you find something that's broken then there's a good chance I haven't made it there yet. I also adjusted one of my main regex patterns just before release, and there's a slight chance that may have broken some stuff, and there's also the matter of the tile light clipping "fix" toggle which I haven't tested outside of the one area, so that could possibly cause issues elsewhere (so if you see any nighttime lighting glitches, remember to try the ] key to see if it fixes that, and report back here). *crosses fingers*
Download: http://www.mediafire.com/file/tv3b0tk1hhgmdxi/Final%20Fantasy%20XV%203D%20fix%20WIP.zip
Showing off the screenspace reflections. Notice the reflection of Noct on the car. Can also compare against the picture in the post above to see how Gladio's reflection was less correct
A shot to show off the VXAO. Should have taken one of the standard "blobby" AO for comparison
Sun lighting positionally correct
Nighttime shot showing the pointlights on the car correct and the volumetric lighting from the streetlamp in the BG
And of course a shot of the slutty- I mean lovely Cindy! (One of the more tasteful ones I've made, at least ;))
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
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
Your slutts - eh..shots forces me to buy this game in the very near future :)
BIG thank you for all you do for this community !!
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
About DoF, you can get the hotkey and related shader from my WIP fix. It's the typical toggle I do. It also disables the fuzziness you talk about during gameplay.
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 actually hadn't noticed any sky clipping yet. Will address it as I come across it. Unless if that just automatically got fixed by my regex for sun related shaders.
And yeah, figured I'd do a disable for the DOF. I already did one for the heat haze that occurs during the intro sequence. Unfortunately, though, with me attempting to implement DSS's auto-convergence that has
hogged (hehe)used up all of the ini params between x1 - z4, and then the software mouse cursor uses up from like w5-w7, so I literally only have x-w, and x5-z5 available to me, and they are all used up already... actually, wait a minute... I just realized I'm not using the software mouse cursor in this fix, so that means I got more that I can use! Wahoo!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
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king