Project Cars 3D Vision
  7 / 30    
THANX A LOT MIKE! I WILL TRY ALT+TABBING!
THANX A LOT MIKE! I WILL TRY ALT+TABBING!

#91
Posted 05/11/2015 05:32 PM   
for some reason I have much longer loading times while 3d vision is enabled and almost halved GPU USAGE p.s. happens only with pCars
for some reason I have much longer loading times while 3d vision is enabled and almost halved GPU USAGE

p.s. happens only with pCars

#92
Posted 05/11/2015 05:54 PM   
I have tested the game with my secong GPU - ASUS STRIX GTX 780 OC edition 6 GB, everything is the same... The GTX 780 Ti is a bit faster
I have tested the game with my secong GPU - ASUS STRIX GTX 780 OC edition 6 GB, everything is the same... The GTX 780 Ti is a bit faster

#93
Posted 05/11/2015 05:56 PM   
[quote="quarra933"]for some reason I have much longer loading times while 3d vision is enabled and almost halved GPU USAGE[/quote] Loading Times: If the game fix is still in debug mode (the "hunting=1" flag is set in d3dx.ini) that will happen. GPU Usage: No idea. I have found my game more CPU restricted, though I have not investigated much to be honest. If you remove the fix do you see the same reduction in GP usage? You can test this by (a) remove all fix files (b) start game in 3D (c) turn stereo separation down to near zero so you don;t suffer the ghosting (d) log the numbers for a repeatable scene with the fix installed e.g. staying stationery in the starting position, or on a hill, or driving really fast down the same long track. The (e) put all fix files back in place (f) use the attached d3dx.ini file (I turned off logging etc) (g) repeat test runs. This will tell us 3DMigoto is introducing a bottleneck. Otherwise this is an Nvidia Driver issue.
quarra933 said:for some reason I have much longer loading times while 3d vision is enabled and almost halved GPU USAGE

Loading Times: If the game fix is still in debug mode (the "hunting=1" flag is set in d3dx.ini) that will happen.
GPU Usage: No idea. I have found my game more CPU restricted, though I have not investigated much to be honest. If you remove the fix do you see the same reduction in GP usage? You can test this by (a) remove all fix files (b) start game in 3D (c) turn stereo separation down to near zero so you don;t suffer the ghosting (d) log the numbers for a repeatable scene with the fix installed e.g. staying stationery in the starting position, or on a hill, or driving really fast down the same long track. The (e) put all fix files back in place (f) use the attached d3dx.ini file (I turned off logging etc) (g) repeat test runs. This will tell us 3DMigoto is introducing a bottleneck. Otherwise this is an Nvidia Driver issue.
Attachments

d3dx.ini.jpg

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

#94
Posted 05/11/2015 06:04 PM   
[quote="quarra933"]I have tested the game with my secong GPU - ASUS STRIX GTX 780 OC edition 6 GB, everything is the same... The GTX 780 Ti is a bit faster[/quote] I forgot to ask, is it actually rendering correctly now (at least for some tracks (Nordschleife)?
quarra933 said:I have tested the game with my secong GPU - ASUS STRIX GTX 780 OC edition 6 GB, everything is the same... The GTX 780 Ti is a bit faster

I forgot to ask, is it actually rendering correctly now (at least for some tracks (Nordschleife)?

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

#95
Posted 05/11/2015 06:07 PM   
[quote="mike_ar69"][quote="quarra933"]I have tested the game with my secong GPU - ASUS STRIX GTX 780 OC edition 6 GB, everything is the same... The GTX 780 Ti is a bit faster[/quote] I forgot to ask, is it actually rendering correctly now (at least for some tracks (Nordschleife)?[/quote] Hi Mike, thank you for the attached file, I will look at it right now! With your fix (I have modified the *.txt file as you told me to do in your post), something has definitely changed in the main menu - everything is much smaller and I'm unable to change the convergence there.. While in game all the geometry renders at correct depth, but the shaders are still wrong,, The AI has a semi-transparent ghost car next to it .... I have tested lots of tracks with different cars but everything is always the same..
mike_ar69 said:
quarra933 said:I have tested the game with my secong GPU - ASUS STRIX GTX 780 OC edition 6 GB, everything is the same... The GTX 780 Ti is a bit faster

I forgot to ask, is it actually rendering correctly now (at least for some tracks (Nordschleife)?


Hi Mike, thank you for the attached file, I will look at it right now!

With your fix (I have modified the *.txt file as you told me to do in your post), something has definitely changed in the main menu - everything is much smaller and I'm unable to change the convergence there.. While in game all the geometry renders at correct depth, but the shaders are still wrong,, The AI has a semi-transparent ghost car next to it .... I have tested lots of tracks with different cars but everything is always the same..

#96
Posted 05/11/2015 06:14 PM   
... in other words I can see still lots of black shaders (very similar to shadows) at wrong depth...
... in other words I can see still lots of black shaders (very similar to shadows) at wrong depth...

#97
Posted 05/11/2015 06:16 PM   
Hi Mike, replacing d3dx.ini solved longer loading times! Then I removed ShaderFix folder to see wether GPU usage would change.. it didn't but on most tracks it's on 70-80% and without 3d vision enabled it's on 99-98% (might be a driver issue). But something very stranged happened when I removed shaderFix folder, the main menu got back to normal depth, and in game it didn't change anything except it corrected wrong depth for digital hud of all cars :-/ don't know what to say.. very strange.. What can I do now?
Hi Mike, replacing d3dx.ini solved longer loading times! Then I removed ShaderFix folder to see wether GPU usage would change.. it didn't but on most tracks it's on 70-80% and without 3d vision enabled it's on 99-98% (might be a driver issue).
But something very stranged happened when I removed shaderFix folder, the main menu got back to normal depth, and in game it didn't change anything except it corrected wrong depth for digital hud of all cars :-/
don't know what to say.. very strange.. What can I do now?

#98
Posted 05/11/2015 06:36 PM   
I think GPU usage problem is now completely solved! It had nothing to do with Shaderfixes and other files of your tool! I simply unplugged/plugged the same card (780 Ti) :D ...now i have tested ASUS GTX 780 STRIX 6GB and while in 3d vision, Pcars has more gpu usage: 90-95%! In Msi Afterburner it used more VideoRAM up to 4.2 GB out of 6! On 780 Ti it was slower because it always reached 3 GB
I think GPU usage problem is now completely solved! It had nothing to do with Shaderfixes and other files of your tool! I simply unplugged/plugged the same card (780 Ti) :D ...now i have tested ASUS GTX 780 STRIX 6GB and while in 3d vision, Pcars has more gpu usage: 90-95%! In Msi Afterburner it used more VideoRAM up to 4.2 GB out of 6! On 780 Ti it was slower because it always reached 3 GB

#99
Posted 05/11/2015 07:01 PM   
Interesting to hear that. With settings maxed out I got Vram limitation with my 3GB Sli too. Good news that it runs smoother now. Im looking forward to 980ti Sli :-) @mike: Will this HUD fix be implemented in your fixes in future or is your explained way to get this running necessary?
Interesting to hear that. With settings maxed out I got Vram limitation with my 3GB Sli too.
Good news that it runs smoother now.

Im looking forward to 980ti Sli :-)

@mike:

Will this HUD fix be implemented in your fixes in future or is your explained way to get this running necessary?
Posted 05/11/2015 07:13 PM   
Yes, it does! :-) higher framerate! Haven't tested other games but pCars in 3D vision definitely needs more VideoRAM!
Yes, it does! :-) higher framerate! Haven't tested other games but pCars in 3D vision definitely needs more VideoRAM!

Posted 05/11/2015 07:20 PM   
I've finally GOT IT WORKING!!! Only minor problems are still there... but now the game looks as it should look in almost perfect 3D!!! WOW! I've disabled FX AA and other ingame AA settings + Lens flare and other FX effects! the only problem with 3d vision now remains - one very big shadow in far distance! now i will continue testing and reporting bugs! [i][b]-update (after more testing): -only ingame AA settings ruin shaders, so I had to turn them off! [/b][/i] -update2 - it's Anti Aliasing option that was causing broken shaders, not FXAA! everything else is working great! that big shadow is on many tracks but it's very distant, so no big deal!
I've finally GOT IT WORKING!!! Only minor problems are still there... but now the game looks as it should look in almost perfect 3D!!! WOW!

I've disabled FX AA and other ingame AA settings + Lens flare and other FX effects!

the only problem with 3d vision now remains - one very big shadow in far distance!

now i will continue testing and reporting bugs!


-update (after more testing): -only ingame AA settings ruin shaders, so I had to turn them off!


-update2 - it's Anti Aliasing option that was causing broken shaders, not FXAA! everything else is working great! that big shadow is on many tracks but it's very distant, so no big deal!

Posted 05/11/2015 07:37 PM   
Thanks all for the feedback. @quarra933 Great to hear things are working :-) Thanks for the feedback on AA as well. I too have noticed the large moving black shadow in the distance, and it will either be an error I have made, or a decompiler bug. I had this in Shadow of Mordor, so I think I know where to look. @ronrebell This solution is the only way to make it work. The game engine is making some internal call to stop rendering the OSD HUD, which is nothing to do with shaders, so inaccessible otherwise. This is the same trick for unlocking convergence in some games. I am not entirely sure why I need to have the shader fix that I do have, but without it I don't see the HUD for some reason. The only other solution is for the developer to sort this out. The main thing that will be very tricky is the lights at night time, as I described in an earlier post. The same shader to remove the black haloing moves the correctly rendered light reflections to screen depth, and then unfortunately the exact same Pixel shader that renders the effects that were haloing also renders the lights. So it's not like there is one VS and many PS, which makes separation of the fix easy. I need to find something unique about each case that I can separate by. I had this issue in RE6 and never solved it... For now (i.e. over the next few days) I will chip away at generating all shaders for different quality settings in each track location. Bo3b had an idea for the dust haloing that I will try, and I will also track down the large moving shadow issue. I am not sure what to do about menus right now, I find them usable personally, so I am deprioritizing them.
Thanks all for the feedback.

@quarra933 Great to hear things are working :-) Thanks for the feedback on AA as well. I too have noticed the large moving black shadow in the distance, and it will either be an error I have made, or a decompiler bug. I had this in Shadow of Mordor, so I think I know where to look.

@ronrebell This solution is the only way to make it work. The game engine is making some internal call to stop rendering the OSD HUD, which is nothing to do with shaders, so inaccessible otherwise. This is the same trick for unlocking convergence in some games. I am not entirely sure why I need to have the shader fix that I do have, but without it I don't see the HUD for some reason. The only other solution is for the developer to sort this out.

The main thing that will be very tricky is the lights at night time, as I described in an earlier post. The same shader to remove the black haloing moves the correctly rendered light reflections to screen depth, and then unfortunately the exact same Pixel shader that renders the effects that were haloing also renders the lights. So it's not like there is one VS and many PS, which makes separation of the fix easy. I need to find something unique about each case that I can separate by. I had this issue in RE6 and never solved it...

For now (i.e. over the next few days) I will chip away at generating all shaders for different quality settings in each track location. Bo3b had an idea for the dust haloing that I will try, and I will also track down the large moving shadow issue. I am not sure what to do about menus right now, I find them usable personally, so I am deprioritizing them.

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

Posted 05/11/2015 08:51 PM   
Absolutely amazing work you are doing, Mike! I've already tested lots of tracks and cars in various weather conditions found some bugs: - with rain and heavy rain, you need to adjust the A.I's back lighting reflected incorrectly on the wet ground. It happens when they brake. - always with rain or heavy rain, when you see A.I. cars in front of you running on the wet ground, you can notice another car shader rendered inside those white rain particles (or lets call it dense cloud of water particles)
Absolutely amazing work you are doing, Mike!
I've already tested lots of tracks and cars in various weather conditions
found some bugs:

- with rain and heavy rain, you need to adjust the A.I's back lighting reflected incorrectly on the wet ground.
It happens when they brake.
- always with rain or heavy rain, when you see A.I. cars in front of you running on the wet ground, you can notice another car shader rendered inside those white rain particles (or lets call it dense cloud of water particles)

Posted 05/11/2015 09:03 PM   
[quote="ronrebell"]Interesting to hear that. With settings maxed out I got Vram limitation with my 3GB Sli too. Good news that it runs smoother now. Im looking forward to 980ti Sli :-) [/quote] This is interesting because with everything on Max using SLI 980 I noticed slowdown, so I guess the 4GB limit is being reached. I will check tonight.
ronrebell said:Interesting to hear that. With settings maxed out I got Vram limitation with my 3GB Sli too.
Good news that it runs smoother now.

Im looking forward to 980ti Sli :-)

This is interesting because with everything on Max using SLI 980 I noticed slowdown, so I guess the 4GB limit is being reached. I will check tonight.

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

Posted 05/11/2015 09:14 PM   
  7 / 30    
Scroll To Top