thanks for updating the fix!!! working great now, switched over to reverse interlaced so I can play with HDR on. not the best HDR implementation I've seen, but definitely better than default. I hope all the new levels run as well as Miami performance wise, as the legacy maps are pretty rough on the FPS in the new client..
thanks for updating the fix!!! working great now, switched over to reverse interlaced so I can play with HDR on. not the best HDR implementation I've seen, but definitely better than default. I hope all the new levels run as well as Miami performance wise, as the legacy maps are pretty rough on the FPS in the new client..
[quote="DHR"]The texture hash is for doing this automatic...no need to use a preset.
You can add this preset:
(XX is any key you want)
[code][Key_Menu1]
Key = XX
type = toggle
separation = 0[/code]
[/quote]
I added this toggle to my controller, which works fine when I remember to use it - but the amount of times you end up going in and out of the menus in this game is going to make my eyes bleed. I am playing in 4k, is there a line in the actual menus shader I can adjust to match up with 4k zero convergence - or is it much more complicated than that (probably)?
DHR said:The texture hash is for doing this automatic...no need to use a preset.
You can add this preset:
(XX is any key you want)
[Key_Menu1]
Key = XX
type = toggle
separation = 0
I added this toggle to my controller, which works fine when I remember to use it - but the amount of times you end up going in and out of the menus in this game is going to make my eyes bleed. I am playing in 4k, is there a line in the actual menus shader I can adjust to match up with 4k zero convergence - or is it much more complicated than that (probably)?
It's not that easy.....you need to enter in debug mode (hunting = 1 or 2), use frame analysis to dump some textures (4 to be exact) from [ShaderOverride_HUD4] and [ShaderOverride_Menu1], looks the textures (.DDS files) and then add some lines to the ini to the override thing based on the files dumped.
It's not that easy.....you need to enter in debug mode (hunting = 1 or 2), use frame analysis to dump some textures (4 to be exact) from [ShaderOverride_HUD4] and [ShaderOverride_Menu1], looks the textures (.DDS files) and then add some lines to the ini to the override thing based on the files dumped.
[quote="DHR"]It's not that easy.....you need to enter in debug mode (hunting = 1 or 2), use frame analysis to dump some textures (4 to be exact) from [ShaderOverride_HUD4] and [ShaderOverride_Menu1], looks the textures (.DDS files) and then add some lines to the ini to the override thing based on the files dumped.[/quote]
thanks, I figured it was beyond my limited tweaking abilities but just wanted check first. I can just redo my convergence hotkeys to use the standard menu and start buttons so it is automatic instead of a toggle, and switch back on exit. enjoying the game and great fix.
DHR said:It's not that easy.....you need to enter in debug mode (hunting = 1 or 2), use frame analysis to dump some textures (4 to be exact) from [ShaderOverride_HUD4] and [ShaderOverride_Menu1], looks the textures (.DDS files) and then add some lines to the ini to the override thing based on the files dumped.
thanks, I figured it was beyond my limited tweaking abilities but just wanted check first. I can just redo my convergence hotkeys to use the standard menu and start buttons so it is automatic instead of a toggle, and switch back on exit. enjoying the game and great fix.
[quote="Shift-E"] I can just redo my convergence hotkeys to use the standard menu and start buttons so it is automatic instead of a toggle, and switch back on exit. [/quote]
good idea, could share it?
Shift-E said: I can just redo my convergence hotkeys to use the standard menu and start buttons so it is automatic instead of a toggle, and switch back on exit.
[quote="chtiblue"][quote="Shift-E"] I can just redo my convergence hotkeys to use the standard menu and start buttons so it is automatic instead of a toggle, and switch back on exit. [/quote]
good idea, could share it?[/quote]
I'm using an Xbox one controller, so I just did the following:
[code]
; Example for changing default settings
[Key_Back_To_100Depth]
Key = XB_B
separation = 100.0
[Key_Menu1]
Key = XB_START
separation = 0
[Key_Menu2]
Key = XB_BACK
separation = 0
[/code]
works well, no more strain when quick saving or viewing intel. I play with no HUD pretty much so I need to dip into the map and mission intel sometimes...this has made it much easier. Just remember to hit start or back when game first loads to menu as thats the only time it will still load in depth (or after missions).
Shift-E said: I can just redo my convergence hotkeys to use the standard menu and start buttons so it is automatic instead of a toggle, and switch back on exit.
good idea, could share it?
I'm using an Xbox one controller, so I just did the following:
; Example for changing default settings
[Key_Back_To_100Depth]
Key = XB_B
separation = 100.0
[Key_Menu1]
Key = XB_START
separation = 0
[Key_Menu2]
Key = XB_BACK
separation = 0
works well, no more strain when quick saving or viewing intel. I play with no HUD pretty much so I need to dip into the map and mission intel sometimes...this has made it much easier. Just remember to hit start or back when game first loads to menu as thats the only time it will still load in depth (or after missions).
First off, thanks for helping keep 3D alive!
So... is there a way to make all the in game labels (i.e. the white squares, "E to Enter" tags, etc.) appear at the same depth as the object they are tagging?
It messes with my eyes having to refocus on, say, the door and then the "G to Unlock" tag which is at a different depth.
Thanks!
So... is there a way to make all the in game labels (i.e. the white squares, "E to Enter" tags, etc.) appear at the same depth as the object they are tagging?
It messes with my eyes having to refocus on, say, the door and then the "G to Unlock" tag which is at a different depth.
Thanks for a great fix, DHR!
I've just tried it for the first time and see a few issues in Paris unfortunately. Is it because of another update? Please check the below screenshots.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/77413/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/77414/[/img]
I've just tried it for the first time and see a few issues in Paris unfortunately. Is it because of another update? Please check the below screenshots.
[quote="DHR"]I will try to check today or tomorrow...probably a game update. Those light culling/clipping issues and mirror reflections are fixed manually...[/quote]
Sorry to bump the thread. I just wanted to ask if you get a chance to check if the game became noticeable worse compared to the last time you tested your fix. The last update included some graphics improvements ([url]https://www.ioi.dk/hitman-2-february-update/[/url]), so I'm pretty sure it could've broken things that were not fixed with Regex.
On the other hand, I remember you mentioned that the culling/clipping issues are not 100% fixed, so I was wondering if the remaining part is just more noticeable in Paris. I didn't notice anything wrong except for culling/clipping and mirrors. I found that the new hash for the mirror ps is af001b724a721eef. If it will need to be disabled anyway due to what you mentioned in [url]https://forums.geforce.com/default/topic/1079897/3d-vision/hitman-2/post/5928738/#5928738[/url] and culling/clipping didn't become much worse, I can play as it is now with af001b724a721eef disabled.
I have one other question about mirrors. You have many ShaderOverride_Mirror_Reflections* in d3dx.ini. Only 2 of them, with one seems to be the original ps and the other a new ps after update, are Handling=skip. Does it mean that there are multiple types of mirrors in the game and I just didn't see other types yet?
DHR said:I will try to check today or tomorrow...probably a game update. Those light culling/clipping issues and mirror reflections are fixed manually...
Sorry to bump the thread. I just wanted to ask if you get a chance to check if the game became noticeable worse compared to the last time you tested your fix. The last update included some graphics improvements (https://www.ioi.dk/hitman-2-february-update/), so I'm pretty sure it could've broken things that were not fixed with Regex.
On the other hand, I remember you mentioned that the culling/clipping issues are not 100% fixed, so I was wondering if the remaining part is just more noticeable in Paris. I didn't notice anything wrong except for culling/clipping and mirrors. I found that the new hash for the mirror ps is af001b724a721eef. If it will need to be disabled anyway due to what you mentioned in https://forums.geforce.com/default/topic/1079897/3d-vision/hitman-2/post/5928738/#5928738 and culling/clipping didn't become much worse, I can play as it is now with af001b724a721eef disabled.
I have one other question about mirrors. You have many ShaderOverride_Mirror_Reflections* in d3dx.ini. Only 2 of them, with one seems to be the original ps and the other a new ps after update, are Handling=skip. Does it mean that there are multiple types of mirrors in the game and I just didn't see other types yet?
I check and some recent update break those....already re-fix the clipping/culling...need to re-fix the mirror reflections and light shafts.....probably will do today.
Yep there are multiples mirror reflections shaders.
I check and some recent update break those....already re-fix the clipping/culling...need to re-fix the mirror reflections and light shafts.....probably will do today.
Yep there are multiples mirror reflections shaders.
- Light shafts
- Clipping/Culling
- Glas Reflections type
I will update soon.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@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
I added this toggle to my controller, which works fine when I remember to use it - but the amount of times you end up going in and out of the menus in this game is going to make my eyes bleed. I am playing in 4k, is there a line in the actual menus shader I can adjust to match up with 4k zero convergence - or is it much more complicated than that (probably)?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
thanks, I figured it was beyond my limited tweaking abilities but just wanted check first. I can just redo my convergence hotkeys to use the standard menu and start buttons so it is automatic instead of a toggle, and switch back on exit. enjoying the game and great fix.
good idea, could share it?
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
I'm using an Xbox one controller, so I just did the following:
works well, no more strain when quick saving or viewing intel. I play with no HUD pretty much so I need to dip into the map and mission intel sometimes...this has made it much easier. Just remember to hit start or back when game first loads to menu as thats the only time it will still load in depth (or after missions).
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
So... is there a way to make all the in game labels (i.e. the white squares, "E to Enter" tags, etc.) appear at the same depth as the object they are tagging?
It messes with my eyes having to refocus on, say, the door and then the "G to Unlock" tag which is at a different depth.
Thanks!
i7-7700k. 1080ti GTX. 32 gig RAM. Windows 10. Soundblaster Titanium Creative 7.1 Surround Sound.
I've just tried it for the first time and see a few issues in Paris unfortunately. Is it because of another update? Please check the below screenshots.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Sorry to bump the thread. I just wanted to ask if you get a chance to check if the game became noticeable worse compared to the last time you tested your fix. The last update included some graphics improvements (https://www.ioi.dk/hitman-2-february-update/), so I'm pretty sure it could've broken things that were not fixed with Regex.
On the other hand, I remember you mentioned that the culling/clipping issues are not 100% fixed, so I was wondering if the remaining part is just more noticeable in Paris. I didn't notice anything wrong except for culling/clipping and mirrors. I found that the new hash for the mirror ps is af001b724a721eef. If it will need to be disabled anyway due to what you mentioned in https://forums.geforce.com/default/topic/1079897/3d-vision/hitman-2/post/5928738/#5928738 and culling/clipping didn't become much worse, I can play as it is now with af001b724a721eef disabled.
I have one other question about mirrors. You have many ShaderOverride_Mirror_Reflections* in d3dx.ini. Only 2 of them, with one seems to be the original ps and the other a new ps after update, are Handling=skip. Does it mean that there are multiple types of mirrors in the game and I just didn't see other types yet?
Yep there are multiples mirror reflections shaders.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com