[quote="chtiblue"]Seems to work fine on Himalaya mountains too :)[/quote]Yep, I've played a mission in the Himalayas and they seemed fine :)
[quote]Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence[/quote]I suspect adding that would seriously break melee takedowns and other hands on animations that Far Cry is famous for, but I can experiment with it and see what happens.
[quote="aznricepuff"]Update on those broken indoor shadows. Still present in v0.5, and they seem to only be broken with either MSAA or TXAA turned on. With AA set to off the shadows look fine.[/quote]OK, I've probably just missed them since I'm playing with AA turned off (and yeah, I get the shadow sync issue as a result, but my GPU just isn't powerful enough to run this game at a playable framerate in 3D with MSAA or TXAA). I'll take another look once the game finishes updating.
chtiblue said:Seems to work fine on Himalaya mountains too :)
Yep, I've played a mission in the Himalayas and they seemed fine :)
Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence
I suspect adding that would seriously break melee takedowns and other hands on animations that Far Cry is famous for, but I can experiment with it and see what happens.
aznricepuff said:Update on those broken indoor shadows. Still present in v0.5, and they seem to only be broken with either MSAA or TXAA turned on. With AA set to off the shadows look fine.
OK, I've probably just missed them since I'm playing with AA turned off (and yeah, I get the shadow sync issue as a result, but my GPU just isn't powerful enough to run this game at a playable framerate in 3D with MSAA or TXAA). I'll take another look once the game finishes updating.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I just registered to say THANK YOU!! I have been lurking here every few days hoping for The Fix since the game was released...
I know you guys don't want to be paid for doing this. Is there a charity you would want donations to go to as a gesture of goodwill toward man and gratitude for your efforts?
Again, my sincerest appreciation!
As an aside, as fate would have it, I am going to be out of town for the next 2 weeks, and will not actually get to play the game until I return... Such is the state of my first world problems...
I just registered to say THANK YOU!! I have been lurking here every few days hoping for The Fix since the game was released...
I know you guys don't want to be paid for doing this. Is there a charity you would want donations to go to as a gesture of goodwill toward man and gratitude for your efforts?
Again, my sincerest appreciation!
As an aside, as fate would have it, I am going to be out of town for the next 2 weeks, and will not actually get to play the game until I return... Such is the state of my first world problems...
Anyone have a recommendation for taking 3D screenshots? Pressing Ctrl+F1 brings up the pause menu, which means I get a black 3D screenshot
Edit: oh wait I could totally change the screenshot key duh.
Is there a reason this is not posted on Helix Mod's website? I know it's not Helixmod but there are other 3DMigito patches posted there right? I would not have known about this if I didn't happen to randomly check the forums today. If there's another site where these are posted could someone let me know what that is?
Thanks a ton for the fix, can't wait to play through the game again in 3D!
Is there a reason this is not posted on Helix Mod's website? I know it's not Helixmod but there are other 3DMigito patches posted there right? I would not have known about this if I didn't happen to randomly check the forums today. If there's another site where these are posted could someone let me know what that is?
Thanks a ton for the fix, can't wait to play through the game again in 3D!
[quote="Cheezeman"]Is there a reason this is not posted on Helix Mod's website? I know it's not Helixmod but there are other 3DMigito patches posted there right? I would not have known about this if I didn't happen to randomly check the forums today. If there's another site where these are posted could someone let me know what that is? Thanks a ton for the fix, can't wait to play through the game again in 3D![/quote]
As been said this is only WIP so is not for release yet. People have access to it so they can test it and provide DarkStarSword with informations about issues - like you see above from chtiblue.
Cheezeman said:Is there a reason this is not posted on Helix Mod's website? I know it's not Helixmod but there are other 3DMigito patches posted there right? I would not have known about this if I didn't happen to randomly check the forums today. If there's another site where these are posted could someone let me know what that is? Thanks a ton for the fix, can't wait to play through the game again in 3D!
As been said this is only WIP so is not for release yet. People have access to it so they can test it and provide DarkStarSword with informations about issues - like you see above from chtiblue.
[quote="SKAUT"]
As been said this is only WIP so is not for release yet. People have access to it so they can test it and provide DarkStarSword with informations about issues - like you see above from chtiblue.[/quote]
Thanks for the clarification, my mistake for not reading up on the whole thread.
SKAUT said:
As been said this is only WIP so is not for release yet. People have access to it so they can test it and provide DarkStarSword with informations about issues - like you see above from chtiblue.
Thanks for the clarification, my mistake for not reading up on the whole thread.
Nice work Darkstarsword. I bought the game today and I can see its potential to become my new favourite FPS for 3Dvision. Unfortunately it crashes after couple of seconds and I have to disable the programme through task manager... it might be that my gpu has some problems... I will try to find out.
Nice work Darkstarsword. I bought the game today and I can see its potential to become my new favourite FPS for 3Dvision. Unfortunately it crashes after couple of seconds and I have to disable the programme through task manager... it might be that my gpu has some problems... I will try to find out.
[quote="chtiblue"]Marvelous job :)
Just noticed some distant mountains are Wrong in Himalaya missions.[/quote]Is there a specific mission with this broken effect, or does it also happen in the open world?
I know that effect is broken when the camera is tilted (like while gliding or in the helicopter), but the camera looks fairly level in those screenshots.
I already know of 7 shaders used for that effect on different settings, but it's entirely possible I'm still missing some - what graphics settings (especially anti-aliasing) are you using?
Also - was that on 0.4 or 0.5? I tweaked those shaders in 0.5 to fix fog in temples & environment reflections, and it's possible that I've broken the exterior fog (or fixed it if you were still on 0.4?).
I suspect that those shaders have a fix, but it's the wrong one (I've already seen something similar to this after the shadow fix was applied to the wrong shader). You can set hunting=1 and marking_mode=original in the d3dx.ini, then cycle through pixel shaders with numpad 1 & 2 to find the shader responsible for this. Press numpad 3 to update the timestamp on it so it will be the most recent shader in ShaderFixes if you sort by date modified - if you give me the filename I'll be able to fix it properly.
[quote="mrorange55"]Nice work Darkstarsword. I bought the game today and I can see its potential to become my new favourite FPS for 3Dvision. Unfortunately it crashes after couple of seconds and I have to disable the programme through task manager... it might be that my gpu has some problems... I will try to find out. [/quote]Ok, keep me updated on this. If it's a problem with 3Dmigoto I'd like to try to get to the bottom of it since other people might suffer from it as well.
Does the game crash without the fix?
If you are using the UPlay only version, verify the game files. If it finds it needs to repair something let it, then verify again. Repeat until it can verify the entire game without reporting that it needs to repair something. (When I first installed this game I had to verify about a dozen times and let it re-download over 16GB of corrupt files, all because UPlay can't cope with a couple of simple network errors).
If you are using the Steam+Uplay version, also verify the files from Steam, but unlike UPlay you can be fairly certain that the repair will actually work because Valve knows how to write netcode. *shots fired*
[quote="DarkStarSword"][quote]Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence[/quote]I suspect adding that would seriously break melee takedowns and other hands on animations that Far Cry is famous for, but I can experiment with it and see what happens.[/quote]I've tried this out, and as I suspected this looks pretty horrible as your hands will now go through things, like steering wheels in cars, elephants, doors, and probably a whole lot more stuff that I haven't tried yet. Also, the weapons can already intersect other geometry as it is, so I'd have to make the range great enough that any other object using the same shaders would break when you get close to them. I don't think it's worth it, but is it something you desperately wanted?
[quote="aznricepuff"]Update on those broken indoor shadows. Still present in v0.5, and they seem to only be broken with either MSAA or TXAA turned on. With AA set to off the shadows look fine.[/quote]I've tracked down the anti-aliasing versions of these shaders and this will be fixed in the next alpha.
Just noticed some distant mountains are Wrong in Himalaya missions.
Is there a specific mission with this broken effect, or does it also happen in the open world?
I know that effect is broken when the camera is tilted (like while gliding or in the helicopter), but the camera looks fairly level in those screenshots.
I already know of 7 shaders used for that effect on different settings, but it's entirely possible I'm still missing some - what graphics settings (especially anti-aliasing) are you using?
Also - was that on 0.4 or 0.5? I tweaked those shaders in 0.5 to fix fog in temples & environment reflections, and it's possible that I've broken the exterior fog (or fixed it if you were still on 0.4?).
I suspect that those shaders have a fix, but it's the wrong one (I've already seen something similar to this after the shadow fix was applied to the wrong shader). You can set hunting=1 and marking_mode=original in the d3dx.ini, then cycle through pixel shaders with numpad 1 & 2 to find the shader responsible for this. Press numpad 3 to update the timestamp on it so it will be the most recent shader in ShaderFixes if you sort by date modified - if you give me the filename I'll be able to fix it properly.
mrorange55 said:Nice work Darkstarsword. I bought the game today and I can see its potential to become my new favourite FPS for 3Dvision. Unfortunately it crashes after couple of seconds and I have to disable the programme through task manager... it might be that my gpu has some problems... I will try to find out.
Ok, keep me updated on this. If it's a problem with 3Dmigoto I'd like to try to get to the bottom of it since other people might suffer from it as well.
Does the game crash without the fix?
If you are using the UPlay only version, verify the game files. If it finds it needs to repair something let it, then verify again. Repeat until it can verify the entire game without reporting that it needs to repair something. (When I first installed this game I had to verify about a dozen times and let it re-download over 16GB of corrupt files, all because UPlay can't cope with a couple of simple network errors).
If you are using the Steam+Uplay version, also verify the files from Steam, but unlike UPlay you can be fairly certain that the repair will actually work because Valve knows how to write netcode. *shots fired*
DarkStarSword said:
Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence
I suspect adding that would seriously break melee takedowns and other hands on animations that Far Cry is famous for, but I can experiment with it and see what happens.
I've tried this out, and as I suspected this looks pretty horrible as your hands will now go through things, like steering wheels in cars, elephants, doors, and probably a whole lot more stuff that I haven't tried yet. Also, the weapons can already intersect other geometry as it is, so I'd have to make the range great enough that any other object using the same shaders would break when you get close to them. I don't think it's worth it, but is it something you desperately wanted?
aznricepuff said:Update on those broken indoor shadows. Still present in v0.5, and they seem to only be broken with either MSAA or TXAA turned on. With AA set to off the shadows look fine.
I've tracked down the anti-aliasing versions of these shaders and this will be fixed in the next alpha.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"][quote="chtiblue"]Marvelous job :)
Just noticed some distant mountains are Wrong in Himalaya missions.[/quote]Is there a specific mission with this broken effect, or does it also happen in the open world?
[/quote]
Yeah it's in open world too, those pictures are from open world.
[quote="DarkStarSword"][quote="chtiblue"]
Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence[/quote]I suspect adding that would seriously break melee takedowns and other hands on animations that Far Cry is famous for, but I can experiment with it and see what happens.[/quote]I've tried this out, and as I suspected this looks pretty horrible as your hands will now go through things, like steering wheels in cars, elephants, doors, and probably a whole lot more stuff that I haven't tried yet. Also, the weapons can already intersect other geometry as it is, so I'd have to make the range great enough that any other object using the same shaders would break when you get close to them. I don't think it's worth it, but is it something you desperately wanted?
[/quote]
Thanks for trying but if it brokes too much things then you're right it's not worth it. It is amazing in Dying Light so it has worth the try out, thanks.
Just noticed some distant mountains are Wrong in Himalaya missions.
Is there a specific mission with this broken effect, or does it also happen in the open world?
Yeah it's in open world too, those pictures are from open world.
DarkStarSword said:
chtiblue said:
Just miss the DHR's option (in Dying Light) to block convergence just for weapons, hands etc allowing to increase overall ingame convergence
I suspect adding that would seriously break melee takedowns and other hands on animations that Far Cry is famous for, but I can experiment with it and see what happens.
I've tried this out, and as I suspected this looks pretty horrible as your hands will now go through things, like steering wheels in cars, elephants, doors, and probably a whole lot more stuff that I haven't tried yet. Also, the weapons can already intersect other geometry as it is, so I'd have to make the range great enough that any other object using the same shaders would break when you get close to them. I don't think it's worth it, but is it something you desperately wanted?
Thanks for trying but if it brokes too much things then you're right it's not worth it. It is amazing in Dying Light so it has worth the try out, thanks.
DLC Valley of the Yeti works fine :) Very good DLC!
just some issues, see pictures. Wrong distant fog at the begining of the DLC, bad reflections on water holes.
DarkStarSword - thanks for your hard work, and please know that for each person who posts here there are many thousands more enjoying the results as well.
A couple issues and notes as you have requested. Sounds like you already found the indoor lighting issue with MSAA on so I'll re-confirm that after next update.
With anti-aliasing OFF I encountered two issues. First was a crash when exiting the indoor spawn location. This was FIXED by upgrading driver with a clean install (from 347.09 to 347.52), just FYI. The second AA OFF issue is distant shadows on the mountains (see attached picture: distant_shadows.jps). The shadows correct themselves when switching to 2xMSAA. I wasn't sure or not if this was the same issue you describe in the notes. Also, it *might* be a reflection from a lake way off at the bottom of the hill.
EDIT: fixed in next post by disabling motion blur --- The other issue I found is 'blurry' villagers. This appears to happen with either AA off or 2xMSAA (and I have not tried higher). See attached pictures: blurry_villagers_1 and _2. The problem is more noticeable in-game than in the screenshot. It seemed to affect all people in the village.
Requested info:
- Where in the game (somewhere in the open world, or a particular mission)
----open world at the village shown in attached picture: map_location.jps (mouse pointer in lower left)
- What anti-aliasing setting you are using **(VERY IMPORTANT!!!)**
----see comments above, either off or 2xMSAA
- What other settings you are using
----all in-game settings maxed except for AA as noted above
- Which driver profile you are using
----confirmed Max Payne 3 profile
- If you using SLI or a single GPU
----single 970
I only had a few minutes to try things out but those were the only issues I could note, very much looking forward to spending more time in Kryat and will report back if I encounter any other issues. It looks INCREDIBLE. Thanks again.
DarkStarSword - thanks for your hard work, and please know that for each person who posts here there are many thousands more enjoying the results as well.
A couple issues and notes as you have requested. Sounds like you already found the indoor lighting issue with MSAA on so I'll re-confirm that after next update.
With anti-aliasing OFF I encountered two issues. First was a crash when exiting the indoor spawn location. This was FIXED by upgrading driver with a clean install (from 347.09 to 347.52), just FYI. The second AA OFF issue is distant shadows on the mountains (see attached picture: distant_shadows.jps). The shadows correct themselves when switching to 2xMSAA. I wasn't sure or not if this was the same issue you describe in the notes. Also, it *might* be a reflection from a lake way off at the bottom of the hill.
EDIT: fixed in next post by disabling motion blur --- The other issue I found is 'blurry' villagers. This appears to happen with either AA off or 2xMSAA (and I have not tried higher). See attached pictures: blurry_villagers_1 and _2. The problem is more noticeable in-game than in the screenshot. It seemed to affect all people in the village.
Requested info:
- Where in the game (somewhere in the open world, or a particular mission)
----open world at the village shown in attached picture: map_location.jps (mouse pointer in lower left)
- What anti-aliasing setting you are using **(VERY IMPORTANT!!!)**
----see comments above, either off or 2xMSAA
- What other settings you are using
----all in-game settings maxed except for AA as noted above
- Which driver profile you are using
----confirmed Max Payne 3 profile
- If you using SLI or a single GPU
----single 970
I only had a few minutes to try things out but those were the only issues I could note, very much looking forward to spending more time in Kryat and will report back if I encounter any other issues. It looks INCREDIBLE. Thanks again.
Another update:
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.6-2015-03-14.zip
- Fixed interior lights & shadows on MSAA2/TXAA2, MSAA4/TXAA4 & MSAA8 (@aznricepuff - can you check if this fixes the shadow issue you saw?)
- Located and fixed another 7 variants of the fog/various shader (@chtiblue - can you see if this fixes the fog issue you saw?)
- Fixed fog when camera is tilted
- Fixed floating road texture (it was a massive decal)
- Fixed Z-fighting on some decals caused by a decompiler issue
- Reduced floating point error in shadow fix to avoid flickering on certain lights with no shadow bias (I've only come across one so far shortly after starting Act 3)
- Fixed several issues on water in one of the Himalayas missions
[quote="chtiblue"]DLC Valley of the Yeti works fine :) Very good DLC!
just some issues, see pictures. Wrong distant fog at the begining of the DLC, bad reflections on water holes. [/quote]Would you mind checking if the fog is fixed with this update? I haven't checked the DLC yet, but given I just added another 7 variants of this shader it could have been one. The water surface might also have been fixed by it if it is an environment reflection, but if it's a real reflection I'll have to track it down.
[quote="Cheezeman"]The second AA OFF issue is distant shadows on the mountains (see attached picture: distant_shadows.jps). The shadows correct themselves when switching to 2xMSAA.[/quote]This looks the same as the fog issue chtiblue reported, but the shaders at that part of the game should have already been fixed. Can you check if you still see the issue with this update?
- Fixed interior lights & shadows on MSAA2/TXAA2, MSAA4/TXAA4 & MSAA8 (@aznricepuff - can you check if this fixes the shadow issue you saw?)
- Located and fixed another 7 variants of the fog/various shader (@chtiblue - can you see if this fixes the fog issue you saw?)
- Fixed fog when camera is tilted
- Fixed floating road texture (it was a massive decal)
- Fixed Z-fighting on some decals caused by a decompiler issue
- Reduced floating point error in shadow fix to avoid flickering on certain lights with no shadow bias (I've only come across one so far shortly after starting Act 3)
- Fixed several issues on water in one of the Himalayas missions
chtiblue said:DLC Valley of the Yeti works fine :) Very good DLC!
just some issues, see pictures. Wrong distant fog at the begining of the DLC, bad reflections on water holes.
Would you mind checking if the fog is fixed with this update? I haven't checked the DLC yet, but given I just added another 7 variants of this shader it could have been one. The water surface might also have been fixed by it if it is an environment reflection, but if it's a real reflection I'll have to track it down.
Cheezeman said:The second AA OFF issue is distant shadows on the mountains (see attached picture: distant_shadows.jps). The shadows correct themselves when switching to 2xMSAA.
This looks the same as the fog issue chtiblue reported, but the shaders at that part of the game should have already been fixed. Can you check if you still see the issue with this update?
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I suspect adding that would seriously break melee takedowns and other hands on animations that Far Cry is famous for, but I can experiment with it and see what happens.
OK, I've probably just missed them since I'm playing with AA turned off (and yeah, I get the shadow sync issue as a result, but my GPU just isn't powerful enough to run this game at a playable framerate in 3D with MSAA or TXAA). I'll take another look once the game finishes updating.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I know you guys don't want to be paid for doing this. Is there a charity you would want donations to go to as a gesture of goodwill toward man and gratitude for your efforts?
Again, my sincerest appreciation!
As an aside, as fate would have it, I am going to be out of town for the next 2 weeks, and will not actually get to play the game until I return... Such is the state of my first world problems...
Edit: oh wait I could totally change the screenshot key duh.
Just noticed some distant mountains are Wrong in Himalaya missions.
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
Thanks a ton for the fix, can't wait to play through the game again in 3D!
i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard
As been said this is only WIP so is not for release yet. People have access to it so they can test it and provide DarkStarSword with informations about issues - like you see above from chtiblue.
https://steamcommunity.com/profiles/76561198014296177/
Thanks for the clarification, my mistake for not reading up on the whole thread.
i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard
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I know that effect is broken when the camera is tilted (like while gliding or in the helicopter), but the camera looks fairly level in those screenshots.
I already know of 7 shaders used for that effect on different settings, but it's entirely possible I'm still missing some - what graphics settings (especially anti-aliasing) are you using?
Also - was that on 0.4 or 0.5? I tweaked those shaders in 0.5 to fix fog in temples & environment reflections, and it's possible that I've broken the exterior fog (or fixed it if you were still on 0.4?).
I suspect that those shaders have a fix, but it's the wrong one (I've already seen something similar to this after the shadow fix was applied to the wrong shader). You can set hunting=1 and marking_mode=original in the d3dx.ini, then cycle through pixel shaders with numpad 1 & 2 to find the shader responsible for this. Press numpad 3 to update the timestamp on it so it will be the most recent shader in ShaderFixes if you sort by date modified - if you give me the filename I'll be able to fix it properly.
Ok, keep me updated on this. If it's a problem with 3Dmigoto I'd like to try to get to the bottom of it since other people might suffer from it as well.
Does the game crash without the fix?
If you are using the UPlay only version, verify the game files. If it finds it needs to repair something let it, then verify again. Repeat until it can verify the entire game without reporting that it needs to repair something. (When I first installed this game I had to verify about a dozen times and let it re-download over 16GB of corrupt files, all because UPlay can't cope with a couple of simple network errors).
If you are using the Steam+Uplay version, also verify the files from Steam, but unlike UPlay you can be fairly certain that the repair will actually work because Valve knows how to write netcode. *shots fired*
I've tried this out, and as I suspected this looks pretty horrible as your hands will now go through things, like steering wheels in cars, elephants, doors, and probably a whole lot more stuff that I haven't tried yet. Also, the weapons can already intersect other geometry as it is, so I'd have to make the range great enough that any other object using the same shaders would break when you get close to them. I don't think it's worth it, but is it something you desperately wanted?
I've tracked down the anti-aliasing versions of these shaders and this will be fixed in the next alpha.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Yeah it's in open world too, those pictures are from open world.
I've tried this out, and as I suspected this looks pretty horrible as your hands will now go through things, like steering wheels in cars, elephants, doors, and probably a whole lot more stuff that I haven't tried yet. Also, the weapons can already intersect other geometry as it is, so I'd have to make the range great enough that any other object using the same shaders would break when you get close to them. I don't think it's worth it, but is it something you desperately wanted?
Thanks for trying but if it brokes too much things then you're right it's not worth it. It is amazing in Dying Light so it has worth the try out, thanks.
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
just some issues, see pictures. Wrong distant fog at the begining of the DLC, bad reflections on water holes.
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
A couple issues and notes as you have requested. Sounds like you already found the indoor lighting issue with MSAA on so I'll re-confirm that after next update.
With anti-aliasing OFF I encountered two issues. First was a crash when exiting the indoor spawn location. This was FIXED by upgrading driver with a clean install (from 347.09 to 347.52), just FYI. The second AA OFF issue is distant shadows on the mountains (see attached picture: distant_shadows.jps). The shadows correct themselves when switching to 2xMSAA. I wasn't sure or not if this was the same issue you describe in the notes. Also, it *might* be a reflection from a lake way off at the bottom of the hill.
EDIT: fixed in next post by disabling motion blur --- The other issue I found is 'blurry' villagers. This appears to happen with either AA off or 2xMSAA (and I have not tried higher). See attached pictures: blurry_villagers_1 and _2. The problem is more noticeable in-game than in the screenshot. It seemed to affect all people in the village.
Requested info:
- Where in the game (somewhere in the open world, or a particular mission)
----open world at the village shown in attached picture: map_location.jps (mouse pointer in lower left)
- What anti-aliasing setting you are using **(VERY IMPORTANT!!!)**
----see comments above, either off or 2xMSAA
- What other settings you are using
----all in-game settings maxed except for AA as noted above
- Which driver profile you are using
----confirmed Max Payne 3 profile
- If you using SLI or a single GPU
----single 970
I only had a few minutes to try things out but those were the only issues I could note, very much looking forward to spending more time in Kryat and will report back if I encounter any other issues. It looks INCREDIBLE. Thanks again.
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Thanks, switching Motion Blur off fixes the blurry villages. I edited my post above.
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https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.6-2015-03-14.zip
- Fixed interior lights & shadows on MSAA2/TXAA2, MSAA4/TXAA4 & MSAA8 (@aznricepuff - can you check if this fixes the shadow issue you saw?)
- Located and fixed another 7 variants of the fog/various shader (@chtiblue - can you see if this fixes the fog issue you saw?)
- Fixed fog when camera is tilted
- Fixed floating road texture (it was a massive decal)
- Fixed Z-fighting on some decals caused by a decompiler issue
- Reduced floating point error in shadow fix to avoid flickering on certain lights with no shadow bias (I've only come across one so far shortly after starting Act 3)
- Fixed several issues on water in one of the Himalayas missions
Would you mind checking if the fog is fixed with this update? I haven't checked the DLC yet, but given I just added another 7 variants of this shader it could have been one. The water surface might also have been fixed by it if it is an environment reflection, but if it's a real reflection I'll have to track it down.
This looks the same as the fog issue chtiblue reported, but the shaders at that part of the game should have already been fixed. Can you check if you still see the issue with this update?
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