thanks very helpfull. Finally I can change the file names. Is it not amazing that Microsoft thinks that I would prefer to see not all my hidden files? Unfortunately, I can't see 3D images at the moment with my 3d vision viewer, 3d kicks in, but the picture is not in stereo...
thanks very helpfull. Finally I can change the file names. Is it not amazing that Microsoft thinks that I would prefer to see not all my hidden files? Unfortunately, I can't see 3D images at the moment with my 3d vision viewer, 3d kicks in, but the picture is not in stereo...
It's so that less literate people don't ruin everything on their computer. It's been that way since at least XP.
"What's this .dll on the end of that file for? I'll delete that. 'finance.xls' isn't a pretty name, I'll just rename it to 'finance'
...why will none of my files open?"
Thanks everyone. Looking forward to getting back to work on this one a bit more this evening, and hopefully won't be long before I can release the fix.
[quote="DHR"]Very nice DJ-RK!!....i suppose all is solve.
Using an aproximation will produce shadows or lights go wrong when game change FOV (normally in cinematics, aiming, running or maybe others), so is better to fix using a constant buffer.[/quote]
Yeah, I was really quite surprised at how much progress I was able to make last night. Was able to find a few more things as I played a bit further: some ground decals appeared floating off the ground (but only 1 or 2 of them, the rest just like them were fine, so not sure if that's just a glitch and not really necessary or even possible to fix), and some lighting reflections look like they might be slightly off (but at the same time look ok, so not sure how much time I'll spend on those), and also a kinda ugly reflection glitch that might be tricky to deal with. But all in all, the game is definitely playing nice so far. I'm really surprised that there have been absolutely 0 halo causing effects in this game.
As for the approx fix for volumetric lighting, I would definitely like to not have to do that, but for that one particular thing it might be necessary. We'll see.
[quote="masterotaku"]DJ-RK and DHR: do you usually dump all shaders at once? I have never done that. I just dump shaders that are wrong, unless I want to see how a correct effect does some stuff.
And good job, by the way :).[/quote]
Yeah, I definitely rely on having a full dump these days (which is achieved by changing export_hlsl=0 to 1, 2, or 3 in the d3dx.ini file). When it comes to the occasional halo effect I'll still just dump them manually (unless there's a lot, then I take a completely different approach), but when it comes to advanced issues like lighting/shadows or reflections, it's much better to use the frame analysis function in 3DMigoto to track down which shader is creating them (by looking through all the dumped images. Sometimes these need to be converted from DDS using one of DarkStarSword's utilities to be viewable), and then I'll find the shader in the shadercache and copy it into the shaderfixes folder, and then modify the shader.
Thanks everyone. Looking forward to getting back to work on this one a bit more this evening, and hopefully won't be long before I can release the fix.
DHR said:Very nice DJ-RK!!....i suppose all is solve.
Using an aproximation will produce shadows or lights go wrong when game change FOV (normally in cinematics, aiming, running or maybe others), so is better to fix using a constant buffer.
Yeah, I was really quite surprised at how much progress I was able to make last night. Was able to find a few more things as I played a bit further: some ground decals appeared floating off the ground (but only 1 or 2 of them, the rest just like them were fine, so not sure if that's just a glitch and not really necessary or even possible to fix), and some lighting reflections look like they might be slightly off (but at the same time look ok, so not sure how much time I'll spend on those), and also a kinda ugly reflection glitch that might be tricky to deal with. But all in all, the game is definitely playing nice so far. I'm really surprised that there have been absolutely 0 halo causing effects in this game.
As for the approx fix for volumetric lighting, I would definitely like to not have to do that, but for that one particular thing it might be necessary. We'll see.
masterotaku said:DJ-RK and DHR: do you usually dump all shaders at once? I have never done that. I just dump shaders that are wrong, unless I want to see how a correct effect does some stuff.
And good job, by the way :).
Yeah, I definitely rely on having a full dump these days (which is achieved by changing export_hlsl=0 to 1, 2, or 3 in the d3dx.ini file). When it comes to the occasional halo effect I'll still just dump them manually (unless there's a lot, then I take a completely different approach), but when it comes to advanced issues like lighting/shadows or reflections, it's much better to use the frame analysis function in 3DMigoto to track down which shader is creating them (by looking through all the dumped images. Sometimes these need to be converted from DDS using one of DarkStarSword's utilities to be viewable), and then I'll find the shader in the shadercache and copy it into the shaderfixes folder, and then modify the shader.
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
Sorry for the delay in the response...i have to travel for a couple of days.
Yes, i dump all the shaders (export_shaders=1 and export_hlsl=2)...to check the asm in case the HLSL dumped have decompiler issues, to batch fixing (if is necessary), to look the VS related to a PS effect and visceversa.
@DJ-RK
Great that you made a lot of progress....waiting for the release or the WIP!! :)
@masterotaku
Sorry for the delay in the response...i have to travel for a couple of days.
Yes, i dump all the shaders (export_shaders=1 and export_hlsl=2)...to check the asm in case the HLSL dumped have decompiler issues, to batch fixing (if is necessary), to look the VS related to a PS effect and visceversa.
@DJ-RK
Great that you made a lot of progress....waiting for the release or the WIP!! :)
[quote="SubjectBucko"]Is anyone else getting a fast flickering in both 2d and 3d?
I am trying the assassins creed 4 profile for CM.
[/quote]
Disable SLI :)
SubjectBucko said:Is anyone else getting a fast flickering in both 2d and 3d?
I am trying the assassins creed 4 profile for CM.
Disable SLI :)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
So although I haven't played too far into the game (haven't completed Act 1 yet), I have a feeling the fix is probably about 80-90% done. Since I might not have a lot of time to work on it during this weekend, and I'm sure some people are eager to try this, I figured it might be helpful for me to post up a beta for testing to get some feedback.
Here's a synopsis of what's fixed, what's not, and any other quirks:
Fixed:
-Standard lighting/shadows
-Spot lighting
-Volumetric lighting (uses approx fix that is very accurate on my setup. Need testing on different configurations)
-Bloom/lens flares (this uses the auto-crosshair formula to obtain depth and perform adjustment, so sometimes depending on angles this may be broken, but otherwise is accurate)
-Light cones/shafts
-Time ripples/waves
-HUD / auto-crosshair
Not fixed:
-Screen space reflections. These are mostly ok on their own, but some of them are way off. I actually did implement a fix that worked in one area, but it unfortunately broke those that are fine in other areas (spent a lot of time getting that fix right, so you can imagine how pissed I was to find out that it broken working parts elsewhere, lol). If you're in a broken area, you can try to enable the fix with the ] key. You can disable SSR in the options, but I think it's better to just leave it on.
-Tile lighting clips at a distance
Quirks:
-All HUD objects share the same 2 shaders, so I use the auto-crosshair depth adjustment to also fix the position of objective markers within a rectangle that covers 60% of the screen. This unfortunately also adjusts the title menu and some of the reading text as well, so you need to enable/disable the auto-crosshair with the \ key. I may rework this to not require input from the user if possible (haven't tried texture filtering as of yet).
-I use a fairly accurate approximation for volumetric lighting, however there are 3 settings for volumetric lighting in the options: Medium, High, and Ultra. Each setting requires a different value (and also eats up a ton of FPS with each increment). I currently have the value for High as the default, and set a key to cycle the values on the . (period) key. A better alternative to using the cycle key is to edit the d3dx.ini file, and in the constants section change y1 to 0.026 for Medium or 0.008 for Ultra
Settings wise, I've been running entirely on Ultra and High. Haven't done much testing on Medium to know if anything is broken there yet. Oh, and for those that don't know already, the setting "Native Upscaling" should not be used. It will actually render the game at a lower resolution than the resolution you selected, and then upscale it to the resolution you did select in order to give you better performance. For me, I had 1920x1080P set, but it was actually rendering at 1280x720P and upscaling it to 1080P, which obviously made the game look soft/low res.
If people could test this out and report any issues they find it would be appreciated.
Also, if anyone wants to take a crack at figuring out the following, be my guest and you'll be credited for your work when I post to the blog.
-Screen Space Reflections: the shader for that is 354dab5cc3c12c86-ps.txt
-Volumetric lighting - to not use approximate fix: 219b627580875adf-cs.txt
-Tile light clipping: f5c07934bfa30387-cs.txt
Anyways, here's the link: [url]https://www.mediafire.com/?d7n7nc1nct8wl19[/url]
So although I haven't played too far into the game (haven't completed Act 1 yet), I have a feeling the fix is probably about 80-90% done. Since I might not have a lot of time to work on it during this weekend, and I'm sure some people are eager to try this, I figured it might be helpful for me to post up a beta for testing to get some feedback.
Here's a synopsis of what's fixed, what's not, and any other quirks:
Fixed:
-Standard lighting/shadows
-Spot lighting
-Volumetric lighting (uses approx fix that is very accurate on my setup. Need testing on different configurations)
-Bloom/lens flares (this uses the auto-crosshair formula to obtain depth and perform adjustment, so sometimes depending on angles this may be broken, but otherwise is accurate)
-Light cones/shafts
-Time ripples/waves
-HUD / auto-crosshair
Not fixed:
-Screen space reflections. These are mostly ok on their own, but some of them are way off. I actually did implement a fix that worked in one area, but it unfortunately broke those that are fine in other areas (spent a lot of time getting that fix right, so you can imagine how pissed I was to find out that it broken working parts elsewhere, lol). If you're in a broken area, you can try to enable the fix with the ] key. You can disable SSR in the options, but I think it's better to just leave it on.
-Tile lighting clips at a distance
Quirks:
-All HUD objects share the same 2 shaders, so I use the auto-crosshair depth adjustment to also fix the position of objective markers within a rectangle that covers 60% of the screen. This unfortunately also adjusts the title menu and some of the reading text as well, so you need to enable/disable the auto-crosshair with the \ key. I may rework this to not require input from the user if possible (haven't tried texture filtering as of yet).
-I use a fairly accurate approximation for volumetric lighting, however there are 3 settings for volumetric lighting in the options: Medium, High, and Ultra. Each setting requires a different value (and also eats up a ton of FPS with each increment). I currently have the value for High as the default, and set a key to cycle the values on the . (period) key. A better alternative to using the cycle key is to edit the d3dx.ini file, and in the constants section change y1 to 0.026 for Medium or 0.008 for Ultra
Settings wise, I've been running entirely on Ultra and High. Haven't done much testing on Medium to know if anything is broken there yet. Oh, and for those that don't know already, the setting "Native Upscaling" should not be used. It will actually render the game at a lower resolution than the resolution you selected, and then upscale it to the resolution you did select in order to give you better performance. For me, I had 1920x1080P set, but it was actually rendering at 1280x720P and upscaling it to 1080P, which obviously made the game look soft/low res.
If people could test this out and report any issues they find it would be appreciated.
Also, if anyone wants to take a crack at figuring out the following, be my guest and you'll be credited for your work when I post to the blog.
-Screen Space Reflections: the shader for that is 354dab5cc3c12c86-ps.txt
-Volumetric lighting - to not use approximate fix: 219b627580875adf-cs.txt
-Tile light clipping: f5c07934bfa30387-cs.txt
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
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
problem solved
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
http://kb.winzip.com/kb/entry/26/
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
"What's this .dll on the end of that file for? I'll delete that. 'finance.xls' isn't a pretty name, I'll just rename it to 'finance'
...why will none of my files open?"
Yeah, I was really quite surprised at how much progress I was able to make last night. Was able to find a few more things as I played a bit further: some ground decals appeared floating off the ground (but only 1 or 2 of them, the rest just like them were fine, so not sure if that's just a glitch and not really necessary or even possible to fix), and some lighting reflections look like they might be slightly off (but at the same time look ok, so not sure how much time I'll spend on those), and also a kinda ugly reflection glitch that might be tricky to deal with. But all in all, the game is definitely playing nice so far. I'm really surprised that there have been absolutely 0 halo causing effects in this game.
As for the approx fix for volumetric lighting, I would definitely like to not have to do that, but for that one particular thing it might be necessary. We'll see.
Yeah, I definitely rely on having a full dump these days (which is achieved by changing export_hlsl=0 to 1, 2, or 3 in the d3dx.ini file). When it comes to the occasional halo effect I'll still just dump them manually (unless there's a lot, then I take a completely different approach), but when it comes to advanced issues like lighting/shadows or reflections, it's much better to use the frame analysis function in 3DMigoto to track down which shader is creating them (by looking through all the dumped images. Sometimes these need to be converted from DDS using one of DarkStarSword's utilities to be viewable), and then I'll find the shader in the shadercache and copy it into the shaderfixes folder, and then modify the shader.
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
can't wait ;)
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
I am trying the assassins creed 4 profile for CM.
Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod
Sorry for the delay in the response...i have to travel for a couple of days.
Yes, i dump all the shaders (export_shaders=1 and export_hlsl=2)...to check the asm in case the HLSL dumped have decompiler issues, to batch fixing (if is necessary), to look the VS related to a PS effect and visceversa.
@DJ-RK
Great that you made a lot of progress....waiting for the release or the WIP!! :)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Disable SLI :)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Here's a synopsis of what's fixed, what's not, and any other quirks:
Fixed:
-Standard lighting/shadows
-Spot lighting
-Volumetric lighting (uses approx fix that is very accurate on my setup. Need testing on different configurations)
-Bloom/lens flares (this uses the auto-crosshair formula to obtain depth and perform adjustment, so sometimes depending on angles this may be broken, but otherwise is accurate)
-Light cones/shafts
-Time ripples/waves
-HUD / auto-crosshair
Not fixed:
-Screen space reflections. These are mostly ok on their own, but some of them are way off. I actually did implement a fix that worked in one area, but it unfortunately broke those that are fine in other areas (spent a lot of time getting that fix right, so you can imagine how pissed I was to find out that it broken working parts elsewhere, lol). If you're in a broken area, you can try to enable the fix with the ] key. You can disable SSR in the options, but I think it's better to just leave it on.
-Tile lighting clips at a distance
Quirks:
-All HUD objects share the same 2 shaders, so I use the auto-crosshair depth adjustment to also fix the position of objective markers within a rectangle that covers 60% of the screen. This unfortunately also adjusts the title menu and some of the reading text as well, so you need to enable/disable the auto-crosshair with the \ key. I may rework this to not require input from the user if possible (haven't tried texture filtering as of yet).
-I use a fairly accurate approximation for volumetric lighting, however there are 3 settings for volumetric lighting in the options: Medium, High, and Ultra. Each setting requires a different value (and also eats up a ton of FPS with each increment). I currently have the value for High as the default, and set a key to cycle the values on the . (period) key. A better alternative to using the cycle key is to edit the d3dx.ini file, and in the constants section change y1 to 0.026 for Medium or 0.008 for Ultra
Settings wise, I've been running entirely on Ultra and High. Haven't done much testing on Medium to know if anything is broken there yet. Oh, and for those that don't know already, the setting "Native Upscaling" should not be used. It will actually render the game at a lower resolution than the resolution you selected, and then upscale it to the resolution you did select in order to give you better performance. For me, I had 1920x1080P set, but it was actually rendering at 1280x720P and upscaling it to 1080P, which obviously made the game look soft/low res.
If people could test this out and report any issues they find it would be appreciated.
Also, if anyone wants to take a crack at figuring out the following, be my guest and you'll be credited for your work when I post to the blog.
-Screen Space Reflections: the shader for that is 354dab5cc3c12c86-ps.txt
-Volumetric lighting - to not use approximate fix: 219b627580875adf-cs.txt
-Tile light clipping: f5c07934bfa30387-cs.txt
Anyways, here's the link: https://www.mediafire.com/?d7n7nc1nct8wl19
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
https://steamcommunity.com/profiles/76561198014296177/
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/