Observer [Unreal Engine 4]
  5 / 6    
It's a really good game. Very trippy. Thanks for the fix. The visuals are awesome. The voice acting is only downside I could find.
It's a really good game. Very trippy. Thanks for the fix. The visuals are awesome. The voice acting is only downside I could find.

i7 2600k @4,2ghz
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#61
Posted 08/28/2017 11:29 PM   
@DHR @Helifax I have also been chipping away at shaders as I find them. You may have already found them as well, but at the end I will send everything I have to DHR in a PM. I discovered that when shadows are set to LOW (and maybe medium but I did not check), the shaders are different and need a different pattern. I only fixed one, because I was only temporarily looking at "low" to see what the difference was. I also saw there are 3 compute shaders fixed, two of which are the same pattern, and there is a comment in each saying something about pushing the reflections to infinity. This causes issues with lighting cast on the floor (it is rendered below the ground) and other effects. When I changed this to be the normal stereo correction, it solved that problem. What was the reason for the 'infinity' approximation? The last remaining thing that is bugging me, because I have not worked it out yet, is that there are still lots of reflections on surfaces when at a narrow viewing angle that are "off" (mostly rendered in one eye, or above/below the surface). And since there is a lot of walking down hallways etc, this problem occurs constantly. For these effects, all the shaders have the exact same structure and pattern, but I have not been able to isolate the effect to fix it. All these shaders have the same code block that other shaders do but inside an "IF" block, and even commenting it all out has no effect on the bad reflections, so that is not it. I guess I could see if its an SLI issue... Finally, has anyone else noticed that when AA is turned on (either FXAA or TXAA), and when moving, certain effects render slightly offset from their surface e.g. when walking forward and looking at the floor decals and shadows render slightly below the floor surface, and when walking backwards they render slightly above it. The same is true of vertical surfaces and all the holographic floaty stuff. This was an issue in Far Cry4 with TXAA and is something to do with using frames from sequential time slices to do the AA. Turning off AA stops this happening, but then the image quality is crap, and all the holographic stuff looks like cross-hatch and loses all its detail (you can't read door numbers for example). I tried setting AA in the control panel instead but it did not work.
@DHR @Helifax I have also been chipping away at shaders as I find them. You may have already found them as well, but at the end I will send everything I have to DHR in a PM.

I discovered that when shadows are set to LOW (and maybe medium but I did not check), the shaders are different and need a different pattern. I only fixed one, because I was only temporarily looking at "low" to see what the difference was.

I also saw there are 3 compute shaders fixed, two of which are the same pattern, and there is a comment in each saying something about pushing the reflections to infinity. This causes issues with lighting cast on the floor (it is rendered below the ground) and other effects. When I changed this to be the normal stereo correction, it solved that problem. What was the reason for the 'infinity' approximation?

The last remaining thing that is bugging me, because I have not worked it out yet, is that there are still lots of reflections on surfaces when at a narrow viewing angle that are "off" (mostly rendered in one eye, or above/below the surface). And since there is a lot of walking down hallways etc, this problem occurs constantly. For these effects, all the shaders have the exact same structure and pattern, but I have not been able to isolate the effect to fix it. All these shaders have the same code block that other shaders do but inside an "IF" block, and even commenting it all out has no effect on the bad reflections, so that is not it. I guess I could see if its an SLI issue...

Finally, has anyone else noticed that when AA is turned on (either FXAA or TXAA), and when moving, certain effects render slightly offset from their surface e.g. when walking forward and looking at the floor decals and shadows render slightly below the floor surface, and when walking backwards they render slightly above it. The same is true of vertical surfaces and all the holographic floaty stuff. This was an issue in Far Cry4 with TXAA and is something to do with using frames from sequential time slices to do the AA. Turning off AA stops this happening, but then the image quality is crap, and all the holographic stuff looks like cross-hatch and loses all its detail (you can't read door numbers for example). I tried setting AA in the control panel instead but it did not work.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#62
Posted 08/30/2017 06:16 PM   
[quote]I discovered that when shadows are set to LOW (and maybe medium but I did not check), the shaders are different and need a different pattern. I only fixed one, because I was only temporarily looking at "low" to see what the difference was. [/quote] I only fix Shadows = highest....the shaders are related to this settings..if you choose low or medium a lot of shadows, lights and probably reflections will be broken. About the CS shaders and reflections, i don't have those issues....only reflections that i remember be wrong was the ones with the hlsl disappearing pattern...i will have to check...maybe there are related to a specific settings (i play with all settings in the highest and [b]disable motion blur[/b]) or SLI. I also remember at the end of the game there a couple of shaders broken with a slight change in this pattern (they use r3 register instead r1). I also don't have that issue using TXAA (i play with TXAA)....maybe this and the reflections are related to SLI. I don't have SLI to test, if you can try using no-SLI....if this is the case maybe we need to tweak the profile.
I discovered that when shadows are set to LOW (and maybe medium but I did not check), the shaders are different and need a different pattern. I only fixed one, because I was only temporarily looking at "low" to see what the difference was.

I only fix Shadows = highest....the shaders are related to this settings..if you choose low or medium a lot of shadows, lights and probably reflections will be broken.


About the CS shaders and reflections, i don't have those issues....only reflections that i remember be wrong was the ones with the hlsl disappearing pattern...i will have to check...maybe there are related to a specific settings (i play with all settings in the highest and disable motion blur) or SLI. I also remember at the end of the game there a couple of shaders broken with a slight change in this pattern (they use r3 register instead r1).

I also don't have that issue using TXAA (i play with TXAA)....maybe this and the reflections are related to SLI. I don't have SLI to test, if you can try using no-SLI....if this is the case maybe we need to tweak the profile.

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#63
Posted 08/30/2017 10:29 PM   
@mike I test the CS again...and if i reduce the convergence to a very low value like 20 - 35, those reflections looks off....but using the default convergence i set, looks Ok. Using the normal stereo correction works for both cases, so i update those 2 CS with the normal stereo correction. Thanks!!!
@mike
I test the CS again...and if i reduce the convergence to a very low value like 20 - 35, those reflections looks off....but using the default convergence i set, looks Ok. Using the normal stereo correction works for both cases, so i update those 2 CS with the normal stereo correction. Thanks!!!

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#64
Posted 09/02/2017 01:16 PM   
@DHR I also checked if SLI was causing the AA issues, and as far as I could see, I had the problem even in non-SLI. This is strange if no one else is seeing it, but I am not sure what else might be different - no other game settings affect this. Of course, this is nothing at all to do with the fix, so its not worth worrying about - right now I am 'avoiding' the issue by turning off AA in game, and forcing FXAA in the nvidia control panel, it does not look as good as the games own AA, but removes the problem.
@DHR I also checked if SLI was causing the AA issues, and as far as I could see, I had the problem even in non-SLI. This is strange if no one else is seeing it, but I am not sure what else might be different - no other game settings affect this. Of course, this is nothing at all to do with the fix, so its not worth worrying about - right now I am 'avoiding' the issue by turning off AA in game, and forcing FXAA in the nvidia control panel, it does not look as good as the games own AA, but removes the problem.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#65
Posted 09/02/2017 02:33 PM   
Duplicate
Duplicate

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#66
Posted 09/02/2017 02:34 PM   
Maybe a software with overlay function interfering with the game's AA? Steam overlay, Fraps, MSI Afterburner, etc...
Maybe a software with overlay function interfering with the game's AA? Steam overlay, Fraps, MSI Afterburner, etc...

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#67
Posted 09/02/2017 03:19 PM   
I have seen this CS problem as well and corrected it in my variant of the fix. (My variant has a few other changes like UI at depth and bla bla bla - which I didn't post anywhere as I tweaked it for my own personal taste). I also found out the shaders with the correction in the "if_nz" "endif" blocks. But correcting it there has zero effect. I actually removed the whole "if" block and got the same results. This tells me, the correction needs to happen before that, but have no clue where... I have identified 4-5 shaders with this pattern, all dealing with some form of specularity or reflections. If you find out how to fix those, please let me know as well;))
I have seen this CS problem as well and corrected it in my variant of the fix. (My variant has a few other changes like UI at depth and bla bla bla - which I didn't post anywhere as I tweaked it for my own personal taste).

I also found out the shaders with the correction in the "if_nz" "endif" blocks. But correcting it there has zero effect. I actually removed the whole "if" block and got the same results. This tells me, the correction needs to happen before that, but have no clue where... I have identified 4-5 shaders with this pattern, all dealing with some form of specularity or reflections. If you find out how to fix those, please let me know as well;))

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(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)

#68
Posted 09/02/2017 05:34 PM   
[quote="Helifax"]I have seen this CS problem as well and corrected it in my variant of the fix. (My variant has a few other changes like UI at depth and bla bla bla - which I didn't post anywhere as I tweaked it for my own personal taste). I also found out the shaders with the correction in the "if_nz" "endif" blocks. But correcting it there has zero effect. I actually removed the whole "if" block and got the same results. This tells me, the correction needs to happen before that, but have no clue where... I have identified 4-5 shaders with this pattern, all dealing with some form of specularity or reflections. If you find out how to fix those, please let me know as well;))[/quote] Yeah these are the ones, and they all affect reflection at narrow angles. There are actually *loads* of them. I spent about an hour trying a few obvious things with no luck, so plan on spending a bit more time on it when I can.
Helifax said:I have seen this CS problem as well and corrected it in my variant of the fix. (My variant has a few other changes like UI at depth and bla bla bla - which I didn't post anywhere as I tweaked it for my own personal taste).

I also found out the shaders with the correction in the "if_nz" "endif" blocks. But correcting it there has zero effect. I actually removed the whole "if" block and got the same results. This tells me, the correction needs to happen before that, but have no clue where... I have identified 4-5 shaders with this pattern, all dealing with some form of specularity or reflections. If you find out how to fix those, please let me know as well;))

Yeah these are the ones, and they all affect reflection at narrow angles. There are actually *loads* of them. I spent about an hour trying a few obvious things with no luck, so plan on spending a bit more time on it when I can.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#69
Posted 09/02/2017 09:00 PM   
Duplicate.
Duplicate.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#70
Posted 09/02/2017 09:33 PM   
@Helifax/mike Can you test using "StereoTextureEnable = 0x00000027" (Thanks to Kaimasta, Conarium thread). You can add in the d3dx.ini - profile section. That seems to fix some type of SSR (maybe is the issue you describe) and AO (i disable in this game because is all broken).... i'm testing enabling AO.
@Helifax/mike

Can you test using "StereoTextureEnable = 0x00000027" (Thanks to Kaimasta, Conarium thread). You can add in the d3dx.ini - profile section.

That seems to fix some type of SSR (maybe is the issue you describe) and AO (i disable in this game because is all broken).... i'm testing enabling AO.

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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#71
Posted 09/03/2017 11:38 AM   
[quote="DHR"]@Helifax/mike Can you test using "StereoTextureEnable = 0x00000027" (Thanks to Kaimasta, Conarium thread). You can add in the d3dx.ini - profile section. That seems to fix some type of SSR (maybe is the issue you describe) and AO (i disable in this game because is all broken).... i'm testing enabling AO.[/quote] Oh wow, I just did a real quick test and I think it is solving the problem :-) I can't test fully until later, but it looks like it is doing the trick :-)
DHR said:@Helifax/mike

Can you test using "StereoTextureEnable = 0x00000027" (Thanks to Kaimasta, Conarium thread). You can add in the d3dx.ini - profile section.

That seems to fix some type of SSR (maybe is the issue you describe) and AO (i disable in this game because is all broken).... i'm testing enabling AO.

Oh wow, I just did a real quick test and I think it is solving the problem :-) I can't test fully until later, but it looks like it is doing the trick :-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#72
Posted 09/03/2017 04:19 PM   
I hope the flag works here as well. I think there's always a chance to fix these types of issues in any game with certain StereoTextureEnable flags. Takes a long time to test but imo it is definitely worth the trouble. You can combine high bits with other low bits for different results as DSS mentioned in other threads iirc.
I hope the flag works here as well. I think there's always a chance to fix these types of issues in any game with certain StereoTextureEnable flags. Takes a long time to test but imo it is definitely worth the trouble. You can combine high bits with other low bits for different results as DSS mentioned in other threads iirc.

#73
Posted 09/03/2017 04:32 PM   
Thanks Kaimasta!! This flag is a really good find.
Thanks Kaimasta!! This flag is a really good find.

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My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#74
Posted 09/04/2017 10:36 AM   
Does the flag work? Is it possible to enable AO now? Game is awesome btw, really nice work of art.
Does the flag work? Is it possible to enable AO now? Game is awesome btw, really nice work of art.

#75
Posted 09/04/2017 10:59 AM   
  5 / 6    
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