Seven: The Days Long Gone:
[url]http://seven-game.com/en/[/url]
[url]http://store.steampowered.com/app/471010/Seven_The_Days_Long_Gone/[/url]
https://www.youtube.com/watch?v=cHdReMjE32w
https://www.youtube.com/watch?v=NDIiM8RXvew
http://www.youtube.com/watch?v=WcXOFnTDz9g
Is going to be released tomorrow. I've been looking forward to this game since it was first announced.
Seven: The Days Long Gone is a 3D isometric RPG in which players can freely explore the sandbox world of the Vetrall Empire.
Set in a 'beyond post-apocalyptic' environment, the title will redefine how the isometric RPG genre is played. The climbing system implemented allows you to free-traverse obstacles of any height, both horizontally and vertically.
On the prison island of Peh, you will experience rich stories of conspiracy, discovery and betrayal, set within an unforgiving world filled with mysterious technology and dark age superstition. As a master thief possessed by an ancient daemon, you are deported to Peh on a mission that could decide the fate of all humanity.
It's being developed by ex-witcher 3 devs headed by Witcher 3's senior quest designer, Jakub Rokosz. I think one of the best aspects of the Witcher were it's quests so we're probably in for a treat.
The game runs on Unreal Engine so hopefully it can be fixed relatively quickly. DHR seems to be the best at fixing Unreal based games, and DSS new regex scripts will help out a ton.
Is going to be released tomorrow. I've been looking forward to this game since it was first announced.
Seven: The Days Long Gone is a 3D isometric RPG in which players can freely explore the sandbox world of the Vetrall Empire.
Set in a 'beyond post-apocalyptic' environment, the title will redefine how the isometric RPG genre is played. The climbing system implemented allows you to free-traverse obstacles of any height, both horizontally and vertically.
On the prison island of Peh, you will experience rich stories of conspiracy, discovery and betrayal, set within an unforgiving world filled with mysterious technology and dark age superstition. As a master thief possessed by an ancient daemon, you are deported to Peh on a mission that could decide the fate of all humanity.
It's being developed by ex-witcher 3 devs headed by Witcher 3's senior quest designer, Jakub Rokosz. I think one of the best aspects of the Witcher were it's quests so we're probably in for a treat.
The game runs on Unreal Engine so hopefully it can be fixed relatively quickly. DHR seems to be the best at fixing Unreal based games, and DSS new regex scripts will help out a ton.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
@sgsrules
When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. [b]DON'T REMOVE[/b] the hlsl files.
[url]https://s3.amazonaws.com/dhr/Obduction.3Dfix.zip[/url]
That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include:
- 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights
- 1 ShaderRegex for main halo issue
- 1 ShaderRegex for Lights shafts
- 1 ShaderRegex for 2D Objects/Models
- 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files)
If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority.
Test tomorrow and let me know!
@sgsrules
When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. DON'T REMOVE the hlsl files.
That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include:
- 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights
- 1 ShaderRegex for main halo issue
- 1 ShaderRegex for Lights shafts
- 1 ShaderRegex for 2D Objects/Models
- 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files)
If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority.
[quote="DHR"]@sgsrules
When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. [b]DON'T REMOVE[/b] the hlsl files.
[url]https://s3.amazonaws.com/dhr/Obduction.3Dfix.zip[/url]
That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include:
- 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights
- 1 ShaderRegex for main halo issue
- 1 ShaderRegex for Lights shafts
- 1 ShaderRegex for 2D Objects/Models
- 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files)
If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority.
Test tomorrow and let me know![/quote]
Thanks DHR! I'll give it a shot later today after I'm done working.
DHR said:@sgsrules
When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. DON'T REMOVE the hlsl files.
That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include:
- 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights
- 1 ShaderRegex for main halo issue
- 1 ShaderRegex for Lights shafts
- 1 ShaderRegex for 2D Objects/Models
- 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files)
If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority.
Test tomorrow and let me know!
Thanks DHR! I'll give it a shot later today after I'm done working.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
I couldn't resist trying it out so i took a break and booted it up. At first 3D Vision was completely busted but that's because i placed the fix in the wrong folder, If you're giving this a shot you need to place it in the Seven The Days Long Gone\Seven\Binaries\Win64 folder like most Unreal based games. Luckily The fix fixes almost everything, except for a few things. The game uses an outline shader around the characters and this is rendered at depth, a quick fix would be to simply disable the shader since it's really not that noticeable. The bigger issue is that all the decals are rendered at depth... and the game uses tons of them. Other minor issues are that the HUD elements are also at depth and the character portraits are rendered with to much convergence. Here are some screenshots, the second screenshot has the convergence cranked up a bit so that you can see the issue with the character outlines.
[url=http://www.iforce.co.nz/View.aspx?i=41yndlvp.bdz.jpg][img]http://iforce.co.nz/i/41yndlvp.bdz.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=j3lswrpu.ys2.jpg][img]http://iforce.co.nz/i/j3lswrpu.ys2.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=o4r0m5nz.utu.jpg][img]http://iforce.co.nz/i/o4r0m5nz.utu.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=uk4qxsl5.enb.jpg][img]http://iforce.co.nz/i/uk4qxsl5.enb.jpg[/img][/url]
Overall the game is playable in 3D Vision with the basic fix if you adjust the convergence so that the characters are at screen depth. I'd say the minimum things that need fixing are the decals and player outlines. The game itself looks great and performs pretty well, i get around 45fps runnning it on epic settings at 1440p with 3D vision on. Even though you play in a overhead view 3D Vision adds a lot to the game because it is extremely vertical, there are tons of building and cliffs, level design is very layered, lot's of jumping and scaling. I only played it for a few minutes so far (I should be working instead ;) ) but it looks really promising. It's an open world RPG with a lot of sneaking and terrain navigation in a post apocalyptic cyber punk fantasy setting, pretty unique.
I couldn't resist trying it out so i took a break and booted it up. At first 3D Vision was completely busted but that's because i placed the fix in the wrong folder, If you're giving this a shot you need to place it in the Seven The Days Long Gone\Seven\Binaries\Win64 folder like most Unreal based games. Luckily The fix fixes almost everything, except for a few things. The game uses an outline shader around the characters and this is rendered at depth, a quick fix would be to simply disable the shader since it's really not that noticeable. The bigger issue is that all the decals are rendered at depth... and the game uses tons of them. Other minor issues are that the HUD elements are also at depth and the character portraits are rendered with to much convergence. Here are some screenshots, the second screenshot has the convergence cranked up a bit so that you can see the issue with the character outlines.
Overall the game is playable in 3D Vision with the basic fix if you adjust the convergence so that the characters are at screen depth. I'd say the minimum things that need fixing are the decals and player outlines. The game itself looks great and performs pretty well, i get around 45fps runnning it on epic settings at 1440p with 3D vision on. Even though you play in a overhead view 3D Vision adds a lot to the game because it is extremely vertical, there are tons of building and cliffs, level design is very layered, lot's of jumping and scaling. I only played it for a few minutes so far (I should be working instead ;) ) but it looks really promising. It's an open world RPG with a lot of sneaking and terrain navigation in a post apocalyptic cyber punk fantasy setting, pretty unique.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
@sgsrules
Great that works!!
For the outline shader, hunt the VS and post only the hash # here.
For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.
For the outline shader, hunt the VS and post only the hash # here.
For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.
DHR said:For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.
Here are two shaders for broken decals:
cb167bda2e059048-ps_replace.txt
// ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 14:50:08 2017
Texture2D<float4> t1 : register(t1);
For the Ouline, copy this at the end of the d3dx.ini:
[code][ResourceDummyRenderTarget1]
Format = R8G8B8A8_UNORM
[ShaderOverrideObjectHighlight1]
hash = c8a4c0ac030d1588
ResourceDummyRenderTarget1 = copy_desc oD
o0 = ResourceDummyRenderTarget1[/code]
And for the Decals, copy and REPLACE this file in the ShaderFixes folder.
[url]https://s3.amazonaws.com/dhr/Test/inverse-cs-cb0-1.hlsl[/url]
If this is all the issue...i think you will have a 3D ready game (Except for the HUD of course).
Let me know
Also edit the d3dx.ini, line 828
I noticed that height resolution is in a constant buffer with 1 digit number.
original:
[code][ShaderRegexDecals1.Pattern]
mul r\d+\.xy, (?P<variable>v\d+)\.xyxx, (?P<cbuffer1>cb[012])\[(?P<number>[0123456789]{3})\]\.zwzz\n[/code]
Modify the {3} for {1}, like this:
[code]mul r\d+\.xy, (?P<variable>v\d+)\.xyxx, (?P<cbuffer1>cb[012])\[(?P<number>[0123456789]{1})\]\.zwzz\n[/code]
This game could be truly awesome played in 3D, I love the setup, and the fact that Jakub Rokosz is on it, makes it very very interesting indeed...
Are there any further progress sgsrules ?
Theres no rush, just wanted to show my interest :)
@sgsrules. Did you had any progress on this. I tried to use the Univeral UE4 Fix with the attached changes shaders, but for me the game still looks pretty busted.
In Ruiner the Universal UE4 fix worked good, but here I still have a lot of issues (not really playable).
No rush, just wanted to know if still anyone is looking at this.
@sgsrules. Did you had any progress on this. I tried to use the Univeral UE4 Fix with the attached changes shaders, but for me the game still looks pretty busted.
In Ruiner the Universal UE4 fix worked good, but here I still have a lot of issues (not really playable).
No rush, just wanted to know if still anyone is looking at this.
i7-4770k, 16GB RAM, Nvidia 1080 FE, Asus 27" VGHE, LG 65" E6 OLED with EDID, Oculus Rift, Windows 10 Pro 1709
You were right, I copied the files to the wrong location. Not the root folder but Seven The Days Long Gone\Seven\Binaries\Win64 is correct. Then the fix works like a charm. Thanks again DHR and sorry for the misleading.
You were right, I copied the files to the wrong location. Not the root folder but Seven The Days Long Gone\Seven\Binaries\Win64 is correct. Then the fix works like a charm. Thanks again DHR and sorry for the misleading.
i7-4770k, 16GB RAM, Nvidia 1080 FE, Asus 27" VGHE, LG 65" E6 OLED with EDID, Oculus Rift, Windows 10 Pro 1709
Thanks to DHR's universal UE4 fix and some additional decal adjustments, the game is now fixed, and it looks and plays like a dream :)
This was only doable because of DHR, so a huge thank you + a donation on the way, I hope that others that finds the fix worth it, will do the same !!!
[color="green"]I have disabled a few things like:[/color]
Decalls for footsteps, well without snow or rain it actually looked foolish :)
A distant fog overlay that reduced background details.
2 different black backgrounds for text, in dialog half of the screen was black, no need for that !!
[color="green"]You can enable them again, in the bottom of the ini.[/color]
Most of the hud is still in screendepht, but the game requires a lot of convergence, and that makes the hud look ok !!
Only hotkey is Z for 2 different convergence settings !
sgrules@ If you still are working on this, I apologize for sqeezing in here, but you have been very silent lately !
If you want to improve the fix, you are more than velcome to do so..
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74302/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74303/[/img]
Thanks to DHR's universal UE4 fix and some additional decal adjustments, the game is now fixed, and it looks and plays like a dream :)
This was only doable because of DHR, so a huge thank you + a donation on the way, I hope that others that finds the fix worth it, will do the same !!!
I have disabled a few things like:
Decalls for footsteps, well without snow or rain it actually looked foolish :)
A distant fog overlay that reduced background details.
2 different black backgrounds for text, in dialog half of the screen was black, no need for that !!
You can enable them again, in the bottom of the ini.
Most of the hud is still in screendepht, but the game requires a lot of convergence, and that makes the hud look ok !!
Only hotkey is Z for 2 different convergence settings !
sgrules@ If you still are working on this, I apologize for sqeezing in here, but you have been very silent lately !
If you want to improve the fix, you are more than velcome to do so..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
http://seven-game.com/en/
http://store.steampowered.com/app/471010/Seven_The_Days_Long_Gone/
Is going to be released tomorrow. I've been looking forward to this game since it was first announced.
Seven: The Days Long Gone is a 3D isometric RPG in which players can freely explore the sandbox world of the Vetrall Empire.
Set in a 'beyond post-apocalyptic' environment, the title will redefine how the isometric RPG genre is played. The climbing system implemented allows you to free-traverse obstacles of any height, both horizontally and vertically.
On the prison island of Peh, you will experience rich stories of conspiracy, discovery and betrayal, set within an unforgiving world filled with mysterious technology and dark age superstition. As a master thief possessed by an ancient daemon, you are deported to Peh on a mission that could decide the fate of all humanity.
It's being developed by ex-witcher 3 devs headed by Witcher 3's senior quest designer, Jakub Rokosz. I think one of the best aspects of the Witcher were it's quests so we're probably in for a treat.
The game runs on Unreal Engine so hopefully it can be fixed relatively quickly. DHR seems to be the best at fixing Unreal based games, and DSS new regex scripts will help out a ton.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. DON'T REMOVE the hlsl files.
https://s3.amazonaws.com/dhr/Obduction.3Dfix.zip
That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include:
- 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights
- 1 ShaderRegex for main halo issue
- 1 ShaderRegex for Lights shafts
- 1 ShaderRegex for 2D Objects/Models
- 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files)
If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority.
Test tomorrow and let me know!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thanks DHR! I'll give it a shot later today after I'm done working.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Overall the game is playable in 3D Vision with the basic fix if you adjust the convergence so that the characters are at screen depth. I'd say the minimum things that need fixing are the decals and player outlines. The game itself looks great and performs pretty well, i get around 45fps runnning it on epic settings at 1440p with 3D vision on. Even though you play in a overhead view 3D Vision adds a lot to the game because it is extremely vertical, there are tons of building and cliffs, level design is very layered, lot's of jumping and scaling. I only played it for a few minutes so far (I should be working instead ;) ) but it looks really promising. It's an open world RPG with a lot of sneaking and terrain navigation in a post apocalyptic cyber punk fantasy setting, pretty unique.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Great that works!!
For the outline shader, hunt the VS and post only the hash # here.
For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Outline VS: c8a4c0ac030d1588-vs_replace.txt
posted the whole thing just in case.
Here are two shaders for broken decals:
cb167bda2e059048-ps_replace.txt
fc0013a0125b66ea-ps_replace.txt
Thanks for the help!
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
And for the Decals, copy and REPLACE this file in the ShaderFixes folder.
https://s3.amazonaws.com/dhr/Test/inverse-cs-cb0-1.hlsl
If this is all the issue...i think you will have a 3D ready game (Except for the HUD of course).
Let me know
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I noticed that height resolution is in a constant buffer with 1 digit number.
original:
Modify the {3} for {1}, like this:
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
05bb5ecd89771d2e-ps_replace.txt
6f74ea49f892e38b-ps_replace.txt
8ffc960d1161b02a-ps_replace.txt
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
First and Second shader have some change in the swizzle (xyzw) and the third they put in the middle of the matrix multiplication the "SampleLevel"....
i fix a lot of variant of swizzle, so let me check others UE4 fixes i made for the correct swizzle.
For the 8ffc960d1161b02a-ps_replace.txt use this:
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Are there any further progress sgsrules ?
Theres no rush, just wanted to show my interest :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
In Ruiner the Universal UE4 fix worked good, but here I still have a lot of issues (not really playable).
No rush, just wanted to know if still anyone is looking at this.
i7-4770k, 16GB RAM, Nvidia 1080 FE, Asus 27" VGHE, LG 65" E6 OLED with EDID, Oculus Rift, Windows 10 Pro 1709
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
i7-4770k, 16GB RAM, Nvidia 1080 FE, Asus 27" VGHE, LG 65" E6 OLED with EDID, Oculus Rift, Windows 10 Pro 1709
This was only doable because of DHR, so a huge thank you + a donation on the way, I hope that others that finds the fix worth it, will do the same !!!
I have disabled a few things like:
Decalls for footsteps, well without snow or rain it actually looked foolish :)
A distant fog overlay that reduced background details.
2 different black backgrounds for text, in dialog half of the screen was black, no need for that !!
You can enable them again, in the bottom of the ini.
Most of the hud is still in screendepht, but the game requires a lot of convergence, and that makes the hud look ok !!
Only hotkey is Z for 2 different convergence settings !
sgrules@ If you still are working on this, I apologize for sqeezing in here, but you have been very silent lately !
If you want to improve the fix, you are more than velcome to do so..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)