Indigomod - DX11 wrapper by Chiri and elbarterino - Bioshock Infinite
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Well I have donated a little bit as well now, will just do without food this week :P
Well I have donated a little bit as well now, will just do without food this week :P

I5 2500K 4.4ghz H60 Corsair cooling
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HMZ-T1 and 50" panasonic 3d plasma

#61
Posted 07/10/2013 12:01 PM   
I'm curious - are these changes to the wrapper itself, or shader-style changes that will only apply to BI?
I'm curious - are these changes to the wrapper itself, or shader-style changes that will only apply to BI?

#62
Posted 07/10/2013 01:26 PM   
[quote="dsk1210"]Well I have donated a little bit as well now, will just do without food this week :P[/quote] Great! (hope you don't starve though :-))
dsk1210 said:Well I have donated a little bit as well now, will just do without food this week :P


Great! (hope you don't starve though :-))

#63
Posted 07/10/2013 02:29 PM   
I do support this wrapper and thanks to Chiri and everyone involved in it. Another $25 invested in 3D vision isn't going to hurt so I have now donated. Can't wait to play Bioshock in 3D, I've hardly played it yet because of the issues.
I do support this wrapper and thanks to Chiri and everyone involved in it. Another $25 invested in 3D vision isn't going to hurt so I have now donated. Can't wait to play Bioshock in 3D, I've hardly played it yet because of the issues.

#64
Posted 07/10/2013 02:48 PM   
[quote="Pirateguybrush"]I'm curious - are these changes to the wrapper itself, or shader-style changes that will only apply to BI?[/quote] A bit of both. Let me elaborate. Most DX11 games are using deferred shading ([url]http://en.wikipedia.org/wiki/Deferred_shading[/url]), which is almost impossible to enhace for stereo in a generic way. The scene is rendered multiple times into the G-buffer and adjusted in 2D for lighting types, shadows and so on. The effect shader processes each screen pixel and does the effect calculation in projected screen space. This calculation normally unprojects the screen space back to world space, does some fancy math and writes the result back into screen space. To achive stereo, this back transformation into world space has to be stereoized to get proper calculations for each eye. This can be automated using the following .ini settings: [code]; evaluate depth for deferred rendering. fix_ZRepair_DepthTexture=SceneDepthTexture.x fix_ZRepair_Dependencies=MinZ_MaxZRatio fix_ZRepair_ZPosCalc=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w ; correct inverse transformations using evaluated depth. fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix [/code] The used identifiers and z calculation is game specific, but it's not hard to read those from the exported shaders. Something which can be generically patched is stereoize shader parameters with a position semantic. This is done using [code]; autofix shader option: stereoize all shader parameters with position semantic. fix_sv_position=1 [/code] Also there is a severe bug in the NVidia stereo driver, which prevents the auto parsing and auto stereoization normally done by the stereo driver when stereo shaders are loaded during the game (randomly ocurring). I did a workaround for this by loading all modified shaders at start of the game, in which case everything is processed fine. [code]; preload all patched shaders. there's a bug in NVidia auto stereoization if stero shaders ; are being loaded during the game on some HW/SW combinations, which turns off auto patching ; for those stereo shaders (results in partial mono rendering). this is a workaround for this case. preload_shaders=1 [/code] What's left are shader patches required to render at proper depth, like texture shadows, HUD and so on.
Pirateguybrush said:I'm curious - are these changes to the wrapper itself, or shader-style changes that will only apply to BI?

A bit of both. Let me elaborate. Most DX11 games are using deferred shading (http://en.wikipedia.org/wiki/Deferred_shading), which is almost impossible to enhace for stereo in a generic way. The scene is rendered multiple times into the G-buffer and adjusted in 2D for lighting types, shadows and so on. The effect shader processes each screen pixel and does the effect calculation in projected screen space. This calculation normally unprojects the screen space back to world space, does some fancy math and writes the result back into screen space. To achive stereo, this back transformation into world space has to be stereoized to get proper calculations for each eye.
This can be automated using the following .ini settings:
; evaluate depth for deferred rendering.
fix_ZRepair_DepthTexture=SceneDepthTexture.x
fix_ZRepair_Dependencies=MinZ_MaxZRatio
fix_ZRepair_ZPosCalc=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w
; correct inverse transformations using evaluated depth.
fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix

The used identifiers and z calculation is game specific, but it's not hard to read those from the exported shaders.

Something which can be generically patched is stereoize shader parameters with a position semantic. This is done using
; autofix shader option: stereoize all shader parameters with position semantic.
fix_sv_position=1


Also there is a severe bug in the NVidia stereo driver, which prevents the auto parsing and auto stereoization normally done by the stereo driver when stereo shaders are loaded during the game (randomly ocurring). I did a workaround for this by loading all modified shaders at start of the game, in which case everything is processed fine.
; preload all patched shaders. there's a bug in NVidia auto stereoization if stero shaders
; are being loaded during the game on some HW/SW combinations, which turns off auto patching
; for those stereo shaders (results in partial mono rendering). this is a workaround for this case.
preload_shaders=1


What's left are shader patches required to render at proper depth, like texture shadows, HUD and so on.

#65
Posted 07/10/2013 02:48 PM   
[quote="Chiri"]Also there is a severe bug in the NVidia stereo driver, which prevents the auto parsing and auto stereoization normally done by the stereo driver when stereo shaders are loaded during the game (randomly ocurring).[/quote]Is this something that you think NVIDIA can fix? Should we be reporting this issue to them and if so what exactly should we be reporting? So they know what we're talking about.
Chiri said:Also there is a severe bug in the NVidia stereo driver, which prevents the auto parsing and auto stereoization normally done by the stereo driver when stereo shaders are loaded during the game (randomly ocurring).
Is this something that you think NVIDIA can fix? Should we be reporting this issue to them and if so what exactly should we be reporting? So they know what we're talking about.
#66
Posted 07/10/2013 03:04 PM   
Damn, nvidia should just hire Chiri and give him plenty of $$ as im sure he's probably better then any engineer they have :D Man does it feel good that people like him/helix exist and make all of this possible!
Damn, nvidia should just hire Chiri and give him plenty of $$ as im sure he's probably better then any engineer they have :D

Man does it feel good that people like him/helix exist and make all of this possible!

#67
Posted 07/10/2013 03:09 PM   
[quote="TsaebehT"]Should we be reporting this issue to them and if so what exactly should we be reporting? So they know what we're talking about.[/quote] lol, I don't know about you, but I'm thinking this bug report is way above most of us here but the guys who are doing this. If the workaround works, then there's no problem! I would be more fearful that in Nvidia's attempt to fix this bug, they bodge up all of the rest of Chiri's work.
TsaebehT said:Should we be reporting this issue to them and if so what exactly should we be reporting? So they know what we're talking about.

lol, I don't know about you, but I'm thinking this bug report is way above most of us here but the guys who are doing this. If the workaround works, then there's no problem! I would be more fearful that in Nvidia's attempt to fix this bug, they bodge up all of the rest of Chiri's work.

OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti

#68
Posted 07/10/2013 03:11 PM   
[quote="JnLoader"]Damn, nvidia should just hire Chiri and give him plenty of $$ as im sure he's probably better then any engineer they have :D Man does it feel good that people like him/helix exist and make all of this possible![/quote] Yes, I think we all agree. I would assume that Chiri is already on quite good money and so doesn't need the job. If not, we should really send some mail to game devs including IG (Bioshock Infinite) and Nvidia to hook him up!
JnLoader said:Damn, nvidia should just hire Chiri and give him plenty of $$ as im sure he's probably better then any engineer they have :D Man does it feel good that people like him/helix exist and make all of this possible!


Yes, I think we all agree. I would assume that Chiri is already on quite good money and so doesn't need the job. If not, we should really send some mail to game devs including IG (Bioshock Infinite) and Nvidia to hook him up!

OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti

#69
Posted 07/10/2013 03:14 PM   
Lol. I know, that's why I said: "Is this something that you think NVIDIA can fix?" and asked if we should. :)
Lol. I know, that's why I said: "Is this something that you think NVIDIA can fix?" and asked if we should. :)
#70
Posted 07/10/2013 03:16 PM   
I've just donated 25 USD and I don't even need to see future videos in motion. It's the least I can do if we want to keep 3D gaming alive on the PC. Just a quick question: is there already a date the patch will/should be completed and officially released, or is it 'it'll be done when it's done'?
I've just donated 25 USD and I don't even need to see future videos in motion. It's the least I can do if we want to keep 3D gaming alive on the PC.

Just a quick question: is there already a date the patch will/should be completed and officially released, or is it 'it'll be done when it's done'?

#71
Posted 07/10/2013 03:45 PM   
Apparently tomorrow (11-07) will start Steam`s Summer Sale so everybody who didn`t get Bioshock Infinity yet might be lucky with at least 50% off. I am looking forward to get Season Pass for less. Although i still think that the best is to buy amd reload cupon from eBay. Just saying...
Apparently tomorrow (11-07) will start Steam`s Summer Sale so everybody who didn`t get Bioshock Infinity yet might be lucky with at least 50% off. I am looking forward to get Season Pass for less. Although i still think that the best is to buy amd reload cupon from eBay. Just saying...
[quote="foreverseeking"][quote="JnLoader"]Damn, nvidia should just hire Chiri and give him plenty of $$ as im sure he's probably better then any engineer they have :D Man does it feel good that people like him/helix exist and make all of this possible![/quote] Yes, I think we all agree. I would assume that Chiri is already on quite good money and so doesn't need the job. If not, we should really send some mail to game devs including IG (Bioshock Infinite) and Nvidia to hook him up! [/quote] True, Amen to that brother :)
foreverseeking said:
JnLoader said:Damn, nvidia should just hire Chiri and give him plenty of $$ as im sure he's probably better then any engineer they have :D Man does it feel good that people like him/helix exist and make all of this possible!


Yes, I think we all agree. I would assume that Chiri is already on quite good money and so doesn't need the job. If not, we should really send some mail to game devs including IG (Bioshock Infinite) and Nvidia to hook him up!


True, Amen to that brother :)

#73
Posted 07/10/2013 06:49 PM   
I am also holding out for a season pass deal. Borderlands 2 really showed me they can be well worth it. 2 of the 4 were a bit medicore but not that bad and well worth the price. The amount of content added was pretty high. Its never a good idea to buy a season pass before content comes out/you beat game unless you get a sale. Expecting anything from nvidia is a fool's errand. Its ironic but youd have more results talking to dev. They gave mass effect 3 a new profile a month after helix patched it and broke it... took 3 months to correct. It doesnt matter though cause he figured it out.
I am also holding out for a season pass deal. Borderlands 2 really showed me they can be well worth it. 2 of the 4 were a bit medicore but not that bad and well worth the price. The amount of content added was pretty high. Its never a good idea to buy a season pass before content comes out/you beat game unless you get a sale.

Expecting anything from nvidia is a fool's errand. Its ironic but youd have more results talking to dev. They gave mass effect 3 a new profile a month after helix patched it and broke it... took 3 months to correct.

It doesnt matter though cause he figured it out.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#74
Posted 07/10/2013 07:44 PM   
[quote="eqzitara"]I am also holding out for a season pass deal. Borderlands 2 really showed me they can be well worth it. [/quote] Yep. I didn't get a season pass, because I didn't think I'd love the game as much as I did. I've since bought all 4 DLCs, Mechromancer, Krieg, and Ultimate Vault Hunter pack, all separately. Probably almost another $100 all-up, not including the base game. I feel kind of dumb! :D (though I don't mind supporting gearbox with all the extra cash - they deserve it, and I've already had some 250hours playtime)
eqzitara said:I am also holding out for a season pass deal. Borderlands 2 really showed me they can be well worth it.
Yep. I didn't get a season pass, because I didn't think I'd love the game as much as I did. I've since bought all 4 DLCs, Mechromancer, Krieg, and Ultimate Vault Hunter pack, all separately. Probably almost another $100 all-up, not including the base game. I feel kind of dumb! :D

(though I don't mind supporting gearbox with all the extra cash - they deserve it, and I've already had some 250hours playtime)

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#75
Posted 07/11/2013 01:08 AM   
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