Yupp,
The Compute Shader for the Tile Lighting is HUGE and was 5000 lines long if I remember right.
Because the fix needs to be converted to ASM this makes it even harder, but it is doable! Depending how much it needs fixing inside;)
It would be awesome if we could get a pattern (like Mike and me did for Frostbyte3 games starting from Dragon Age:Inquisition). The same patterns still apply here for shadows and other effects, but DA:I had both CS and NON-CS lights, so we just used the non-CS path. And it wasn't solved ever since.
We could then apply the pattern to every other game:
- BF4
- SW:Battlefront
- BF1
- Mirror's Edge
- Mass Effect: Andromeda - next year
And so on;)
DHR, If I can help in any way, please let me know:)
Yupp,
The Compute Shader for the Tile Lighting is HUGE and was 5000 lines long if I remember right.
Because the fix needs to be converted to ASM this makes it even harder, but it is doable! Depending how much it needs fixing inside;)
It would be awesome if we could get a pattern (like Mike and me did for Frostbyte3 games starting from Dragon Age:Inquisition). The same patterns still apply here for shadows and other effects, but DA:I had both CS and NON-CS lights, so we just used the non-CS path. And it wasn't solved ever since.
We could then apply the pattern to every other game:
- BF4
- SW:Battlefront
- BF1
- Mirror's Edge
- Mass Effect: Andromeda - next year
And so on;)
DHR, If I can help in any way, please let me know:)
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
I send you a PM.....we need a better profile. The game still render in one eye the lights in some cases.
Without the fix also in some angles and certain distance the lights only render in one eye. when render in both eyes, the lights works.
I send you a PM.....we need a better profile. The game still render in one eye the lights in some cases.
Without the fix also in some angles and certain distance the lights only render in one eye. when render in both eyes, the lights works.
[quote="DHR"]@helifax
I send you a PM.....we need a better profile. The game still render in one eye the lights in some cases.
Without the fix also in some angles and certain distance the lights only render in one eye. when render in both eyes, the lights works.[/quote]
Hi DHR,
I was wondering if you managed to make more progress on this game? :)
The fact that some lights are distance dependent is "acceptable" in my book;) I know exactly what you mean.
I think this is how the game clips the lights and so far I wasn't able to make this go away in any CS, so I am wondering if this is not something computed by the CPU rather than the Compute Shaders...
In a PDF they said they are doing some clipping in the CPU...
I also think that a fix where everything is fixed but CS have that behaviour is BETTER than no fix at all;)
(Ofc we do have the Compatibility Mode, but not good as the real thing)
We can always say "If the lights bother you disable CS, but you loose some lighting" ^_^
I send you a PM.....we need a better profile. The game still render in one eye the lights in some cases.
Without the fix also in some angles and certain distance the lights only render in one eye. when render in both eyes, the lights works.
Hi DHR,
I was wondering if you managed to make more progress on this game? :)
The fact that some lights are distance dependent is "acceptable" in my book;) I know exactly what you mean.
I think this is how the game clips the lights and so far I wasn't able to make this go away in any CS, so I am wondering if this is not something computed by the CPU rather than the Compute Shaders...
In a PDF they said they are doing some clipping in the CPU...
I also think that a fix where everything is fixed but CS have that behaviour is BETTER than no fix at all;)
(Ofc we do have the Compatibility Mode, but not good as the real thing)
We can always say "If the lights bother you disable CS, but you loose some lighting" ^_^
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
Hi helifax!
I have only take a look at CS and a couple of reflections (fixed)...nothing more. I'm at the very beginning of the game.
I do more test with CS and i officially give up with CS lights in this game...very random behavior and i almost sure there is something with the profile/driver.
So, if you have fixed more shader in this game... please go ahead with the fix....but i think will be best to make a release without the CS Lights, in this game are a total mess.
Cheers!!!
I have only take a look at CS and a couple of reflections (fixed)...nothing more. I'm at the very beginning of the game.
I do more test with CS and i officially give up with CS lights in this game...very random behavior and i almost sure there is something with the profile/driver.
So, if you have fixed more shader in this game... please go ahead with the fix....but i think will be best to make a release without the CS Lights, in this game are a total mess.
[quote="DHR"]Hi helifax!
I have only take a look at CS and a couple of reflections (fixed)...nothing more. I'm at the very beginning of the game.
I do more test with CS and i officially give up with CS lights in this game...very random behavior and i almost sure there is something with the profile/driver.
So, if you have fixed more shader in this game... please go ahead with the fix....but i think will be best to make a release without the CS Lights, in this game are a total mess.
Cheers!!![/quote]
Thx for the update:) I didn't do anything on this game since the initial try-out a while ago when it was released:) I was just curios if you managed to make it work to an acceptable degree;)
Yupp, that sounds like Frostbite 3 Engine alright;))
I have only take a look at CS and a couple of reflections (fixed)...nothing more. I'm at the very beginning of the game.
I do more test with CS and i officially give up with CS lights in this game...very random behavior and i almost sure there is something with the profile/driver.
So, if you have fixed more shader in this game... please go ahead with the fix....but i think will be best to make a release without the CS Lights, in this game are a total mess.
Cheers!!!
Thx for the update:) I didn't do anything on this game since the initial try-out a while ago when it was released:) I was just curios if you managed to make it work to an acceptable degree;)
Yupp, that sounds like Frostbite 3 Engine alright;))
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 progress in to the game and manage to fix all the stuff (using CS Lights disabled). All the Reflections in this game....and there are a lot of them...MAN, this game ABUSE of the reflections.
Also i think the problematic CS Lights are in the very beginning of the prologue (like dev want to impress in the first part...jejeje)...later i think i can manage to make them work....i will try and see.
The HUD is a total disaster...i can't use texture separation and one shader share all the stuff. So i will probably left with no changes.
[img]http://api.photos.3dvisionlive.com/imagestore/581778ebe7e564fe35000177/nvidia./480.294/[/img]
[img]http://api.photos.3dvisionlive.com/imagestore/5817d527e7e564344a000194/nvidia./480.294/[/img]
@helifax: Also i test the inverse matrix you made in a couple of PS....very solid! works perfect!! Also the injected inverse matrix from DSS works...so i think we have pretty solid tools/feature here (both) for ASM.
About the game, is a very nice game....really fun.
I progress in to the game and manage to fix all the stuff (using CS Lights disabled). All the Reflections in this game....and there are a lot of them...MAN, this game ABUSE of the reflections.
Also i think the problematic CS Lights are in the very beginning of the prologue (like dev want to impress in the first part...jejeje)...later i think i can manage to make them work....i will try and see.
The HUD is a total disaster...i can't use texture separation and one shader share all the stuff. So i will probably left with no changes.
@helifax: Also i test the inverse matrix you made in a couple of PS....very solid! works perfect!! Also the injected inverse matrix from DSS works...so i think we have pretty solid tools/feature here (both) for ASM.
About the game, is a very nice game....really fun.
Yeah, Star Wars Battlefront and Battlefield 1 have the same UI problem. Very hard to separate using the texture method. After I tried like 3 hours I gave up. Instead I am using the "bounding box" mechanism in the Vertexes for all the UI that is pushed to depth.
(The game actually pushes the UI to the correct depth;) but there are elements like the minimap and so that will be TOO far and will clip like hell on a single screen :( )
If you want, I can give you the code for the vertexes in order to try to keep most of the UI at the right depth, but cut some of the elemnts to a closer depth (If you look in either SW:Battlefront or BF1 fixes, you will spot it;) as the VS are mainly for the UI).
Yeah, that ASM inverse matrix code is solid;) I double/triple tested it;) The HLSL inverse worked for me for 2/3 shaders but on the 4th 3DMigoto made a low beep when I put in the HASH of the CS... No idea why (I 10th time checked that everything was right and it was the HASH that was generating the LOW BOOP) So, I decided to translate it to ASM. I did a quick performance check and I couldn't see a performance degradation if we use that ASM in the Compute Shaders or even in the Pixel Shaders, which is good ^_^
So far, looking really AWESOME and INTERESTING! Looking forward to see it "in action" ;) (The Frostbite 3 Engine is surely gorgeous, if we could only fix those CS once and for all ^_^ CryEngine is a really good, but next to Frostbite 3 pales a bit, in my opinion ^_^)
Yeah, Star Wars Battlefront and Battlefield 1 have the same UI problem. Very hard to separate using the texture method. After I tried like 3 hours I gave up. Instead I am using the "bounding box" mechanism in the Vertexes for all the UI that is pushed to depth.
(The game actually pushes the UI to the correct depth;) but there are elements like the minimap and so that will be TOO far and will clip like hell on a single screen :( )
If you want, I can give you the code for the vertexes in order to try to keep most of the UI at the right depth, but cut some of the elemnts to a closer depth (If you look in either SW:Battlefront or BF1 fixes, you will spot it;) as the VS are mainly for the UI).
Yeah, that ASM inverse matrix code is solid;) I double/triple tested it;) The HLSL inverse worked for me for 2/3 shaders but on the 4th 3DMigoto made a low beep when I put in the HASH of the CS... No idea why (I 10th time checked that everything was right and it was the HASH that was generating the LOW BOOP) So, I decided to translate it to ASM. I did a quick performance check and I couldn't see a performance degradation if we use that ASM in the Compute Shaders or even in the Pixel Shaders, which is good ^_^
So far, looking really AWESOME and INTERESTING! Looking forward to see it "in action" ;) (The Frostbite 3 Engine is surely gorgeous, if we could only fix those CS once and for all ^_^ CryEngine is a really good, but next to Frostbite 3 pales a bit, in my opinion ^_^)
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
About the UI, in Battlefield Hardline and SW:Battlefront i use separate texture and works OK...but in this particular game there is 1 shader and 1 texture for all the UI elements (even one lensflares in high buildings at night...LOL), so is pointless to separate by texture. Also the "bounding box" mechanism is useless because all the UI elements cross each others in the screen. I made a workarround, but need disable a couple of UI elements in the game menu......even look better, more clean and those UI elements are useless.
About the UI, in Battlefield Hardline and SW:Battlefront i use separate texture and works OK...but in this particular game there is 1 shader and 1 texture for all the UI elements (even one lensflares in high buildings at night...LOL), so is pointless to separate by texture. Also the "bounding box" mechanism is useless because all the UI elements cross each others in the screen. I made a workarround, but need disable a couple of UI elements in the game menu......even look better, more clean and those UI elements are useless.
[quote="DHR"]About the UI, in Battlefield Hardline and SW:Battlefront i use separate texture and works OK...but in this particular game there is 1 shader and 1 texture for all the UI elements (even one lensflares in high buildings at night...LOL), so is pointless to separate by texture. Also the "bounding box" mechanism is useless because all the UI elements cross each others in the screen. I made a workarround, but need disable a couple of UI elements in the game menu......even look better, more clean and those UI elements are useless.[/quote]
Yupp it works, if it doesn't bother you having to find the hashes for 1001 textures;)
Cool! Awesome job!! ;)
DHR said:About the UI, in Battlefield Hardline and SW:Battlefront i use separate texture and works OK...but in this particular game there is 1 shader and 1 texture for all the UI elements (even one lensflares in high buildings at night...LOL), so is pointless to separate by texture. Also the "bounding box" mechanism is useless because all the UI elements cross each others in the screen. I made a workarround, but need disable a couple of UI elements in the game menu......even look better, more clean and those UI elements are useless.
Yupp it works, if it doesn't bother you having to find the hashes for 1001 textures;)
Cool! Awesome job!! ;)
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
Find the hashes is not a problem. I just use Frame Analysis to locate the texure-hash, just browse the images and collect the hashes. For example this is the texture for all the Xbox Icons in Lego Games:
[img]http://i.cubeupload.com/3IfCSp.png[/img]
Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.
Find the hashes is not a problem. I just use Frame Analysis to locate the texure-hash, just browse the images and collect the hashes. For example this is the texture for all the Xbox Icons in Lego Games:
Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.
[quote="DHR"]Find the hashes is not a problem. I just use Frame Analysis to locate the texure-hash, just browse the images and collect the hashes. For example this is the texture for all the Xbox Icons in Lego Games:
[img]http://i.cubeupload.com/3IfCSp.png[/img]
Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.[/quote]
DON'T FORCE VSYNC (if you do it). Set VSYNC to OFF in the game as well;) (Frostbite 3 magic ^_^)
DHR said:Find the hashes is not a problem. I just use Frame Analysis to locate the texure-hash, just browse the images and collect the hashes. For example this is the texture for all the Xbox Icons in Lego Games:
Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.
DON'T FORCE VSYNC (if you do it). Set VSYNC to OFF in the game as well;) (Frostbite 3 magic ^_^)
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"][quote="DHR"]Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.[/quote]
DON'T FORCE VSYNC (if you do it). Set VSYNC to OFF in the game as well;) (Frostbite 3 magic ^_^)[/quote]
Could that also be the driver shader caching mechanism? If it cached a bad shader you might not ever know. And is cleared by driver install.
DHR said:Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.
DON'T FORCE VSYNC (if you do it). Set VSYNC to OFF in the game as well;) (Frostbite 3 magic ^_^)
Could that also be the driver shader caching mechanism? If it cached a bad shader you might not ever know. And is cleared by driver install.
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
[quote="bo3b"][quote="helifax"][quote="DHR"]Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.[/quote]
DON'T FORCE VSYNC (if you do it). Set VSYNC to OFF in the game as well;) (Frostbite 3 magic ^_^)[/quote]
Could that also be the driver shader caching mechanism? If it cached a bad shader you might not ever know. And is cleared by driver install.[/quote]
No not really... VSYNC does funky stuff in Frostbite 3 engines.. Like the 3D Vision Driver failing to Stereorize simple VS shaders...
Putting VSYNC to OFF will 100% ALWAYS get you the driver to work properly. Once a map is loaded you can either set it back in-game of use the console in-game to set it from there;)
This is only present in Frostbite 3 Games (all of them... remember DA:Inquisition ? Yupp, present there as well ^_^). Not a big issue, but a really annoying one!
DHR said:Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.
DON'T FORCE VSYNC (if you do it). Set VSYNC to OFF in the game as well;) (Frostbite 3 magic ^_^)
Could that also be the driver shader caching mechanism? If it cached a bad shader you might not ever know. And is cleared by driver install.
No not really... VSYNC does funky stuff in Frostbite 3 engines.. Like the 3D Vision Driver failing to Stereorize simple VS shaders...
Putting VSYNC to OFF will 100% ALWAYS get you the driver to work properly. Once a map is loaded you can either set it back in-game of use the console in-game to set it from there;)
This is only present in Frostbite 3 Games (all of them... remember DA:Inquisition ? Yupp, present there as well ^_^). Not a big issue, but a really annoying 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
[quote="Seregin"]It's only Mirror's Edge: Catalyst which crashes so often... :/[/quote]
[quote="DHR"]I have the same issue than Seregin, the same driver error.
Anyone know how to fix this? Anyone have this issue?[/quote]
Same here, not playable in CM for me (no crashes in 2D), no idea how to fix this
[img]https://i.yapx.ru/EIjT.jpg[/img]
Also this game has a strange flickering bug with Tridef in P3D mode (CM analog), so no 3D here either :(
The Compute Shader for the Tile Lighting is HUGE and was 5000 lines long if I remember right.
Because the fix needs to be converted to ASM this makes it even harder, but it is doable! Depending how much it needs fixing inside;)
It would be awesome if we could get a pattern (like Mike and me did for Frostbyte3 games starting from Dragon Age:Inquisition). The same patterns still apply here for shadows and other effects, but DA:I had both CS and NON-CS lights, so we just used the non-CS path. And it wasn't solved ever since.
We could then apply the pattern to every other game:
- BF4
- SW:Battlefront
- BF1
- Mirror's Edge
- Mass Effect: Andromeda - next year
And so on;)
DHR, If I can help in any way, please let me know:)
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 send you a PM.....we need a better profile. The game still render in one eye the lights in some cases.
Without the fix also in some angles and certain distance the lights only render in one eye. when render in both eyes, the lights works.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Hi DHR,
I was wondering if you managed to make more progress on this game? :)
The fact that some lights are distance dependent is "acceptable" in my book;) I know exactly what you mean.
I think this is how the game clips the lights and so far I wasn't able to make this go away in any CS, so I am wondering if this is not something computed by the CPU rather than the Compute Shaders...
In a PDF they said they are doing some clipping in the CPU...
I also think that a fix where everything is fixed but CS have that behaviour is BETTER than no fix at all;)
(Ofc we do have the Compatibility Mode, but not good as the real thing)
We can always say "If the lights bother you disable CS, but you loose some lighting" ^_^
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 only take a look at CS and a couple of reflections (fixed)...nothing more. I'm at the very beginning of the game.
I do more test with CS and i officially give up with CS lights in this game...very random behavior and i almost sure there is something with the profile/driver.
So, if you have fixed more shader in this game... please go ahead with the fix....but i think will be best to make a release without the CS Lights, in this game are a total mess.
Cheers!!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thx for the update:) I didn't do anything on this game since the initial try-out a while ago when it was released:) I was just curios if you managed to make it work to an acceptable degree;)
Yupp, that sounds like Frostbite 3 Engine alright;))
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)
Also i think the problematic CS Lights are in the very beginning of the prologue (like dev want to impress in the first part...jejeje)...later i think i can manage to make them work....i will try and see.
The HUD is a total disaster...i can't use texture separation and one shader share all the stuff. So i will probably left with no changes.
@helifax: Also i test the inverse matrix you made in a couple of PS....very solid! works perfect!! Also the injected inverse matrix from DSS works...so i think we have pretty solid tools/feature here (both) for ASM.
About the game, is a very nice game....really fun.
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(The game actually pushes the UI to the correct depth;) but there are elements like the minimap and so that will be TOO far and will clip like hell on a single screen :( )
If you want, I can give you the code for the vertexes in order to try to keep most of the UI at the right depth, but cut some of the elemnts to a closer depth (If you look in either SW:Battlefront or BF1 fixes, you will spot it;) as the VS are mainly for the UI).
Yeah, that ASM inverse matrix code is solid;) I double/triple tested it;) The HLSL inverse worked for me for 2/3 shaders but on the 4th 3DMigoto made a low beep when I put in the HASH of the CS... No idea why (I 10th time checked that everything was right and it was the HASH that was generating the LOW BOOP) So, I decided to translate it to ASM. I did a quick performance check and I couldn't see a performance degradation if we use that ASM in the Compute Shaders or even in the Pixel Shaders, which is good ^_^
So far, looking really AWESOME and INTERESTING! Looking forward to see it "in action" ;) (The Frostbite 3 Engine is surely gorgeous, if we could only fix those CS once and for all ^_^ CryEngine is a really good, but next to Frostbite 3 pales a bit, in my opinion ^_^)
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)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Yupp it works, if it doesn't bother you having to find the hashes for 1001 textures;)
Cool! Awesome job!! ;)
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)
Today happens something very strange....i already fix reflections, but i have to quit the game (was not a "clean" quit) and when enter again, one of the reflections in the same shader fixed was broken (only one, the other was ok)....i have to re-install the driver to fix the profile/driver.....first time i see a profile/driver broken that way!! This Frostbite engine is strange.
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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
DON'T FORCE VSYNC (if you do it). Set VSYNC to OFF in the game as well;) (Frostbite 3 magic ^_^)
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 that also be the driver shader caching mechanism? If it cached a bad shader you might not ever know. And is cleared by driver install.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
No not really... VSYNC does funky stuff in Frostbite 3 engines.. Like the 3D Vision Driver failing to Stereorize simple VS shaders...
Putting VSYNC to OFF will 100% ALWAYS get you the driver to work properly. Once a map is loaded you can either set it back in-game of use the console in-game to set it from there;)
This is only present in Frostbite 3 Games (all of them... remember DA:Inquisition ? Yupp, present there as well ^_^). Not a big issue, but a really annoying 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
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)
Same here, not playable in CM for me (no crashes in 2D), no idea how to fix this
Also this game has a strange flickering bug with Tridef in P3D mode (CM analog), so no 3D here either :(
i7-8700, 16Gb DDR4, GTX1060 6Gb, SSD 256Gb, Win 10 x64, LG TV / EDID Override