I was certain I had tried this before and it didn't have an effect but it seems to be working now. Thanks.
Now I am just trying to get my head around why now all of a sudden the original mod's hud depth fixes are not working with the x64 dll, when the ones I have made to the cross hair with DarkStarSwords help are... weird.
Although I can live with the HUD at screen depth I would like to try to honor the spirit of the original fix.
(This new x64 version, does seem to resolve the instability issues)
*Update*
It appears that this is due to Preset1key not working in the later dll. and the commands appear to have been superseded. Modified Dx9Settings.ini to correct this and it's working again =)
I was certain I had tried this before and it didn't have an effect but it seems to be working now. Thanks.
Now I am just trying to get my head around why now all of a sudden the original mod's hud depth fixes are not working with the x64 dll, when the ones I have made to the cross hair with DarkStarSwords help are... weird.
Although I can live with the HUD at screen depth I would like to try to honor the spirit of the original fix.
(This new x64 version, does seem to resolve the instability issues)
*Update*
It appears that this is due to Preset1key not working in the later dll. and the commands appear to have been superseded. Modified Dx9Settings.ini to correct this and it's working again =)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
One more issue to resolve before I release is with textures in the crosshair UI shader which I've decided I am best to outright disable due to the information conveyed not being particularly useful and cannot really use the current filtering because it is elements of the lifebars that hover over the characters heads which are rendered correctly in stereo. e.g texture 3599F1B1 (there are two others)
I am not too sure how to go about this since I am already using texture filtering in this shader to cross-hair at depth while honoring the original fix. This seems like another little more advanced scenario.
One more issue to resolve before I release is with textures in the crosshair UI shader which I've decided I am best to outright disable due to the information conveyed not being particularly useful and cannot really use the current filtering because it is elements of the lifebars that hover over the characters heads which are rendered correctly in stereo. e.g texture 3599F1B1 (there are two others)
I am not too sure how to go about this since I am already using texture filtering in this shader to cross-hair at depth while honoring the original fix. This seems like another little more advanced scenario.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Sorry it's taken me a while to respond. You will want to define individual texture sections for each of the textures you want to disable *in addition* to adding them to the DefinedTexturesVS list of the vertex shader. In each of the texture sections given them a index that identifies them as textures you want to disable (e.g. use 2, since 1 is ValForDefined and will be any textures in the list that don't have their own section), then in the shader test for that index.
It should look something like this (untested):
[code]
[VS2F6B0C83]
; 7715D5C8 - crosshair
; 3599F1B1 - useless texture overlaid on lifebar at wrong depth
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8;3599F1B1;
; The next two lines are only to allow SaveTextureLogKey (F12) to work:
VBOffsetList = 0;
[VB2F6B0C83.0]
; Set the index of any textures to be disabled to 2:
[TEX3599F1B1]
Index = 2
; And set any others that you need to disable to the same index
; (don't forget to add them to DefinedTexturesVS as well):
[TEX11111111]
Index = 2
[/code]
And this is what you do in the shader. Since there is no "else if" clause in this particular language, you need to nest two "if_eq/else/endif" blocks to achieve the same effect:
[code]
vs_3_0
def c224, 0, 1, 0.0625, 0.6 // updated y to match ValForDefined, w is crosshair depth
def c223, 2, 0, 0, 0 // x is the index of any texture that needs to be disabled
dcl_2d s0
def c6, 0, 1, 0, 0
dcl_position v0
dcl_normal v3
dcl_texcoord v7
dcl_texcoord1 v8
dcl_texcoord2 v9
dcl_texcoord3 v10
dcl_texcoord o0
dcl_position o1
mov r0.xyz, c6.x
mov r0.xyz, c6.x
// The original output position register o1 has been replaced with a temporary
// register r8 so we can adjust it below:
dp4 r8.x, v0, c0
dp4 r8.y, v0, c1
dp4 r8.z, v0, c2
dp4 r8.w, v0, c3
mov r1.xy, v7
mov r1.zw, c6.y
dp4 r2.x, r1, c4
dp4 r2.y, r1, c5
mov o0.xy, r2.xyxy
// We can't use two constant registers in the same instruction, so copy
// TexCounterReg to a temporary register first:
mov r29.x, c251.x
// Test if the texture is the crosshair if TexCounterReg.x == ValForDefined
if_eq r29.x, c224.y
// Matched the crosshair - adjust to the crosshair depth c224.w
texldl r10, c224.z, s0
mul r10.x, r10.x, c224.w
add r8.x, r8.x, r10.x
else
// Test if the texture is to be disabled if TexCounterReg.x == 2
if_eq r29.x, c223.x
// Matched one of the textures that need to be disabled, so set
// the output position to 0:
mov r8, c224.x
else
// Did not match the crosshair, nor any texture that needed to
// be disabled. Use the depth adjustment from the original fix
// instead (I've left this as the original, but the two negates in
// the mul and add instructions could be dropped as they cancel
// each other out):
mov r11.x, c250.z // Depth value toggle, as defined in DX9Settings.ini
texldl r10, c224.z, s0
mul r10.x, r10.x, -r11.x
add r8.x, r8.x, -r10.x
endif
endif
// copy the temporary position register r8 to the output position register o1:
mov o1, r8
[/code]
Sorry it's taken me a while to respond. You will want to define individual texture sections for each of the textures you want to disable *in addition* to adding them to the DefinedTexturesVS list of the vertex shader. In each of the texture sections given them a index that identifies them as textures you want to disable (e.g. use 2, since 1 is ValForDefined and will be any textures in the list that don't have their own section), then in the shader test for that index.
It should look something like this (untested):
[VS2F6B0C83]
; 7715D5C8 - crosshair
; 3599F1B1 - useless texture overlaid on lifebar at wrong depth
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8;3599F1B1;
; The next two lines are only to allow SaveTextureLogKey (F12) to work:
VBOffsetList = 0;
[VB2F6B0C83.0]
; Set the index of any textures to be disabled to 2:
[TEX3599F1B1]
Index = 2
; And set any others that you need to disable to the same index
; (don't forget to add them to DefinedTexturesVS as well):
[TEX11111111]
Index = 2
And this is what you do in the shader. Since there is no "else if" clause in this particular language, you need to nest two "if_eq/else/endif" blocks to achieve the same effect:
vs_3_0
def c224, 0, 1, 0.0625, 0.6 // updated y to match ValForDefined, w is crosshair depth
def c223, 2, 0, 0, 0 // x is the index of any texture that needs to be disabled
dcl_2d s0
def c6, 0, 1, 0, 0
dcl_position v0
dcl_normal v3
dcl_texcoord v7
dcl_texcoord1 v8
dcl_texcoord2 v9
dcl_texcoord3 v10
dcl_texcoord o0
dcl_position o1
mov r0.xyz, c6.x
mov r0.xyz, c6.x
// The original output position register o1 has been replaced with a temporary
// register r8 so we can adjust it below:
dp4 r8.x, v0, c0
dp4 r8.y, v0, c1
dp4 r8.z, v0, c2
dp4 r8.w, v0, c3
// Test if the texture is to be disabled if TexCounterReg.x == 2
if_eq r29.x, c223.x
// Matched one of the textures that need to be disabled, so set
// the output position to 0:
mov r8, c224.x
else
// Did not match the crosshair, nor any texture that needed to
// be disabled. Use the depth adjustment from the original fix
// instead (I've left this as the original, but the two negates in
// the mul and add instructions could be dropped as they cancel
// each other out):
mov r11.x, c250.z // Depth value toggle, as defined in DX9Settings.ini
texldl r10, c224.z, s0
mul r10.x, r10.x, -r11.x
add r8.x, r8.x, -r10.x
endif
endif
// copy the temporary position register r8 to the output position register o1:
mov o1, r8
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
That's all good, thanks a lot for helping out. I have been chatting to 4everawake about this too.
Seems like I am actually about 90% there. My current .ini file looks like it's correct, and is pretty much exactly as above and my current shader code looks very close to your example as well. So I'll get home and compare and see where I'm going wrong, and report back. I can see the one mistake I am making is giving each texture it's own index.
Cheers.
That's all good, thanks a lot for helping out. I have been chatting to 4everawake about this too.
Seems like I am actually about 90% there. My current .ini file looks like it's correct, and is pretty much exactly as above and my current shader code looks very close to your example as well. So I'll get home and compare and see where I'm going wrong, and report back. I can see the one mistake I am making is giving each texture it's own index.
Cheers.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Ok got home and looks like I was having issues due to the formatting of my "if_eq/else/endif" statements which was causing it not to apply the disables.
Now just to hunt down the last remaining texture and it should be good for release.
Thanks.
Ok got home and looks like I was having issues due to the formatting of my "if_eq/else/endif" statements which was causing it not to apply the disables.
Now just to hunt down the last remaining texture and it should be good for release.
Thanks.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
(i'm pretty sure I might be the only one who cares at this point but anyway..... =) )
I finally was able to track down the offending texture. It was an annoying and useless one which required a character to stand in front of me and not move who had world completion. Which took a while to organize.
I'll prep release and post it up tonight time permitting.
Iv'e found its not quite 3d perfect, there are some small areas in the game due to the expansion graphics update where the lighting is a little broken and displace the shadows. (anywhere underground where a hole in the ceiling cast light in the form of god rays.) They are very few and far between however and you could play for hours and never see a problem. Some cut scenes in the expansion stories are no longer in 3d either which is a bit of a disappointment but not game changing. It seems obvious this game was designed for 3D but has had support dropped over time.
I may update as I get more proficient at fixing things. But I think it's good enough for release now.
(i'm pretty sure I might be the only one who cares at this point but anyway..... =) )
I finally was able to track down the offending texture. It was an annoying and useless one which required a character to stand in front of me and not move who had world completion. Which took a while to organize.
I'll prep release and post it up tonight time permitting.
Iv'e found its not quite 3d perfect, there are some small areas in the game due to the expansion graphics update where the lighting is a little broken and displace the shadows. (anywhere underground where a hole in the ceiling cast light in the form of god rays.) They are very few and far between however and you could play for hours and never see a problem. Some cut scenes in the expansion stories are no longer in 3d either which is a bit of a disappointment but not game changing. It seems obvious this game was designed for 3D but has had support dropped over time.
I may update as I get more proficient at fixing things. But I think it's good enough for release now.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I'm glad you're taking a look at this. I haven't gotten the expansion yet, but it will be nice to have the core game working better in 3D like it did before. I was considering taking a look at it, but I'm still learning as well.
I'm glad you're taking a look at this. I haven't gotten the expansion yet, but it will be nice to have the core game working better in 3D like it did before. I was considering taking a look at it, but I'm still learning as well.
Fix is up now on the blog give it a shot and see how it goes. Recommend updating your client to 64x as this release is designed for it in mind, if you are not already, as it seems to keep things stable in 3d (and surround for that matter)
In the core game it's almost 3d perfect again now I would say. (apart from a couple of areas as explained above)
Unfortunately shaders still must be set to medium, but its a small visual trade for good 3d again. All other settings can be set as high as you like.
Fix is up now on the blog give it a shot and see how it goes. Recommend updating your client to 64x as this release is designed for it in mind, if you are not already, as it seems to keep things stable in 3d (and surround for that matter)
In the core game it's almost 3d perfect again now I would say. (apart from a couple of areas as explained above)
Unfortunately shaders still must be set to medium, but its a small visual trade for good 3d again. All other settings can be set as high as you like.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
hmmm... Alright I'll take a look at this. problem is its pretty hard to track these down without the game crashing. So Ill check it out but I might need to get someone to sit still who has them.
It's not likely these will be fixed due to the dynamic lifebars but I can disable them.
(wish Anet would make the UI elements a little more customizable, most of these broken 3d elements aren't even really needed)
There is also some issues with lighting and the shadows it casts in a few select areas but its a bit beyond my abilities at this time.
hmmm... Alright I'll take a look at this. problem is its pretty hard to track these down without the game crashing. So Ill check it out but I might need to get someone to sit still who has them.
It's not likely these will be fixed due to the dynamic lifebars but I can disable them.
(wish Anet would make the UI elements a little more customizable, most of these broken 3d elements aren't even really needed)
There is also some issues with lighting and the shadows it casts in a few select areas but its a bit beyond my abilities at this time.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
At this point I can't really fix any of the remaining icons because the game crashes with texture hunt on within seconds unless I can control the scene. (meaning finding someone willing to come with me and stand in one place for a while.)
I could fix the pvp ones if you have them and are willing to come help me in game for a few minutes?
and yes that means the Arenanet icons are probably completely out of the question.
I haven't been able to isolate them via the dumping method I don't see any pattern with the CRC's and there are literally thousands of textures.
At this point I can't really fix any of the remaining icons because the game crashes with texture hunt on within seconds unless I can control the scene. (meaning finding someone willing to come with me and stand in one place for a while.)
I could fix the pvp ones if you have them and are willing to come help me in game for a few minutes?
and yes that means the Arenanet icons are probably completely out of the question.
I haven't been able to isolate them via the dumping method I don't see any pattern with the CRC's and there are literally thousands of textures.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
So, I've been playing with this fix and have noticed a couple of things that might be worth looking into.
In at least the Ascalonian Catacombs dungeon and some story instances, the lighting on floors doesn't render properly at depth.
When the character is hurt and HUD is pushed into depth, the bloody outline around the screen renders more inside of the screen - might it be possible to disable? or is it too tied to the HUD?
I might try to find the troublesome shaders if you would like any help.
So, I've been playing with this fix and have noticed a couple of things that might be worth looking into.
In at least the Ascalonian Catacombs dungeon and some story instances, the lighting on floors doesn't render properly at depth.
When the character is hurt and HUD is pushed into depth, the bloody outline around the screen renders more inside of the screen - might it be possible to disable? or is it too tied to the HUD?
I might try to find the troublesome shaders if you would like any help.
Unless something has changed in a recent update. (I haven't played for a while) The lighting and shadow issues are mentioned on the blog. The are most apparent in areas with god rays and some of the new zones. (but not zone wide)
Unfortunately it's a bit out of my depth at this point (excuse the pun).
However I played a character right through and don't specifically remember any problems in Ascalonian Catacombs so unless somethings changed....
I never noticed the vignette problem you mentioned... It's probably always existed but never bothered me. I might fire it up sometime soon and see if there are any additional problems since last I played.
Unless something has changed in a recent update. (I haven't played for a while) The lighting and shadow issues are mentioned on the blog. The are most apparent in areas with god rays and some of the new zones. (but not zone wide)
Unfortunately it's a bit out of my depth at this point (excuse the pun).
However I played a character right through and don't specifically remember any problems in Ascalonian Catacombs so unless somethings changed....
I never noticed the vignette problem you mentioned... It's probably always existed but never bothered me. I might fire it up sometime soon and see if there are any additional problems since last I played.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
OK, I may try to mess with the lighting/shadow problem, but I probably won't fare any better.
On a more general note, have you had any performance issues while in 3D mode?
Outside of 3D mode, I can get 120+fps most of the time. However, with it enabled, fps caps at about 30fps for me currently (independent of graphics settings). Since GW2 is pretty CPU dependent, I was thinking this might be that 3-core limitation that's been discussed on these forums.
Edit:
Having the helixmod dll loaded seems to affect framerate quite a bit as well(10-15fps).
I was getting 120+ on a previous GW2 patch, but it seems they may have made it worse...
Or Windows 10 made it worse...
OK, I may try to mess with the lighting/shadow problem, but I probably won't fare any better.
On a more general note, have you had any performance issues while in 3D mode?
Outside of 3D mode, I can get 120+fps most of the time. However, with it enabled, fps caps at about 30fps for me currently (independent of graphics settings). Since GW2 is pretty CPU dependent, I was thinking this might be that 3-core limitation that's been discussed on these forums.
Edit:
Having the helixmod dll loaded seems to affect framerate quite a bit as well(10-15fps).
I was getting 120+ on a previous GW2 patch, but it seems they may have made it worse...
Or Windows 10 made it worse...
Now I am just trying to get my head around why now all of a sudden the original mod's hud depth fixes are not working with the x64 dll, when the ones I have made to the cross hair with DarkStarSwords help are... weird.
Although I can live with the HUD at screen depth I would like to try to honor the spirit of the original fix.
(This new x64 version, does seem to resolve the instability issues)
*Update*
It appears that this is due to Preset1key not working in the later dll. and the commands appear to have been superseded. Modified Dx9Settings.ini to correct this and it's working again =)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I am not too sure how to go about this since I am already using texture filtering in this shader to cross-hair at depth while honoring the original fix. This seems like another little more advanced scenario.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
It should look something like this (untested):
And this is what you do in the shader. Since there is no "else if" clause in this particular language, you need to nest two "if_eq/else/endif" blocks to achieve the same effect:
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
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Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Seems like I am actually about 90% there. My current .ini file looks like it's correct, and is pretty much exactly as above and my current shader code looks very close to your example as well. So I'll get home and compare and see where I'm going wrong, and report back. I can see the one mistake I am making is giving each texture it's own index.
Cheers.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Now just to hunt down the last remaining texture and it should be good for release.
Thanks.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I finally was able to track down the offending texture. It was an annoying and useless one which required a character to stand in front of me and not move who had world completion. Which took a while to organize.
I'll prep release and post it up tonight time permitting.
Iv'e found its not quite 3d perfect, there are some small areas in the game due to the expansion graphics update where the lighting is a little broken and displace the shadows. (anywhere underground where a hole in the ceiling cast light in the form of god rays.) They are very few and far between however and you could play for hours and never see a problem. Some cut scenes in the expansion stories are no longer in 3d either which is a bit of a disappointment but not game changing. It seems obvious this game was designed for 3D but has had support dropped over time.
I may update as I get more proficient at fixing things. But I think it's good enough for release now.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
i7-4770k @ 4.3GHz
EVGA GTX 1080Ti
16GB 2400MHz DDR3
1TB SanDisk SSD
2TB 7200RPM HDD
Windows 10 x64
In the core game it's almost 3d perfect again now I would say. (apart from a couple of areas as explained above)
Unfortunately shaders still must be set to medium, but its a small visual trade for good 3d again. All other settings can be set as high as you like.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
It's not likely these will be fixed due to the dynamic lifebars but I can disable them.
(wish Anet would make the UI elements a little more customizable, most of these broken 3d elements aren't even really needed)
There is also some issues with lighting and the shadows it casts in a few select areas but its a bit beyond my abilities at this time.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
This will probably be hard to track down as it's rare to see any of ANet staff playing in-game.
I could fix the pvp ones if you have them and are willing to come help me in game for a few minutes?
and yes that means the Arenanet icons are probably completely out of the question.
I haven't been able to isolate them via the dumping method I don't see any pattern with the CRC's and there are literally thousands of textures.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
In at least the Ascalonian Catacombs dungeon and some story instances, the lighting on floors doesn't render properly at depth.
When the character is hurt and HUD is pushed into depth, the bloody outline around the screen renders more inside of the screen - might it be possible to disable? or is it too tied to the HUD?
I might try to find the troublesome shaders if you would like any help.
i7-4770k @ 4.3GHz
EVGA GTX 1080Ti
16GB 2400MHz DDR3
1TB SanDisk SSD
2TB 7200RPM HDD
Windows 10 x64
Unfortunately it's a bit out of my depth at this point (excuse the pun).
However I played a character right through and don't specifically remember any problems in Ascalonian Catacombs so unless somethings changed....
I never noticed the vignette problem you mentioned... It's probably always existed but never bothered me. I might fire it up sometime soon and see if there are any additional problems since last I played.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
On a more general note, have you had any performance issues while in 3D mode?
Outside of 3D mode, I can get 120+fps most of the time. However, with it enabled, fps caps at about 30fps for me currently (independent of graphics settings). Since GW2 is pretty CPU dependent, I was thinking this might be that 3-core limitation that's been discussed on these forums.
Edit:
Having the helixmod dll loaded seems to affect framerate quite a bit as well(10-15fps).
I was getting 120+ on a previous GW2 patch, but it seems they may have made it worse...
Or Windows 10 made it worse...
i7-4770k @ 4.3GHz
EVGA GTX 1080Ti
16GB 2400MHz DDR3
1TB SanDisk SSD
2TB 7200RPM HDD
Windows 10 x64