Hi Bo3b,
Thanks for the response;)
I tried to follow it around but got lost lol. I did find out what texture has the "global position", if that makes sense, is t9. If I simply comment the line where it is being loaded "stuff" start disappearing:
[code]
// Hold the Global position?!?!
//ld_structured_indexable(structured_buffer, stride=4)(mixed,mixed,mixed,mixed) r2.x, r2.x, l(0), t9.xxxx
// t3 holds the point-light positions
ld_structured_indexable(structured_buffer, stride=304)(mixed,mixed,mixed,mixed) r3.xyzw, r2.x, l(0), t3.xyzw
ld_structured_indexable(structured_buffer, stride=304)(mixed,mixed,mixed,mixed) r2.yz, r2.x, l(80), t3.xxyx
div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
[/code]
As we can see, we read t9 into r2.x and then we use this one to get the positions for the (t3) point-lights.
Trying to see where t9 is being calculated though... lost me...
What exactly do I need to look at in the log.txt file to see where this texture is bound and where is coming from?
I used [ShaderOverride] with this CS and then F8 to generate the log.txt
I tried sending a few PMs to DarkStarSword as well, asking him to help me out with the CS, but he's "off the grid" :(
Thank you again!
Thanks for the response;)
I tried to follow it around but got lost lol. I did find out what texture has the "global position", if that makes sense, is t9. If I simply comment the line where it is being loaded "stuff" start disappearing:
// Hold the Global position?!?!
//ld_structured_indexable(structured_buffer, stride=4)(mixed,mixed,mixed,mixed) r2.x, r2.x, l(0), t9.xxxx
// t3 holds the point-light positions
ld_structured_indexable(structured_buffer, stride=304)(mixed,mixed,mixed,mixed) r3.xyzw, r2.x, l(0), t3.xyzw
ld_structured_indexable(structured_buffer, stride=304)(mixed,mixed,mixed,mixed) r2.yz, r2.x, l(80), t3.xxyx
div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
As we can see, we read t9 into r2.x and then we use this one to get the positions for the (t3) point-lights.
Trying to see where t9 is being calculated though... lost me...
What exactly do I need to look at in the log.txt file to see where this texture is bound and where is coming from?
I used [ShaderOverride] with this CS and then F8 to generate the log.txt
I tried sending a few PMs to DarkStarSword as well, asking him to help me out with the CS, but he's "off the grid" :(
Thank you again!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
@helifax: That shader code does not match the one you posted earlier. Are we talking about a different shader?
It's difficult for me to follow the train of thought here. If you can post the code, and the log.txt in question to PasteBin, that would help to clarify the scenario.
For a given structured buffer used in a CS, it has to be bound to the pipeline before it can be used. That implies a call in the log.txt to something like CSSetShaderResources or CSSetUnorderedAccessViews, although there might be other variants.
If you think that t9 might be global position, try modifying the result instead of commenting it out. Like move it a few pixels to see if that happens like you expect.
@helifax: That shader code does not match the one you posted earlier. Are we talking about a different shader?
It's difficult for me to follow the train of thought here. If you can post the code, and the log.txt in question to PasteBin, that would help to clarify the scenario.
For a given structured buffer used in a CS, it has to be bound to the pipeline before it can be used. That implies a call in the log.txt to something like CSSetShaderResources or CSSetUnorderedAccessViews, although there might be other variants.
If you think that t9 might be global position, try modifying the result instead of commenting it out. Like move it a few pixels to see if that happens like you expect.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Hi Bo3b,
The shader in question is exactly this one:
https://pastebin.com/XJBshjip
(line 316)
Now the shaders have all the headers stripped. But because is a Frostbite3 engine I was able to dump a similar shader from BF1 that have the headers and then just cross-reference the buffer names;)
A shader that have headers (different game - but buffers are the same): https://pastebin.com/WirK72GU
(Unfortunately this one doesn't have a t9, but if you compare them you see they look very close.
Here they don't use a t9 to get the position. They just use t2-t6 which contains the type of light: point, area, spotlight, etc.
)
Also at the very end:
[code]
if_nz r0.x
ld_raw r0.y, l(0), g1.xxxx
mov r0.z, vThreadIDInGroupFlattened.x
loop
uge r0.w, r0.z, r0.x
breakc_nz r0.w
iadd r0.w, r0.y, r0.z
ld_structured r1.x, r0.z, l(0), g2.xxxx
// This ONE HOLDS the individual lights. u0 holds the area lights and is a bit further up.
store_structured u1.x, r0.w, l(0), r1.x
iadd r0.z, r0.z, l(32)
endloop
endif
[/code]
I did play a bit with t9 and adding stuff to it moves things on the screen:) But not like you would expect.
Is pretty hard to explain but I'll try:
- This shader (from a pair of 2 - have another one almost identical to this one), computes the tiles, or simply blits the lights.
- All the lights are fixed for 3D. (Different shaders)
- I have a hunch this is the shader that needs some correction somewhere to make the tiles & lights appear in both eyes.
- I am not sure if this is the shader that computes the light tiles. It looks more like a "compositor" shader to me, but is the only one I found related to the tiles. That's why I am interested in the "parent" shader or all the other shaders that feed this one;)
Frame Analysis:
[code]
[ShaderOverrideCS1]
Hash=14f8f4febc50582f
analyse_options = log dump_rt_jps clear_rt dump_cb_txt
[/code]
Log.txt:
http://3dsurroundgaming.com/3DVision/log.zip
(too big for pastebin :()
ShaderUsage.txt:
https://pastebin.com/V6GcuV9v
cb0 content:
https://pastebin.com/sTKGHRuv
Now the shaders have all the headers stripped. But because is a Frostbite3 engine I was able to dump a similar shader from BF1 that have the headers and then just cross-reference the buffer names;)
A shader that have headers (different game - but buffers are the same): https://pastebin.com/WirK72GU (Unfortunately this one doesn't have a t9, but if you compare them you see they look very close.
Here they don't use a t9 to get the position. They just use t2-t6 which contains the type of light: point, area, spotlight, etc.
)
Also at the very end:
if_nz r0.x
ld_raw r0.y, l(0), g1.xxxx
mov r0.z, vThreadIDInGroupFlattened.x
loop
uge r0.w, r0.z, r0.x
breakc_nz r0.w
iadd r0.w, r0.y, r0.z
ld_structured r1.x, r0.z, l(0), g2.xxxx
// This ONE HOLDS the individual lights. u0 holds the area lights and is a bit further up.
store_structured u1.x, r0.w, l(0), r1.x
iadd r0.z, r0.z, l(32)
endloop
endif
I did play a bit with t9 and adding stuff to it moves things on the screen:) But not like you would expect.
Is pretty hard to explain but I'll try:
- This shader (from a pair of 2 - have another one almost identical to this one), computes the tiles, or simply blits the lights.
- All the lights are fixed for 3D. (Different shaders)
- I have a hunch this is the shader that needs some correction somewhere to make the tiles & lights appear in both eyes.
- I am not sure if this is the shader that computes the light tiles. It looks more like a "compositor" shader to me, but is the only one I found related to the tiles. That's why I am interested in the "parent" shader or all the other shaders that feed this one;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I give up.. Digging more it seems there is something wrong with the engine when Stereo Computes are enabled.
I don't know where the problem is exactly...but no matter what I do, I get a difference between the eyes. So, I think it might be a driver issue:(
I give up.. Digging more it seems there is something wrong with the engine when Stereo Computes are enabled.
I don't know where the problem is exactly...but no matter what I do, I get a difference between the eyes. So, I think it might be a driver issue:(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]I give up.. Digging more it seems there is something wrong with the engine when Stereo Computes are enabled.
I don't know where the problem is exactly...but no matter what I do, I get a difference between the eyes. So, I think it might be a driver issue:([/quote]
Could be, this is strange problem.
However, let me add some observations in case it helps. I was able to run the shared account version of the game to take a direct look.
In the very first room, the medical bay, do you see the lights cut in and out?
I know we have the one-eye problem for a lot of them, but when panning and driving around, I also see lights come and go in both eyes. They aren't correct, but there are some spotlights toward the floor that I see light up both eyes.
Just to clarify, here's an example of the main problem, one-eye lights, right? I never see this light up, no matter angle or location.
[img]http://sg.bo3b.net/mea/MassEffectAndromeda01_85.jps[/img]
Now, I'm not sure these are directly related (same shaders), but here is one where the lights on the floor are both eyes, and almost right, but only at a specific angle:
[img]http://sg.bo3b.net/mea/MassEffectAndromeda02_85.jps[/img]
The reason I think that is interesting is because it helps narrow down the problem. A one-eye problem can be one of maybe 15 things, all the way from driver to game.
If this is a representative sample, that means that the driver is not at fault exactly, it's a bug in the CS code, introduced by the offset eyes.
The code is using the angle to viewer to show the lights, and how bright, and when that location is modified by Automatic, it misfires. If this is true, we can actually fix it in the CS, and it rules out the other possibilities.
Dunno if it seems true, but wanted to ask.
The other thing I noticed from this test is that it definitely seems to be soley CS related and not driver bug or texture bug or something else, because I can clearly see the tiles:
[img]http://sg.bo3b.net/mea/MassEffectAndromeda03_85.jps[/img]
With those tile edges clearly visible, that also suggests that it's a view angle problem. The fully dark one-eye problem can be related to view-angle, if it calculates far enough off that it decides to clip that light, i.e. no reflected light could make it to the eye.
Does this seem possible?
helifax said:I give up.. Digging more it seems there is something wrong with the engine when Stereo Computes are enabled.
I don't know where the problem is exactly...but no matter what I do, I get a difference between the eyes. So, I think it might be a driver issue:(
Could be, this is strange problem.
However, let me add some observations in case it helps. I was able to run the shared account version of the game to take a direct look.
In the very first room, the medical bay, do you see the lights cut in and out?
I know we have the one-eye problem for a lot of them, but when panning and driving around, I also see lights come and go in both eyes. They aren't correct, but there are some spotlights toward the floor that I see light up both eyes.
Just to clarify, here's an example of the main problem, one-eye lights, right? I never see this light up, no matter angle or location.
Now, I'm not sure these are directly related (same shaders), but here is one where the lights on the floor are both eyes, and almost right, but only at a specific angle:
The reason I think that is interesting is because it helps narrow down the problem. A one-eye problem can be one of maybe 15 things, all the way from driver to game.
If this is a representative sample, that means that the driver is not at fault exactly, it's a bug in the CS code, introduced by the offset eyes.
The code is using the angle to viewer to show the lights, and how bright, and when that location is modified by Automatic, it misfires. If this is true, we can actually fix it in the CS, and it rules out the other possibilities.
Dunno if it seems true, but wanted to ask.
The other thing I noticed from this test is that it definitely seems to be soley CS related and not driver bug or texture bug or something else, because I can clearly see the tiles:
With those tile edges clearly visible, that also suggests that it's a view angle problem. The fully dark one-eye problem can be related to view-angle, if it calculates far enough off that it decides to clip that light, i.e. no reflected light could make it to the eye.
Does this seem possible?
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Yes, bo3b, that is correct and exactly what I see as well;)
You can clearly see the missing tiles or wrong behaviour from the above pictures.
You can see how the left eye in-game (right eye in the pics) is missing information.
If you want to play with this even more and see the 3 seconds correct lights that break after you can do the following:
In-game open the console (~ key, or key next to "1" key)
Type in:
WorldRender.LightTileCsPathEnabled 0 => This will disable the lights
then
WorldRender.LightTileCsPathEnabled 1 => This will re-enable the lights
In the first few frames you will see everything in both eyes, no clipping and weirdness. Waiting more you can actually see how the tiles "degrade" until they stop at what you show above.
Now, fixing this is a pain, because all the shaders have the headers stripped:(
However, if you are interested to look at it, I recommend using "Mirror's Edge Catalyst". Same Frostbite3 ENGINE and headers ARE FULL ;)
All Frostbite3 games have this behaviour. Fixing it in one, would mean we could translate the fix to all other games we have fixed before, but without Compute Shader Lights.
The problem is fixing the tiles, not the light/shadows position which is a simple fix and already know how to do it, but making the lights/tile STICK in both eyes is the huge problem:(
If you want more in-depth info on this please let me know and I can tell you what I found out so far;)
Yes, bo3b, that is correct and exactly what I see as well;)
You can clearly see the missing tiles or wrong behaviour from the above pictures.
You can see how the left eye in-game (right eye in the pics) is missing information.
If you want to play with this even more and see the 3 seconds correct lights that break after you can do the following:
In-game open the console (~ key, or key next to "1" key)
Type in:
WorldRender.LightTileCsPathEnabled 0 => This will disable the lights
then
WorldRender.LightTileCsPathEnabled 1 => This will re-enable the lights
In the first few frames you will see everything in both eyes, no clipping and weirdness. Waiting more you can actually see how the tiles "degrade" until they stop at what you show above.
Now, fixing this is a pain, because all the shaders have the headers stripped:(
However, if you are interested to look at it, I recommend using "Mirror's Edge Catalyst". Same Frostbite3 ENGINE and headers ARE FULL ;)
All Frostbite3 games have this behaviour. Fixing it in one, would mean we could translate the fix to all other games we have fixed before, but without Compute Shader Lights.
The problem is fixing the tiles, not the light/shadows position which is a simple fix and already know how to do it, but making the lights/tile STICK in both eyes is the huge problem:(
If you want more in-depth info on this please let me know and I can tell you what I found out so far;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I have a DX9 question, related to reading the separation and convergence values inside a shader and using them in a condition, and to know if I'm doing something wrong. First a wall of text:
Bayonetta (I have finished the story an hour ago) has a bloom problem when 3D is enabled, because characters in cutscenes are way too bright compared to how they look in 2D (you can switch between 2D and 3D in real time to see the effect).
Just half an hour ago I could dump a pixel shader that controls that bloom/saturation that just affects characters when they are in a cutscene. I have multiplied in a register the constant that the shader calls "prefogcolor_enhance" by 0.5 (x, y and z axes) and now it looks in 3D almost the same as it was in 2D. I had to put a condition based on "v0.z" (distance) because the shader also affects the sky saturation, so it just affects characters.
HOWEVER, this now makes characters look too dark in 2D, and I want to put a condition based on separation, like I did in DX11 for Yooka-Laylee (it was "if (stereo.x>0)").
So if I have for example:
[code]
def c200, 0.40, 0, 0.0625, 0
dcl_2d s1
texldl r20, c200.z, s1
[/code]
r20.x and r20.y don't seem to correspond to the values I expected. A condition based on convergence on them doesn't seem to work correctly. r20.x looks like it's using a range of values different from 0-1 or 0-100, and I can't make the static comparison change the effect in real time as I change separation. Same for convergence.
What should I do? What did I do wrong?
Shader code (09B362E2):
[code]
//Character bloom. Multiplied by 0.5 to correct it in 3D.
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
//
// Parameters:
//
// sampler2D Color_1_sampler;
// float bias;
// float4 finalcolor_enhance;
// float3 fog;
// float fogfar;
// float fognear;
// float4 prefogcolor_enhance;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// bias c40 1
// fog c42 1
// fognear c43 1
// fogfar c44 1
// finalcolor_enhance c46 1
// prefogcolor_enhance c47 1
// Color_1_sampler s0 1
//
//
// Default values:
//
// bias
// c40 = { 1, 0, 0, 0 };
//
// fog
// c42 = { 0, 0, 0, 0 };
//
// fognear
// c43 = { 1000, 0, 0, 0 };
//
// fogfar
// c44 = { 10000, 0, 0, 0 };
//
// finalcolor_enhance
// c46 = { 1, 1, 1, 1 };
//
// prefogcolor_enhance
// c47 = { 1, 1, 1, 1 };
//
ps_3_0
//def c202, 0.66667, 0, 0.128, 8.2
def c202, 0.5, 0.1, 0.128, 600
def c200, 0.40, 0, 0.0625, 0
dcl_2d s1
dcl_texcoord v0.xyz
dcl_2d s0
mov r0.w, c44.x
add r0.w, r0.w, -c43.x
rcp r0.z, r0.w
add r0.w, -v0.z, c44.x
mul_sat r1.w, r0.z, r0.w
texld r0, v0, s0
mul r0, r0, c40.x
mov r1.xyz, c42
texldl r20, c200.z, s1
mov r10, c47
if_gt r20.x, c202.y
if_lt v0.z, c202.w
mul r10.xyz, r10.xyz, c202.xxx
endif
endif
mad r0.xyz, r0, r10, -r1
mul r0.w, r0.w, c47.w
mad r0.xyz, r1.w, r0, c42
mul oC0, r0, c46
// approximately 12 instruction slots used (1 texture, 11 arithmetic)
[/code]
I hope I have explained everything clearly.
I have a DX9 question, related to reading the separation and convergence values inside a shader and using them in a condition, and to know if I'm doing something wrong. First a wall of text:
Bayonetta (I have finished the story an hour ago) has a bloom problem when 3D is enabled, because characters in cutscenes are way too bright compared to how they look in 2D (you can switch between 2D and 3D in real time to see the effect).
Just half an hour ago I could dump a pixel shader that controls that bloom/saturation that just affects characters when they are in a cutscene. I have multiplied in a register the constant that the shader calls "prefogcolor_enhance" by 0.5 (x, y and z axes) and now it looks in 3D almost the same as it was in 2D. I had to put a condition based on "v0.z" (distance) because the shader also affects the sky saturation, so it just affects characters.
HOWEVER, this now makes characters look too dark in 2D, and I want to put a condition based on separation, like I did in DX11 for Yooka-Laylee (it was "if (stereo.x>0)").
r20.x and r20.y don't seem to correspond to the values I expected. A condition based on convergence on them doesn't seem to work correctly. r20.x looks like it's using a range of values different from 0-1 or 0-100, and I can't make the static comparison change the effect in real time as I change separation. Same for convergence.
[quote="helifax"]Yes, bo3b, that is correct and exactly what I see as well;)
You can clearly see the missing tiles or wrong behaviour from the above pictures.
You can see how the left eye in-game (right eye in the pics) is missing information.
If you want to play with this even more and see the 3 seconds correct lights that break after you can do the following:
In-game open the console (~ key, or key next to "1" key)
Type in:
WorldRender.LightTileCsPathEnabled 0 => This will disable the lights
then
WorldRender.LightTileCsPathEnabled 1 => This will re-enable the lights
In the first few frames you will see everything in both eyes, no clipping and weirdness. Waiting more you can actually see how the tiles "degrade" until they stop at what you show above.
Now, fixing this is a pain, because all the shaders have the headers stripped:(
However, if you are interested to look at it, I recommend using "Mirror's Edge Catalyst". Same Frostbite3 ENGINE and headers ARE FULL ;)
All Frostbite3 games have this behaviour. Fixing it in one, would mean we could translate the fix to all other games we have fixed before, but without Compute Shader Lights.
The problem is fixing the tiles, not the light/shadows position which is a simple fix and already know how to do it, but making the lights/tile STICK in both eyes is the huge problem:(
If you want more in-depth info on this please let me know and I can tell you what I found out so far;)[/quote]
OK, good to know. I will definitely try the on/off to see how that works.
For that on/off, and how slow it fades. Is this possibly an optimization of some form? Having it work correctly for a short while is bizarre. It means that something (probably in CS) is deciding that it doesn't need to draw those pieces.
Having that take 3 seconds is really weird. I'd expect optimization stuff to be per frame or at worst like 3 frames.
Have you been able to narrow down any controlling code for the fader? It seems like it might be possible to narrow down the chunk of code that culls this out, and disable that optimization.
Also, does this same thing happen on Mirrors Edge? It does seem like we ought to look at a game that still has headers, as a way to simplify the problem.
helifax said:Yes, bo3b, that is correct and exactly what I see as well;)
You can clearly see the missing tiles or wrong behaviour from the above pictures.
You can see how the left eye in-game (right eye in the pics) is missing information.
If you want to play with this even more and see the 3 seconds correct lights that break after you can do the following:
In-game open the console (~ key, or key next to "1" key)
Type in:
WorldRender.LightTileCsPathEnabled 0 => This will disable the lights
then
WorldRender.LightTileCsPathEnabled 1 => This will re-enable the lights
In the first few frames you will see everything in both eyes, no clipping and weirdness. Waiting more you can actually see how the tiles "degrade" until they stop at what you show above.
Now, fixing this is a pain, because all the shaders have the headers stripped:(
However, if you are interested to look at it, I recommend using "Mirror's Edge Catalyst". Same Frostbite3 ENGINE and headers ARE FULL ;)
All Frostbite3 games have this behaviour. Fixing it in one, would mean we could translate the fix to all other games we have fixed before, but without Compute Shader Lights.
The problem is fixing the tiles, not the light/shadows position which is a simple fix and already know how to do it, but making the lights/tile STICK in both eyes is the huge problem:(
If you want more in-depth info on this please let me know and I can tell you what I found out so far;)
OK, good to know. I will definitely try the on/off to see how that works.
For that on/off, and how slow it fades. Is this possibly an optimization of some form? Having it work correctly for a short while is bizarre. It means that something (probably in CS) is deciding that it doesn't need to draw those pieces.
Having that take 3 seconds is really weird. I'd expect optimization stuff to be per frame or at worst like 3 frames.
Have you been able to narrow down any controlling code for the fader? It seems like it might be possible to narrow down the chunk of code that culls this out, and disable that optimization.
Also, does this same thing happen on Mirrors Edge? It does seem like we ought to look at a game that still has headers, as a way to simplify the problem.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Yes, Mirror's Edge Catalyst does it as well, that is why I recommended that game to look at the engine. All the headers are in place there:D
I was able to find 2 CS shaders (that look like they work in a cascade) which calculate the tiles. However, these 2 CS shaders seem to be "drawing" shaders rather than pure compute ones for the tiles.
Using 3DMigoto both in skip & pink mode doesn't seem to affect the wrong tiles. However, when ever I select one of the 2 CS shaders mentioned, and I move the camera, the tiles don't update! They still display the "old position" before skipping them.
They look like the ones posted above.
That is what I think as well, that whatever optimizations are inside the engine, make it cull like that.
Let me know how I can help narrowing this issue down:)
Thank you, for looking into it!
Yes, Mirror's Edge Catalyst does it as well, that is why I recommended that game to look at the engine. All the headers are in place there:D
I was able to find 2 CS shaders (that look like they work in a cascade) which calculate the tiles. However, these 2 CS shaders seem to be "drawing" shaders rather than pure compute ones for the tiles.
Using 3DMigoto both in skip & pink mode doesn't seem to affect the wrong tiles. However, when ever I select one of the 2 CS shaders mentioned, and I move the camera, the tiles don't update! They still display the "old position" before skipping them.
They look like the ones posted above.
That is what I think as well, that whatever optimizations are inside the engine, make it cull like that.
Let me know how I can help narrowing this issue down:)
Thank you, for looking into it!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Hey Guys,
I have a quick question.. I made a fix for Black Desert and 1 user who uses it has SLI now he says the fix is not working and he sees shadows still.. Now I was wondering would SLI cause that issue as it works fine for me and if so what can we do to fix SLI issues with Migoto??
Thank you
Nephilim
I have a quick question.. I made a fix for Black Desert and 1 user who uses it has SLI now he says the fix is not working and he sees shadows still.. Now I was wondering would SLI cause that issue as it works fine for me and if so what can we do to fix SLI issues with Migoto??
[quote="bo3b"][quote="helifax"]
Having that take 3 seconds is really weird. I'd expect optimization stuff to be per frame or at worst like 3 frames.
[/quote]
Seems to bee right.
I do not have any knowledge in shader programming/hacking but i am a man of trail and error if i have an obsession ^^ Ähm i just removed the
[code]
sync_g_t
ld_raw r0.x, l(0), g3.xxxx
if_nz r0.x
ld_raw r0.y, l(0), g1.xxxx
mov r0.z, vThreadIDInGroupFlattened.x
loop
uge r0.w, r0.z, r0.x
breakc_nz r0.w
iadd r0.w, r0.y, r0.z
ld_structured r1.x, r0.z, l(0), g2.xxxx
store_structured u1.x, r0.w, l(0), r1.x
iadd r0.z, r0.z, l(32)
endloop
endif
[/code]
@ the end of the 14f8f4febc50582f-cs.txt and this results in that the shader will stay in both eyes. This can be noticed in the main menue with the planet rings. BUT: The light @the right of the planet is gone. I have entered a game and noticed that some lights in a cave will be in both eyes, that was disappearing before. OK there are not all lights back, some are disabled, than there are some squares and flickering BUT this seems to be the right way....
may this helps a little bit ?
@ the end of the 14f8f4febc50582f-cs.txt and this results in that the shader will stay in both eyes. This can be noticed in the main menue with the planet rings. BUT: The light @the right of the planet is gone. I have entered a game and noticed that some lights in a cave will be in both eyes, that was disappearing before. OK there are not all lights back, some are disabled, than there are some squares and flickering BUT this seems to be the right way....
may this helps a little bit ?
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
;) Read post [color="green"]#1083[/color]
Is exactly what I said.
Those lines are actually easy to explain:
[code]
ld_structured r1.x, r0.z, l(0), g2.xxxx
[/code]
Load in r1.x whatever is in buffer g2 (which comes from somewhere else). A bit up in the code you can see where stuff is stored in g2.
[code]
store_structured u1.x, r0.w, l(0), r1.x
[/code]
based on the r0.w and r1.x (loaded from above) update u1.x Just commenting this line will give you the same result;)
Of course things will look better as there are less things to render and somehow, somewhere, something is wrong for the left eye (with the offset of -1) and all the tile calculation fails.
To solve this problem is to find out where this calculation takes place and correct it there. From there onward, the whole problem will be magically fixed as is cascading through all the CS shaders;)
My problem and I hope Bo3b can help is to use 3DMigoto to find where the actual problem lies or is coming from. Debugging Compute shaders is a PAIN in general let alone here, where one feeds into another and that one into another and so on;)
Load in r1.x whatever is in buffer g2 (which comes from somewhere else). A bit up in the code you can see where stuff is stored in g2.
store_structured u1.x, r0.w, l(0), r1.x
based on the r0.w and r1.x (loaded from above) update u1.x Just commenting this line will give you the same result;)
Of course things will look better as there are less things to render and somehow, somewhere, something is wrong for the left eye (with the offset of -1) and all the tile calculation fails.
To solve this problem is to find out where this calculation takes place and correct it there. From there onward, the whole problem will be magically fixed as is cascading through all the CS shaders;)
My problem and I hope Bo3b can help is to use 3DMigoto to find where the actual problem lies or is coming from. Debugging Compute shaders is a PAIN in general let alone here, where one feeds into another and that one into another and so on;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
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Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
OK :-(
And there is no way to get behind it comparing it with other similar working fixed shaders like fb9a4039c07abf24-cs.txt ??
I think not...you own the knowledge and spend lots of hours... :(
[quote="Losti"]OK :-(
And there is no way to get behind it comparing it with other similar working fixed shaders like fb9a4039c07abf24-cs.txt ??
I think not...you own the knowledge and spend lots of hours... :([/quote]
Trust me, it frustrates me more than you;) This is not the first time I tried to fix this issue!
I tried in
- Star Wars: Battlefront - 100+ hours spent no success
- Battlefield 1 - 30+ hours with limited success because that iteration of the game works "better", but there are still places where you see it!
- Mirror's Edge Catalyst: 10+ hours and gave up. I think DHR made a fix, but without CS lights as we couldn't figure it out:(
- Now, Mass Effect Andromeda - 40+ hours just into fixing this tile light problem...
Fixing it in one game, would allow us to revisit all of the previous fixes and update to use CS lights as well;) But, this is a bit over my head :(
And there is no way to get behind it comparing it with other similar working fixed shaders like fb9a4039c07abf24-cs.txt ??
I think not...you own the knowledge and spend lots of hours... :(
Trust me, it frustrates me more than you;) This is not the first time I tried to fix this issue!
I tried in
- Star Wars: Battlefront - 100+ hours spent no success
- Battlefield 1 - 30+ hours with limited success because that iteration of the game works "better", but there are still places where you see it!
- Mirror's Edge Catalyst: 10+ hours and gave up. I think DHR made a fix, but without CS lights as we couldn't figure it out:(
- Now, Mass Effect Andromeda - 40+ hours just into fixing this tile light problem...
Fixing it in one game, would allow us to revisit all of the previous fixes and update to use CS lights as well;) But, this is a bit over my head :(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Thanks for the response;)
I tried to follow it around but got lost lol. I did find out what texture has the "global position", if that makes sense, is t9. If I simply comment the line where it is being loaded "stuff" start disappearing:
As we can see, we read t9 into r2.x and then we use this one to get the positions for the (t3) point-lights.
Trying to see where t9 is being calculated though... lost me...
What exactly do I need to look at in the log.txt file to see where this texture is bound and where is coming from?
I used [ShaderOverride] with this CS and then F8 to generate the log.txt
I tried sending a few PMs to DarkStarSword as well, asking him to help me out with the CS, but he's "off the grid" :(
Thank you again!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
It's difficult for me to follow the train of thought here. If you can post the code, and the log.txt in question to PasteBin, that would help to clarify the scenario.
For a given structured buffer used in a CS, it has to be bound to the pipeline before it can be used. That implies a call in the log.txt to something like CSSetShaderResources or CSSetUnorderedAccessViews, although there might be other variants.
If you think that t9 might be global position, try modifying the result instead of commenting it out. Like move it a few pixels to see if that happens like you expect.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
The shader in question is exactly this one:
https://pastebin.com/XJBshjip
(line 316)
Now the shaders have all the headers stripped. But because is a Frostbite3 engine I was able to dump a similar shader from BF1 that have the headers and then just cross-reference the buffer names;)
A shader that have headers (different game - but buffers are the same): https://pastebin.com/WirK72GU
(Unfortunately this one doesn't have a t9, but if you compare them you see they look very close.
Here they don't use a t9 to get the position. They just use t2-t6 which contains the type of light: point, area, spotlight, etc.
)
Also at the very end:
I did play a bit with t9 and adding stuff to it moves things on the screen:) But not like you would expect.
Is pretty hard to explain but I'll try:
- This shader (from a pair of 2 - have another one almost identical to this one), computes the tiles, or simply blits the lights.
- All the lights are fixed for 3D. (Different shaders)
- I have a hunch this is the shader that needs some correction somewhere to make the tiles & lights appear in both eyes.
- I am not sure if this is the shader that computes the light tiles. It looks more like a "compositor" shader to me, but is the only one I found related to the tiles. That's why I am interested in the "parent" shader or all the other shaders that feed this one;)
Frame Analysis:
Log.txt:
http://3dsurroundgaming.com/3DVision/log.zip
(too big for pastebin :()
ShaderUsage.txt:
https://pastebin.com/V6GcuV9v
cb0 content:
https://pastebin.com/sTKGHRuv
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I don't know where the problem is exactly...but no matter what I do, I get a difference between the eyes. So, I think it might be a driver issue:(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Could be, this is strange problem.
However, let me add some observations in case it helps. I was able to run the shared account version of the game to take a direct look.
In the very first room, the medical bay, do you see the lights cut in and out?
I know we have the one-eye problem for a lot of them, but when panning and driving around, I also see lights come and go in both eyes. They aren't correct, but there are some spotlights toward the floor that I see light up both eyes.
Just to clarify, here's an example of the main problem, one-eye lights, right? I never see this light up, no matter angle or location.
Now, I'm not sure these are directly related (same shaders), but here is one where the lights on the floor are both eyes, and almost right, but only at a specific angle:
The reason I think that is interesting is because it helps narrow down the problem. A one-eye problem can be one of maybe 15 things, all the way from driver to game.
If this is a representative sample, that means that the driver is not at fault exactly, it's a bug in the CS code, introduced by the offset eyes.
The code is using the angle to viewer to show the lights, and how bright, and when that location is modified by Automatic, it misfires. If this is true, we can actually fix it in the CS, and it rules out the other possibilities.
Dunno if it seems true, but wanted to ask.
The other thing I noticed from this test is that it definitely seems to be soley CS related and not driver bug or texture bug or something else, because I can clearly see the tiles:
With those tile edges clearly visible, that also suggests that it's a view angle problem. The fully dark one-eye problem can be related to view-angle, if it calculates far enough off that it decides to clip that light, i.e. no reflected light could make it to the eye.
Does this seem possible?
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
You can clearly see the missing tiles or wrong behaviour from the above pictures.
You can see how the left eye in-game (right eye in the pics) is missing information.
If you want to play with this even more and see the 3 seconds correct lights that break after you can do the following:
In-game open the console (~ key, or key next to "1" key)
Type in:
WorldRender.LightTileCsPathEnabled 0 => This will disable the lights
then
WorldRender.LightTileCsPathEnabled 1 => This will re-enable the lights
In the first few frames you will see everything in both eyes, no clipping and weirdness. Waiting more you can actually see how the tiles "degrade" until they stop at what you show above.
Now, fixing this is a pain, because all the shaders have the headers stripped:(
However, if you are interested to look at it, I recommend using "Mirror's Edge Catalyst". Same Frostbite3 ENGINE and headers ARE FULL ;)
All Frostbite3 games have this behaviour. Fixing it in one, would mean we could translate the fix to all other games we have fixed before, but without Compute Shader Lights.
The problem is fixing the tiles, not the light/shadows position which is a simple fix and already know how to do it, but making the lights/tile STICK in both eyes is the huge problem:(
If you want more in-depth info on this please let me know and I can tell you what I found out so far;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Thank you very much ;)
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
Bayonetta (I have finished the story an hour ago) has a bloom problem when 3D is enabled, because characters in cutscenes are way too bright compared to how they look in 2D (you can switch between 2D and 3D in real time to see the effect).
Just half an hour ago I could dump a pixel shader that controls that bloom/saturation that just affects characters when they are in a cutscene. I have multiplied in a register the constant that the shader calls "prefogcolor_enhance" by 0.5 (x, y and z axes) and now it looks in 3D almost the same as it was in 2D. I had to put a condition based on "v0.z" (distance) because the shader also affects the sky saturation, so it just affects characters.
HOWEVER, this now makes characters look too dark in 2D, and I want to put a condition based on separation, like I did in DX11 for Yooka-Laylee (it was "if (stereo.x>0)").
So if I have for example:
r20.x and r20.y don't seem to correspond to the values I expected. A condition based on convergence on them doesn't seem to work correctly. r20.x looks like it's using a range of values different from 0-1 or 0-100, and I can't make the static comparison change the effect in real time as I change separation. Same for convergence.
What should I do? What did I do wrong?
Shader code (09B362E2):
I hope I have explained everything clearly.
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OK, good to know. I will definitely try the on/off to see how that works.
For that on/off, and how slow it fades. Is this possibly an optimization of some form? Having it work correctly for a short while is bizarre. It means that something (probably in CS) is deciding that it doesn't need to draw those pieces.
Having that take 3 seconds is really weird. I'd expect optimization stuff to be per frame or at worst like 3 frames.
Have you been able to narrow down any controlling code for the fader? It seems like it might be possible to narrow down the chunk of code that culls this out, and disable that optimization.
Also, does this same thing happen on Mirrors Edge? It does seem like we ought to look at a game that still has headers, as a way to simplify the problem.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I was able to find 2 CS shaders (that look like they work in a cascade) which calculate the tiles. However, these 2 CS shaders seem to be "drawing" shaders rather than pure compute ones for the tiles.
Using 3DMigoto both in skip & pink mode doesn't seem to affect the wrong tiles. However, when ever I select one of the 2 CS shaders mentioned, and I move the camera, the tiles don't update! They still display the "old position" before skipping them.
They look like the ones posted above.
That is what I think as well, that whatever optimizations are inside the engine, make it cull like that.
Let me know how I can help narrowing this issue down:)
Thank you, for looking into it!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I have a quick question.. I made a fix for Black Desert and 1 user who uses it has SLI now he says the fix is not working and he sees shadows still.. Now I was wondering would SLI cause that issue as it works fine for me and if so what can we do to fix SLI issues with Migoto??
Thank you
Nephilim
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Is exactly what I said.
Those lines are actually easy to explain:
Load in r1.x whatever is in buffer g2 (which comes from somewhere else). A bit up in the code you can see where stuff is stored in g2.
based on the r0.w and r1.x (loaded from above) update u1.x Just commenting this line will give you the same result;)
Of course things will look better as there are less things to render and somehow, somewhere, something is wrong for the left eye (with the offset of -1) and all the tile calculation fails.
To solve this problem is to find out where this calculation takes place and correct it there. From there onward, the whole problem will be magically fixed as is cascading through all the CS shaders;)
My problem and I hope Bo3b can help is to use 3DMigoto to find where the actual problem lies or is coming from. Debugging Compute shaders is a PAIN in general let alone here, where one feeds into another and that one into another and so on;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
And there is no way to get behind it comparing it with other similar working fixed shaders like fb9a4039c07abf24-cs.txt ??
I think not...you own the knowledge and spend lots of hours... :(
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Trust me, it frustrates me more than you;) This is not the first time I tried to fix this issue!
I tried in
- Star Wars: Battlefront - 100+ hours spent no success
- Battlefield 1 - 30+ hours with limited success because that iteration of the game works "better", but there are still places where you see it!
- Mirror's Edge Catalyst: 10+ hours and gave up. I think DHR made a fix, but without CS lights as we couldn't figure it out:(
- Now, Mass Effect Andromeda - 40+ hours just into fixing this tile light problem...
Fixing it in one game, would allow us to revisit all of the previous fixes and update to use CS lights as well;) But, this is a bit over my head :(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)