Kingdom Come: Deliverance
  10 / 11    
[quote="chtiblue"][quote="DJ-RK"] I One thing you can do to reclaim some performance (at the cost of some annoying object pop in/out in the distance) is to locate the TextureOverrideCulling items in the d3dx.ini file and comment those out. I think that was responsible for a 5-10 fps hit alone. [/quote] I'll have to try that. thanks again for your great work and awesome fixes you've released![/quote] indeed it seems made five fps gain in certain locations.
chtiblue said:
DJ-RK said:
I
One thing you can do to reclaim some performance (at the cost of some annoying object pop in/out in the distance) is to locate the TextureOverrideCulling items in the d3dx.ini file and comment those out. I think that was responsible for a 5-10 fps hit alone.


I'll have to try that.

thanks again for your great work and awesome fixes you've released!


indeed it seems made five fps gain in certain locations.

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Posted 03/01/2018 12:16 PM   
// New Version is out on page 2: - "fixed" screen depth light source glow by disable - fixed most of flickering shadows by user.cfg values for cryengine ==> if you want to save your own user.cfg please use the new fix and do not copy the user.cfg over but add [code] --shadow flicker-fix most of them but not completely e_svoTI_Apply=1 e_SvoTI_GSMCascadeLod=50 e_svoTI_TemporalFilteringBase=1 e_svoTI_ForceGIForAllLights=0 [/code] ... to it to fix most of flickering shadows.
// New Version is out on page 2:

- "fixed" screen depth light source glow by disable
- fixed most of flickering shadows by user.cfg values for cryengine

==> if you want to save your own user.cfg please use the new fix and do not copy the user.cfg over but add

--shadow flicker-fix most of them but not completely
e_svoTI_Apply=1
e_SvoTI_GSMCascadeLod=50
e_svoTI_TemporalFilteringBase=1
e_svoTI_ForceGIForAllLights=0


... to it to fix most of flickering shadows.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 03/02/2018 06:31 PM   
Reflections reflection fixed without screen glitches !!!!!!!!!!!!!! [s]//EDIT1: Actually some reflections not fixed for every camera angel[/s] Reflection complerely fixed !!! //EDIT2: Update on page 2, fix includes now fixed reflections and some more HUD automation depth //EDIT3: 5.02 with fixed moon Nearly completely fixed (if you use the settings provided) ... screenshots was taken with 30 % Depth and 2.0 convergence as standard... (right klick and save it as jps to view 3D) [img]http://fs5.directupload.net/images/180304/xmoqizqd.jpg[/img] [img]http://fs1.directupload.net/images/180304/czvhgu8w.jpg[/img] [img]http://fs1.directupload.net/images/180304/mio3jtxr.jpg[/img] [img]http://fs5.directupload.net/images/180304/v6mqu4k3.jpg[/img] [img]http://fs1.directupload.net/images/180304/ack4kutn.jpg[/img] [img]http://fs5.directupload.net/images/180304/ds6sw5wv.jpg[/img] [img]http://fs5.directupload.net/images/180304/l9xe938n.jpg[/img]
Reflections reflection fixed without screen glitches !!!!!!!!!!!!!!

//EDIT1: Actually some reflections not fixed for every camera angel Reflection complerely fixed !!!

//EDIT2: Update on page 2, fix includes now fixed reflections and some more HUD automation depth
//EDIT3: 5.02 with fixed moon


Nearly completely fixed (if you use the settings provided) ... screenshots was taken with 30 % Depth and 2.0 convergence as standard...

(right klick and save it as jps to view 3D)

Image
Image
Image
Image
Image
Image
Image

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 03/04/2018 06:58 AM   
Well then, congrats on figuring out a fix for reflections on your own. Did you actually manage to do so by modifying the CS shader further, or was it through one of the user.cfg tweaks? Are your changes all dependent on having a lower separation value, or is that simply your preference? If it's the former, then I'll probably still have a further look at some point because I'm sure most of us are keen on getting to play at 100% depth. If it's the latter, then good to know that is one less thing I need to worry about (unfortunately have had a ton of stuff come up in a short period of time)
Well then, congrats on figuring out a fix for reflections on your own. Did you actually manage to do so by modifying the CS shader further, or was it through one of the user.cfg tweaks? Are your changes all dependent on having a lower separation value, or is that simply your preference? If it's the former, then I'll probably still have a further look at some point because I'm sure most of us are keen on getting to play at 100% depth. If it's the latter, then good to know that is one less thing I need to worry about (unfortunately have had a ton of stuff come up in a short period of time)

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 03/05/2018 04:09 AM   
Hi DJ-RK ill answer your questions: [quote] Did you actually manage to do so by modifying the CS shader further, or was it through one of the user.cfg tweaks? [/quote] I was modifying the CS shader further. You have marked the right positions fo applying a fix. I have stored the r10.xyzx in the temporary Register r60 first and modify the r60 with the Fixing Operation you have created and Keep the old content of the register r0 by store it to r62 and do the same modifications but without the modied r10 [code] mov r60.xyzx, r10.xyzx mul r60.xyz, r0.zzzz, r9.xyzx dp3 r0.x, -r60.xyzx, -r60.xyzx //new dp3 r62.xxxx, -r10.xyzx, -r10.xyzx //old rsq r0.x, r0.x rsq r62.xxxx, r62.xxxx mul r11.xyz, r62.xxxx, -r10.xyzx . . . [/code] Later in the code i will use the r62 that contains the values without the fixing applyed by "mul r60.xyz, r0.zzzz, r9.xyzx" at the Position you also identified for the reflection fix and also keep the there modified r21 with the original values to put it in the place where the original values where needed and the corrected one caused the glitches [code] //keep the original code and changes for r21 alive for later // need old r0.x herer (r62.x) mad r21.xyz, -r10.xyzx, r62.xxxx, r20.xyzx //move the correkt changes for r21 to temp r42 for correction of reflection mad r42.xyz, -r40.xyzx, r0.xxxx, r20.xyzx //fix Need for lightening, shadow correction mov r20.xw, l(0.1) //fix dp3 r18.w, r42.xyzx, r42.xyzx rsq r18.w, r18.w //fix mul r42.xyz, r18.wwww, r42.xyzx dp3_sat r18.w, r2.xyzx, r42.xyzx . . . //this will cause black glitches with the corrected r42 so original r21 needed here // FIXED dp3 r18.w, r20.xyzx, r21.xyzx [/code] and finally moving the old r0.x value back after that Loop will fix the glitches coming from the first correction if r0.x will further be used in ist modified state [code] endloop //move old r0.x back from r62.x // OK here FIXED !!!! mov r0.x, r62.x [/code] So this is a real fix in the shader file 82c08ee7da67f710-cs.txt [quote] Are your changes all dependent on having a lower separation value, or is that simply your preference? [/quote] Searching for flickering shadow issues with cryengine and testing a mod thet will "bering more performance" i noticed that with one mod the most annoing flimmering shadows on textures and faces and characters was nearly fixed. I narrowed it down to the following values that has to be added in the user.cfg [code] e_svoTI_Apply=1 e_SvoTI_GSMCascadeLod=50 e_svoTI_TemporalFilteringBase=1 e_svoTI_ForceGIForAllLights=0 [/code] The 50 is i think not necessary it will make no effect if i use 5 or -2 as value here, may be =0 will also work may be this will make things better, ill have to try but i think not. Im not sure why i added the last e_svo Settings here, may be this was some Performance issue or further flimemring fix .... The rest of the values in the config is not needed for the fix [code] r_sharpening 0 -- removes sharpen effect that is verry strong e_VolumetricFog=1 -- adds vul. fog wh_pl_showfirecursor=1 --- Shows the cursor while aiming with bow (may be not needed, never tryed it without. sys_MaxFPS = 120 -- kown for Performance boost r_MotionBlur = 0 -- not necessary because you disabled the shaders for this and or this can be disabled in the game settings r_vsync = 0 -- kown for Performance boost [/code] Lower separation is not necessarily needed anymore after the reflection fix. But there are some minor isses left with shadows and lightening. The lights will not scale with convergence, hence i defined some Fixing values for diferent convergences... [code] define x3 used for lightening correction in dialog-modes ld_indexable(texture1d)(float,float,float,float) r50.x, l(3, 0, 0, 0), t120.xyzw ne r50.x, l(0.000000, 0.000000, 0.000000, 0.000000), r50.x eq r53.y, r37.y, l(2.0) eq r54.y, r37.y, l(0.8) eq r55.y, r37.y, l(0.3) eq r56.y, r37.y, l(1.0) eq r57.y, r37.y, l(1.1) //fix for convergence 2.0 if_nz r53.y mul r39.w, l(0.62), r39.w endif //dialog1 if_nz r56.y mul r39.w, l(0.0001), r39.w endif //dialog2 if_nz r50.x mul r39.w, l(0.0001), r39.w endif //fix for convergence 1.0 if_nz r57.y mul r39.w, l(0.48), r39.w endif //fix for convergence 0.3 if_nz r55.y mul r39.w, l(0.27), r39.w endif //fix for convergence 0.8 if_nz r54.y mul r39.w, l(0.42), r39.w endif [/code] ... but this is not completely correct .... it depends on the distance you stay to the light. Hence the correction is a compromise for Standing near a light source and fare away (but not too far ^^). This is the reason i suggest not more than 30 % depth because those issues will be less noticable and the correction is more accurate. The day is realy greate but in the night you can see some shadows (e.g. on fires or walls) that are some what incorrect. I have tryed to fix it and it was possible but removes other shadows so there was no working state all shadows are present end fixed. There is also a Problem with the shadows on houses that is related to the CS shader above. With high Separation the shadow on a house wall will not be compleley renderd until the end of the wall. This will be OK (but also not complete) with lower separation In summerize: The separation is free of choose but the remaining issues will become more vissible. The remaining isses are in general: - not scaling lightening correction with convergence (this also afflicts reflections of cause because i cames from the light ^^) - some shadows are not completely fixed, there are some glitches (lines and so on) in some cases on the Screen (in the night) but may be this is also related to one not completely fixed shadow or light - the candle texture is wrong in both eyes, i havnt found a shader for that to correct - some light above an oven in the night is somewhat too much into depth - the flimmering shadows in characters will occure more noticable with lower convergence and of cause higher Separation - i have disabled a light glow that is caming from light sourced (torches, candles etc.) because it was in Screen depth. This is shader . I have disabled drwaing this shader via commenting out the outbut at the end .... //store_uav_typed u0.xyzw ..... ==> But i think this can be left but feel free to have a look in real Fixing - i have disabled a water shader that causes incorrect water plant behavior, THIS will make the water clear and transparent and i my opinion ist better than the muddy water before ^^ and fix theproblem so ==> But i think this can be left but feel free to have a look in real Fixing (ac83a4deb189fea8-vs_replace.txt) <- disabled in the ini file ==> Hence, you/we need to fix the not scaling lightening and the remaining shadow things ==> The character flimmering shadow is not completely removed by the user.cfg changes but MUCH better now and it is removed on object surfaces. The fix contains some shaders that will not be further needed because of regex and some of it was not modifyed but left there because i forgot to delete.... but i suggest to grip the lastest Version as it is and working with that because if fixes nearly everything, exceopt the thins i mentioned above.
Hi DJ-RK ill answer your questions:


Did you actually manage to do so by modifying the CS shader further, or was it through one of the user.cfg tweaks?

I was modifying the CS shader further. You have marked the right positions fo applying a fix. I have stored the r10.xyzx in the temporary Register r60 first and modify the r60 with the Fixing Operation you have created and Keep the old content of the register r0 by store it to r62 and do the same modifications but without the modied r10

mov r60.xyzx, r10.xyzx

mul r60.xyz, r0.zzzz, r9.xyzx
dp3 r0.x, -r60.xyzx, -r60.xyzx //new

dp3 r62.xxxx, -r10.xyzx, -r10.xyzx //old

rsq r0.x, r0.x
rsq r62.xxxx, r62.xxxx
mul r11.xyz, r62.xxxx, -r10.xyzx
.
.
.


Later in the code i will use the r62 that contains the values without the fixing applyed by "mul r60.xyz, r0.zzzz, r9.xyzx" at the Position you also identified for the reflection fix and also keep the there modified r21 with the original values to put it in the place where the original values where needed and the corrected one caused the glitches

//keep the original code and changes for r21 alive for later // need old r0.x herer (r62.x)
mad r21.xyz, -r10.xyzx, r62.xxxx, r20.xyzx

//move the correkt changes for r21 to temp r42 for correction of reflection
mad r42.xyz, -r40.xyzx, r0.xxxx, r20.xyzx

//fix Need for lightening, shadow correction
mov r20.xw, l(0.1)

//fix
dp3 r18.w, r42.xyzx, r42.xyzx
rsq r18.w, r18.w

//fix
mul r42.xyz, r18.wwww, r42.xyzx
dp3_sat r18.w, r2.xyzx, r42.xyzx

.
.
.

//this will cause black glitches with the corrected r42 so original r21 needed here // FIXED
dp3 r18.w, r20.xyzx, r21.xyzx


and finally moving the old r0.x value back after that Loop will fix the glitches coming from the first correction if r0.x will further be used in ist modified state

endloop

//move old r0.x back from r62.x // OK here FIXED !!!!
mov r0.x, r62.x


So this is a real fix in the shader file 82c08ee7da67f710-cs.txt


Are your changes all dependent on having a lower separation value, or is that simply your preference?

Searching for flickering shadow issues with cryengine and testing a mod thet will "bering more performance" i noticed that with one mod the most annoing flimmering shadows on textures and faces and characters was nearly fixed. I narrowed it down to the following values that has to be added in the user.cfg

e_svoTI_Apply=1
e_SvoTI_GSMCascadeLod=50
e_svoTI_TemporalFilteringBase=1
e_svoTI_ForceGIForAllLights=0


The 50 is i think not necessary it will make no effect if i use 5 or -2 as value here, may be =0 will also work may be this will make things better, ill have to try but i think not. Im not sure why i added the last e_svo Settings here, may be this was some Performance issue or further flimemring fix .... The rest of the values in the config is not needed for the fix

r_sharpening 0  -- removes sharpen effect that is verry strong
e_VolumetricFog=1 -- adds vul. fog
wh_pl_showfirecursor=1 --- Shows the cursor while aiming with bow (may be not needed, never tryed it without.
sys_MaxFPS = 120 -- kown for Performance boost
r_MotionBlur = 0 -- not necessary because you disabled the shaders for this and or this can be disabled in the game settings
r_vsync = 0 -- kown for Performance boost


Lower separation is not necessarily needed anymore after the reflection fix. But there are some minor isses left with shadows and lightening. The lights will not scale with convergence, hence i defined some Fixing values for diferent convergences...

define x3 used for lightening correction in dialog-modes
ld_indexable(texture1d)(float,float,float,float) r50.x, l(3, 0, 0, 0), t120.xyzw
ne r50.x, l(0.000000, 0.000000, 0.000000, 0.000000), r50.x

eq r53.y, r37.y, l(2.0)
eq r54.y, r37.y, l(0.8)
eq r55.y, r37.y, l(0.3)
eq r56.y, r37.y, l(1.0)
eq r57.y, r37.y, l(1.1)

//fix for convergence 2.0
if_nz r53.y
mul r39.w, l(0.62), r39.w
endif

//dialog1
if_nz r56.y
mul r39.w, l(0.0001), r39.w
endif

//dialog2
if_nz r50.x
mul r39.w, l(0.0001), r39.w
endif

//fix for convergence 1.0
if_nz r57.y
mul r39.w, l(0.48), r39.w
endif


//fix for convergence 0.3
if_nz r55.y
mul r39.w, l(0.27), r39.w
endif

//fix for convergence 0.8
if_nz r54.y
mul r39.w, l(0.42), r39.w
endif


... but this is not completely correct .... it depends on the distance you stay to the light. Hence the correction is a compromise for Standing near a light source and fare away (but not too far ^^). This is the reason i suggest not more than 30 % depth because those issues will be less noticable and the correction is more accurate. The day is realy greate but in the night you can see some shadows (e.g. on fires or walls) that are some what incorrect. I have tryed to fix it and it was possible but removes other shadows so there was no working state all shadows are present end fixed. There is also a Problem with the shadows on houses that is related to the CS shader above. With high Separation the shadow on a house wall will not be compleley renderd until the end of the wall. This will be OK (but also not complete) with lower separation

In summerize: The separation is free of choose but the remaining issues will become more vissible.

The remaining isses are in general:
- not scaling lightening correction with convergence (this also afflicts reflections of cause because i cames from the light ^^)
- some shadows are not completely fixed, there are some glitches (lines and so on) in some cases on the Screen (in the night) but may be this is also related to one not completely fixed shadow or light
- the candle texture is wrong in both eyes, i havnt found a shader for that to correct
- some light above an oven in the night is somewhat too much into depth
- the flimmering shadows in characters will occure more noticable with lower convergence and of cause higher Separation
- i have disabled a light glow that is caming from light sourced (torches, candles etc.) because it was in Screen depth. This is shader . I have disabled drwaing this shader via commenting out the outbut at the end .... //store_uav_typed u0.xyzw ..... ==> But i think this can be left but feel free to have a look in real Fixing
- i have disabled a water shader that causes incorrect water plant behavior, THIS will make the water clear and transparent and i my opinion ist better than the muddy water before ^^ and fix theproblem so ==> But i think this can be left but feel free to have a look in real Fixing (ac83a4deb189fea8-vs_replace.txt) <- disabled in the ini file

==> Hence, you/we need to fix the not scaling lightening and the remaining shadow things
==> The character flimmering shadow is not completely removed by the user.cfg changes but MUCH better now and it is removed on object surfaces.

The fix contains some shaders that will not be further needed because of regex and some of it was not modifyed but left there because i forgot to delete.... but i suggest to grip the lastest Version as it is and working with that because if fixes nearly everything, exceopt the thins i mentioned above.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 03/05/2018 09:53 AM   
PS: (sorry cant edit my post here with the IE on my Computer in my dayjob ^^) ==> I will provide you a Savegame Pack this late evening where you can find all remaining isses i have noticed, so you can easily find them and try to fix, without Long searching ^^
PS: (sorry cant edit my post here with the IE on my Computer in my dayjob ^^)

==> I will provide you a Savegame Pack this late evening where you can find all remaining isses i have noticed, so you can easily find them and try to fix, without Long searching ^^

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 03/05/2018 09:58 AM   
PS2: I see i have to update some code lines, the comments are wrong and the is something that issnt needed, i will correct his this evening too ^^ //EDIT: I will create a cleaned up version with all the problems left enabled and comment the respective shaders, i will delete not used shaders and so on .... give me 2 h //EDIT2: DAMN my glasses are empty ^^ so need some more time but nearely finished. Will collect save games //EDIT3: Please see the cleaned up version on page 2, there is also a shader hackers version, let the wrong water enabled and let the wrong light glow enabled. More infos for shaderhackers @ the end of the post [url]https://forums.geforce.com/default/topic/969396/3d-vision/kingdom-come-deliverance/post/5291128/#5291128[/url]
PS2: I see i have to update some code lines, the comments are wrong and the is something that issnt needed, i will correct his this evening too ^^

//EDIT: I will create a cleaned up version with all the problems left enabled and comment the respective shaders, i will delete not used shaders and so on .... give me 2 h

//EDIT2: DAMN my glasses are empty ^^ so need some more time but nearely finished. Will collect save games

//EDIT3: Please see the cleaned up version on page 2, there is also a shader hackers version, let the wrong water enabled and let the wrong light glow enabled.

More infos for shaderhackers @ the end of the post https://forums.geforce.com/default/topic/969396/3d-vision/kingdom-come-deliverance/post/5291128/#5291128

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 03/05/2018 10:11 AM   
[quote="Losti"] I was modifying the CS shader further. You have marked the right positions fo applying a fix. I have stored the r10.xyzx in the temporary Register r60 first and modify the r60 with the Fixing Operation you have created and Keep the old content of the register r0 by store it to r62 and do the same modifications but without the modied r10 ... Later in the code i will use the r62 that contains the values without the fixing applyed by "mul r60.xyz, r0.zzzz, r9.xyzx" at the Position you also identified for the reflection fix and also keep the there modified r21 with the original values to put it in the place where the original values where needed and the corrected one caused the glitches [/quote] Without looking up where exactly in the shader all that took place, that's pretty similar to what I ended up doing to fix the same issue when I adapted the CS shader fix to Ryse - Son of Rome (which also had a simlar left side glitch with what I had come up with for KDC). Unfortunately doing the exact same register swaps I did for Ryse did not have the exact same result for KDC (still glitched here), but I knew it was a matter of spending some time to find where to make the appropriate swaps. If you managed to figure that out on your own then I'm beyond impressed. Good job! As for the rest, again, I'd like to get a chance to come back to this one and see what more I could fix, but sadly there's a lot of more pressing things that need my attention. Just with games alone, I'd like to see if I can help masterotaku along with his FFXV fix, I just preordered Vermintide 2 and would like to look into getting that playable in 3D, and speaking of Ryse I'd like to finish getting that updated (since it never sit well with me that I couldn't get the game completely 3D ready before), so since you've gotten KDC into a very good spot I'll leave it be for now.
Losti said:
I was modifying the CS shader further. You have marked the right positions fo applying a fix. I have stored the r10.xyzx in the temporary Register r60 first and modify the r60 with the Fixing Operation you have created and Keep the old content of the register r0 by store it to r62 and do the same modifications but without the modied r10

...

Later in the code i will use the r62 that contains the values without the fixing applyed by "mul r60.xyz, r0.zzzz, r9.xyzx" at the Position you also identified for the reflection fix and also keep the there modified r21 with the original values to put it in the place where the original values where needed and the corrected one caused the glitches


Without looking up where exactly in the shader all that took place, that's pretty similar to what I ended up doing to fix the same issue when I adapted the CS shader fix to Ryse - Son of Rome (which also had a simlar left side glitch with what I had come up with for KDC). Unfortunately doing the exact same register swaps I did for Ryse did not have the exact same result for KDC (still glitched here), but I knew it was a matter of spending some time to find where to make the appropriate swaps. If you managed to figure that out on your own then I'm beyond impressed. Good job!

As for the rest, again, I'd like to get a chance to come back to this one and see what more I could fix, but sadly there's a lot of more pressing things that need my attention. Just with games alone, I'd like to see if I can help masterotaku along with his FFXV fix, I just preordered Vermintide 2 and would like to look into getting that playable in 3D, and speaking of Ryse I'd like to finish getting that updated (since it never sit well with me that I couldn't get the game completely 3D ready before), so since you've gotten KDC into a very good spot I'll leave it be for now.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 03/06/2018 12:36 AM   
[quote] As for the rest, again, I'd like to get a chance to come back to this one and see what more I could fix, but sadly there's a lot of more pressing things that need my attention. Just with games alone, I'd like to see if I can help masterotaku along with his FFXV fix, I just preordered Vermintide 2 and would like to look into getting that playable in 3D, and speaking of Ryse I'd like to finish getting that updated (since it never sit well with me that I couldn't get the game completely 3D ready before), so since you've gotten KDC into a very good spot I'll leave it be for now. [/quote] YES I think ist no reason to hurry. Ist likely playable. The rest what is needed is for getting a 3D Vision READY mark ^^ Nevertheless, would it be OK if I ask DSS for help he offered? DSS do not wants to have a look @ KCD if you dont give your OK.

As for the rest, again, I'd like to get a chance to come back to this one and see what more I could fix, but sadly there's a lot of more pressing things that need my attention. Just with games alone, I'd like to see if I can help masterotaku along with his FFXV fix, I just preordered Vermintide 2 and would like to look into getting that playable in 3D, and speaking of Ryse I'd like to finish getting that updated (since it never sit well with me that I couldn't get the game completely 3D ready before), so since you've gotten KDC into a very good spot I'll leave it be for now.


YES I think ist no reason to hurry. Ist likely playable. The rest what is needed is for getting a 3D Vision READY mark ^^

Nevertheless, would it be OK if I ask DSS for help he offered? DSS do not wants to have a look @ KCD if you dont give your OK.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 03/06/2018 06:26 AM   
Fixed the complete water !!! Page 2 thread updated.... [s]The dynamic light shader is very similar to a fixed shader of SGW3 fix but the fixing is not working ^^ so where ist he fault ^^[/s] --- fixed
Fixed the complete water !!! Page 2 thread updated....


The dynamic light shader is very similar to a fixed shader of SGW3 fix but the fixing is not working ^^ so where ist he fault ^^

--- fixed

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Posted 03/06/2018 08:20 PM   
[quote="Losti"]Nevertheless, would it be OK if I ask DSS for help he offered? DSS do not wants to have a look @ KCD if you dont give your OK.[/quote] By all means, yes. Not only do I feel that he does not require my permission to work on something that I'm also looking at (although I do appreciate the show of respect), but any time he works on something is just another opportunity for me (and hopefully others) to learn something new and I'm always all for that.
Losti said:Nevertheless, would it be OK if I ask DSS for help he offered? DSS do not wants to have a look @ KCD if you dont give your OK.


By all means, yes. Not only do I feel that he does not require my permission to work on something that I'm also looking at (although I do appreciate the show of respect), but any time he works on something is just another opportunity for me (and hopefully others) to learn something new and I'm always all for that.

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Posted 03/07/2018 03:51 AM   
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Posted 03/07/2018 05:35 AM   
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Posted 03/07/2018 05:35 AM   
Same meaning here but better i ask before one more shader Hacker is pissed off.
Same meaning here but better i ask before one more shader Hacker is pissed off.

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Posted 03/07/2018 05:37 AM   
Dynamic lightening shader fixed!!!! //We are near the 3D Vision Ready state, i will ask DSS for help, fixing the last issues remaining.
Dynamic lightening shader fixed!!!!

//We are near the 3D Vision Ready state, i will ask DSS for help, fixing the last issues remaining.

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Posted 03/07/2018 04:31 PM   
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