Watch Dogs 2 3D Vision
  7 / 26    
Hi, I am back just to discover that Losti and Psykitt have already written everything I found out, too ;) I was also looking on how to increase shared memory, only to find out that I only have 8GB system RAM installed. Then I was looking if I could still order additional 8GB of the same brand, but nope, unfortunatelly. So increasing shared memory seems not to be an option for me... Anyhow, maybe a later patch fixes everything. Heads up! Edit: An hour more into the game, I must say that I was wrong. Flickering returned, and so strong with the 0.7 almost worse than before with the 1.0 pixel density setting. For now I reduced screen resolution to 1200x900 and set graphic preferences to ultra (minus motion blur and depth of field). This will flicker only occasionally until now.
Hi,

I am back just to discover that Losti and Psykitt have already written everything I found out, too ;)

I was also looking on how to increase shared memory, only to find out that I only have 8GB system RAM installed. Then I was looking if I could still order additional 8GB of the same brand, but nope, unfortunatelly. So increasing shared memory seems not to be an option for me...

Anyhow, maybe a later patch fixes everything. Heads up!


Edit: An hour more into the game, I must say that I was wrong. Flickering returned, and so strong with the 0.7 almost worse than before with the 1.0 pixel density setting. For now I reduced screen resolution to 1200x900 and set graphic preferences to ultra (minus motion blur and depth of field). This will flicker only occasionally until now.

#91
Posted 01/04/2017 02:09 PM   
Hi, back from inside the game again. Flickering at night is still there -> I think game is in desperate need of an update. [s]Another bad news took me from behind: You can only interact with other players when you delete our d3d11.dll. So this patch will be for a lonely singleplayer walkthrough only. This EasyAntiCheat software seems to be the mother of all policemen![/s] But no ban until now - it always says: "Correct this and it works". So I deleted the d3d11.dll and woops I was able to infiltrate another game and the guy immediately began to search for me. Greetings Psykitt Update: Next time I entered the game multiplayer worked just normal WITH d3d11.dll so there is no ban and you will be able to play multiplayer in 3D !
Hi,
back from inside the game again.
Flickering at night is still there -> I think game is in desperate need of an update.

Another bad news took me from behind:
You can only interact with other players when you delete our d3d11.dll.
So this patch will be for a lonely singleplayer walkthrough only.
This EasyAntiCheat software seems to be the mother of all policemen!

But no ban until now - it always says: "Correct this and it works".
So I deleted the d3d11.dll and woops I was able to infiltrate another game and the guy immediately
began to search for me.
Greetings Psykitt

Update:
Next time I entered the game multiplayer worked just normal WITH d3d11.dll so
there is no ban and you will be able to play multiplayer in 3D !

#92
Posted 01/04/2017 03:19 PM   
[u][b]Regarding the flickering issue:[/b][/u] [u][b]Can someone check this:[/b][/u] [s]==> Set ALL the prefered grafic settings (i have ultra, no MSAA or FXAA only SMAA, no extra details, pixel densiti 1.0, native resolution 1920x1080, no motion blute (hate this).... ==> DO THIS BEFORE the next step!!!! (because changes after will reset this) Open "...\Users\USERNAME\Documents\My Games\Watch_Dogs 2\WD2_GamerProfile.xml" find RefreshRateNumerator="..... and RefreshRateDenominator="...... change both values to 60000: RefreshRateNumerator="60000" RefreshRateDenominator="60000" Test if your flickering is reduced....please report back. Please compare to the behavior before. Flickering ist not totaly gone (not for any place) but in my opinion ONLY in some areas present, not nearly the whole time....can you confirm this or not?? Please take some time to check this!!! I have tested the game for several minutes in several playes with, and without this change and i am convinced that is will reduce the flickering to a barely noticable level....except some places....????[/s] [u][b]//EDIT1:[/b][/u] [b]I think I got it BUT I need some confirmation. Based on the findings above I have set frame-rate-limiter via nvidia inspector and turn on v-sync in game. Now I got no flickering anymore ... even with any graphic settings maxed and + pixel density....[/b] - set in game refresh rate to what ever you want, I got 60 because....this will be ignored by driver...so this seems to be uselesss... - set V-SYNC to NORMAL or LOW in game !!! (driver v-sync is application controlled) (without V-sync @ normal or low flickering is there, even with the frame-limiter. But no limited frames in nvidia inspector will cause flickering, even if vsync = on so... BOTH are necessary! ==> save/apply and exit - I have set energy-mode in driver settings to prefere max power, and shader cache = of, threated optimization = on (see screenshot) all other options are @ standard [URL=http://www.directupload.net/file/d/4590/otsagr5r_jpg.htm][IMG]http://fs5.directupload.net/images/170104/temp/otsagr5r.jpg[/IMG][/URL] (I do not think that this is needed but....if something is not working, try this) - get/open nvidia inspector and get into the "watch dogs 2" profile, @ 2 (Sync and refresh) enable the "frame rate limiter" @ 39,8 FPS. [URL=http://www.directupload.net/file/d/4590/amohvv9j_jpg.htm][IMG]http://fs5.directupload.net/images/170104/temp/amohvv9j.jpg[/IMG][/URL] [u][b]//EDIT2:[/b][/u] If this is not working, try to set the refresh rate in the config to a "round" value like: RefreshRateNumerator="60000" RefreshRateDenominator="1000" RefreshRateNumerator="100000" RefreshRateDenominator="1000" RefreshRateNumerator="120000" RefreshRateDenominator="1000" in "...\Users\USERNAME\Documents\My Games\Watch_Dogs 2\WD2_GamerProfile.xml" or try other Frame-Rate-Limits in nvprofile for WD2, may be its diferent for diferent systems? ==> I have tryed 59,7 some hours ago and it wont work but I havn't changed the WD2_GamerProfile.xml...., now it works also so....may be it is a combination from having "round" values like written above in the config file, having v-sync enabled and set a FPS limit via nv driver with inspector. NOTE: If the FPS will drop extremly low (<25 FPS or something like that...dont realy have a value....but I stucks---) because of too high graphic settings, flickering will return but in a much less manner. This is only with enabled MSAA or FXAA for me, other options are maxed out (except motion blure, temporal filtering (breaks the fix v 0.1 did not have tryed it actually..., san francisco fog, no additional details) <-- But this is system dependend ==> I'm @ ULTRA-Settings and can also use 1,25 pixel density (lower FPS so i will let it at 1.0 but I CAN do....before the "flicker-fix" it was realy impossible because much more flicker will occure.) Ähm: there is a guide which setting will impact performance and optics: http://www.geforce.com/whats-new/guides/watch-dogs-2-graphics-and-performance-guide
Regarding the flickering issue:

Can someone check this:
==> Set ALL the prefered grafic settings (i have ultra, no MSAA or FXAA only SMAA, no extra details, pixel densiti 1.0, native resolution 1920x1080, no motion blute (hate this)....
==> DO THIS BEFORE the next step!!!!
(because changes after will reset this)

Open "...\Users\USERNAME\Documents\My Games\Watch_Dogs 2\WD2_GamerProfile.xml"

find RefreshRateNumerator=".....
and
RefreshRateDenominator="......

change both values to 60000:

RefreshRateNumerator="60000" RefreshRateDenominator="60000"

Test if your flickering is reduced....please report back. Please compare to the behavior before. Flickering ist not totaly gone (not for any place) but in my opinion ONLY in some areas present, not nearly the whole time....can you confirm this or not?? Please take some time to check this!!!


I have tested the game for several minutes in several playes with, and without this change and i am convinced that is will reduce the flickering to a barely noticable level....except some places....????


//EDIT1:

I think I got it BUT I need some confirmation. Based on the findings above I have set frame-rate-limiter via nvidia inspector and turn on v-sync in game. Now I got no flickering anymore ... even with any graphic settings maxed and + pixel density....

- set in game refresh rate to what ever you want, I got 60 because....this will be ignored by driver...so this seems to be uselesss...
- set V-SYNC to NORMAL or LOW in game !!! (driver v-sync is application controlled)
(without V-sync @ normal or low flickering is there, even with the frame-limiter. But no limited frames in nvidia inspector will cause flickering, even if vsync = on so... BOTH are necessary!
==> save/apply and exit
- I have set energy-mode in driver settings to prefere max power, and shader cache = of, threated optimization = on (see screenshot) all other options are @ standard
Image


(I do not think that this is needed but....if something is not working, try this)
- get/open nvidia inspector and get into the "watch dogs 2" profile, @ 2 (Sync and refresh) enable the "frame rate limiter" @ 39,8 FPS.
Image

//EDIT2:
If this is not working, try to set the refresh rate in the config to a "round" value like:
RefreshRateNumerator="60000" RefreshRateDenominator="1000"
RefreshRateNumerator="100000" RefreshRateDenominator="1000"
RefreshRateNumerator="120000" RefreshRateDenominator="1000"
in "...\Users\USERNAME\Documents\My Games\Watch_Dogs 2\WD2_GamerProfile.xml"

or

try other Frame-Rate-Limits in nvprofile for WD2, may be its diferent for diferent systems?
==> I have tryed 59,7 some hours ago and it wont work but I havn't changed the WD2_GamerProfile.xml...., now it works also so....may be it is a combination from having "round" values like written above in the config file, having v-sync enabled and set a FPS limit via nv driver with inspector.

NOTE: If the FPS will drop extremly low (<25 FPS or something like that...dont realy have a value....but I stucks---) because of too high graphic settings, flickering will return but in a much less manner. This is only with enabled MSAA or FXAA for me, other options are maxed out (except motion blure, temporal filtering (breaks the fix v 0.1 did not have tryed it actually..., san francisco fog, no additional details) <-- But this is system dependend

==> I'm @ ULTRA-Settings and can also use 1,25 pixel density (lower FPS so i will let it at 1.0 but I CAN do....before the "flicker-fix" it was realy impossible because much more flicker will occure.)

Ähm: there is a guide which setting will impact performance and optics: http://www.geforce.com/whats-new/guides/watch-dogs-2-graphics-and-performance-guide

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#93
Posted 01/04/2017 04:29 PM   
[u][b]Multiplayer-Issue with the fix:[/b][/u] - is related to the d3dcompiler_46.dll as Psykitt wrote here ([url]https://forums.geforce.com/default/topic/979185/3d-vision/watch-dogs-2-3d-vision/post/5048145/#5048145[/url]) ==> get the original dll and all will be fine, even with the fix. Do not use the d3dcompiler_46.dll from the fix. Use the original one....DSS ==> can you include it? ==> I do not have recognized any fault beauce of using the original one. Bob sayes it is the original in the fix from MS, but it seems to be a later version used by ubisoft. ==> delete d3dcompiler_46.dll, check files for error via ubisoft launcher, after fixing press repair, and you got the original one....if this is a general file and not user/system dependend, you can also download my file (original one) here: [url]http://www.share-online.biz/dl/9ITMP9JOFY[/url] Ähm....and do not fortet to activate AntiCheatEngine like i did ^^ (.....\games\WATCH_DOGS2\EasyAntiCheat) ==> NOTE: Every time installing another version of the fix the d3dcompiler_46.dll will be replaced with the fix, so leave it out while extracting....until DSS implements the original one...if possible and the file is all over the same for any player/system. Or delete it get your d3dcompiler_46.dll from ubisoft via check-files/repair from launcher and save this before installing a new 3d-fix-version and roll back to the original d3dcompiler_46.dll. ==> Just played a multiplayer game....not having any clue what I have to to or how I do...but it works ^^ and without flickering, using the method I have descriped above. --------------------------------------------------------------------------------------------------------- OR can i join multiplayer games using the original d3dcompiler_46.dll but not reach/kill/interact with them in a game??????? (Psykitt??? what do you say???) [u][b]EDIT1[/b][/u] - i have insert a headhunt for myselve and was killed by a player so multiplayer seems to work ^^
Multiplayer-Issue with the fix:
- is related to the d3dcompiler_46.dll as Psykitt wrote here (https://forums.geforce.com/default/topic/979185/3d-vision/watch-dogs-2-3d-vision/post/5048145/#5048145)
==> get the original dll and all will be fine, even with the fix. Do not use the d3dcompiler_46.dll from the fix. Use the original one....DSS ==> can you include it? ==> I do not have recognized any fault beauce of using the original one. Bob sayes it is the original in the fix from MS, but it seems to be a later version used by ubisoft.
==> delete d3dcompiler_46.dll, check files for error via ubisoft launcher, after fixing press repair, and you got the original one....if this is a general file and not user/system dependend, you can also download my file (original one) here: http://www.share-online.biz/dl/9ITMP9JOFY
Ähm....and do not fortet to activate AntiCheatEngine like i did ^^ (.....\games\WATCH_DOGS2\EasyAntiCheat)
==> NOTE: Every time installing another version of the fix the d3dcompiler_46.dll will be replaced with the fix, so leave it out while extracting....until DSS implements the original one...if possible and the file is all over the same for any player/system. Or delete it get your d3dcompiler_46.dll from ubisoft via check-files/repair from launcher and save this before installing a new 3d-fix-version and roll back to the original d3dcompiler_46.dll.

==> Just played a multiplayer game....not having any clue what I have to to or how I do...but it works ^^ and without flickering, using the method I have descriped above.

---------------------------------------------------------------------------------------------------------

OR can i join multiplayer games using the original d3dcompiler_46.dll but not reach/kill/interact with them in a game??????? (Psykitt??? what do you say???)

EDIT1
- i have insert a headhunt for myselve and was killed by a player so multiplayer seems to work ^^

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#94
Posted 01/04/2017 06:25 PM   
I've been able to reproduce the flickering HUD on a single GPU while using nethack vision, and from what I can tell (some of this is speculation): - The game is not rendering directly to the back buffer (makes sense since it supports rendering to a different size than the resolution). - The render target the game is using does not have a hash (was not created with CreateTexture2D) - I do not see a copy of the render target to the back buffer in the frame analysis log - I do not see the render target reassigned as an input to a shader that would copy it to the back buffer - Therefore, the game is using some out of band method to copy the render target to the back buffer, almost certainly in another thread (forcing the CPU affinity stops the flicker, but also kills performance) - This out of band technique waits for the game to complete all it's draw calls for the frame, but is unaware that the 3DVision driver has duplicated them and has not completed submitting draw calls for the left eye yet - The 3D Vision driver fails or is unable to enforce a synchronisation here - The copy happens prematurely before the final few draw calls to the render target have completed - In SLI, draw calls occur simultaneously, so once the right eye has completed, so will the left eye - hench, no flicker I have a workaround - I can redirect the final render target to my own, render the HUD to that, then copy that to the back buffer myself.
I've been able to reproduce the flickering HUD on a single GPU while using nethack vision, and from what I can tell (some of this is speculation):

- The game is not rendering directly to the back buffer (makes sense since it supports rendering to a different size than the resolution).
- The render target the game is using does not have a hash (was not created with CreateTexture2D)
- I do not see a copy of the render target to the back buffer in the frame analysis log
- I do not see the render target reassigned as an input to a shader that would copy it to the back buffer
- Therefore, the game is using some out of band method to copy the render target to the back buffer, almost certainly in another thread (forcing the CPU affinity stops the flicker, but also kills performance)
- This out of band technique waits for the game to complete all it's draw calls for the frame, but is unaware that the 3DVision driver has duplicated them and has not completed submitting draw calls for the left eye yet
- The 3D Vision driver fails or is unable to enforce a synchronisation here
- The copy happens prematurely before the final few draw calls to the render target have completed
- In SLI, draw calls occur simultaneously, so once the right eye has completed, so will the left eye - hench, no flicker


I have a workaround - I can redirect the final render target to my own, render the HUD to that, then copy that to the back buffer myself.

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

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

#95
Posted 01/04/2017 06:38 PM   
You're the Master ;)
You're the Master ;)

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

#96
Posted 01/04/2017 07:01 PM   
Wow. I can only say: Wow! No let's hope it helps. Lostis method reduced flickering for me, but did not eliminate it. At least I was able to play for some hours now. The most annoying problem for me now is: how to beat the game? I am too old it seems ;) I do not have a clue how to get into that building that has a treasure inside but no door that I see...
Wow. I can only say: Wow!

No let's hope it helps. Lostis method reduced flickering for me, but did not eliminate it. At least I was able to play for some hours now.

The most annoying problem for me now is: how to beat the game? I am too old it seems ;) I do not have a clue how to get into that building that has a treasure inside but no door that I see...

#97
Posted 01/04/2017 07:08 PM   
[quote="skr68"]Wow. I can only say: Wow! No let's hope it helps. Lostis method reduced flickering for me, but did not eliminate it. At least I was able to play for some hours now.[/quote] May be try to disable shader chache for this game and turn on threated optimization ... i forgot to tell that i do this also...dont know if this helps to eliminate flickering but i got no flickering atm.... [URL=http://www.directupload.net/file/d/4590/otsagr5r_jpg.htm][IMG]http://fs5.directupload.net/images/170104/temp/otsagr5r.jpg[/IMG][/URL] [quote="skr68"] The most annoying problem for me now is: how to beat the game? I am too old it seems ;) I do not have a clue how to get into that building that has a treasure inside but no door that I see...[/quote] This is something OT :-) Whatever, I cant answer it because i do not have tryed it yet, only trying to beta testing the fix ^^ not realy playing the game atm.
skr68 said:Wow. I can only say: Wow!

No let's hope it helps. Lostis method reduced flickering for me, but did not eliminate it. At least I was able to play for some hours now.


May be try to disable shader chache for this game and turn on threated optimization ... i forgot to tell that i do this also...dont know if this helps to eliminate flickering but i got no flickering atm....
Image

skr68 said:
The most annoying problem for me now is: how to beat the game? I am too old it seems ;) I do not have a clue how to get into that building that has a treasure inside but no door that I see...


This is something OT :-) Whatever, I cant answer it because i do not have tryed it yet, only trying to beta testing the fix ^^ not realy playing the game atm.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#98
Posted 01/04/2017 07:17 PM   
My workaround is working, but the blending is not right - the HUD is coming out too bright. Trying to work out what the correct blending is here...
My workaround is working, but the blending is not right - the HUD is coming out too bright. Trying to work out what the correct blending is here...

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

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

#99
Posted 01/04/2017 07:27 PM   
Hello again @Losti Thanks your method pushes it further again but does not elimate it completely. @skr68 I am 1967 - use "V" to examinate the house. Hack into something that is reachable. Sometimes you have to solve some minigames, find an electronic key or something like that. When it is a physically treasure to pick up, then try to open a door with a circuit that you can only see with a camera. Hope this helps... @DSS Please... and THX Greetings Psykitt
Hello again

@Losti
Thanks your method pushes it further again but does not elimate it completely.

@skr68
I am 1967 - use "V" to examinate the house. Hack into something that is reachable.
Sometimes you have to solve some minigames, find an electronic key or something like that.
When it is a physically treasure to pick up, then try to open a door with a circuit that you can only see with a camera.
Hope this helps...

@DSS
Please... and THX

Greetings Psykitt

Posted 01/04/2017 07:57 PM   
Would be very nice if there will be a HUD INTO DEPTH option in the final fix :-) Especially for the "hacked SMS chats and voice chats" And im not sure but seems that some sun reflection while looking into it is 2D...Check this tomorrow some more. Im sure you will get deeper into flicker problem and not only present a WO like me so the fix is getting perfect at all :-) Applyed my Patreon support last week for you :-) Your knowledge AND WORK is spectacular!
Would be very nice if there will be a HUD INTO DEPTH option in the final fix :-) Especially for the "hacked SMS chats and voice chats"

And im not sure but seems that some sun reflection while looking into it is 2D...Check this tomorrow some more.

Im sure you will get deeper into flicker problem and not only present a WO like me so the fix is getting perfect at all :-) Applyed my Patreon support last week for you :-) Your knowledge AND WORK is spectacular!

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 01/04/2017 08:25 PM   
[quote="Losti"][u][b]Multiplayer-Issue with the fix:[/b][/u] - is related to the d3dcompiler_46.dll as Psykitt wrote here ([url]https://forums.geforce.com/default/topic/979185/3d-vision/watch-dogs-2-3d-vision/post/5048145/#5048145[/url]) ==> get the original dll and all will be fine, even with the fix. Do not use the d3dcompiler_46.dll from the fix. Use the original one....DSS ==> can you include it? ==> I do not have recognized any fault beauce of using the original one. Bob sayes it is the original in the fix from MS, but it seems to be a later version used by ubisoft. ==> delete d3dcompiler_46.dll, check files for error via ubisoft launcher, after fixing press repair, and you got the original one....if this is a general file and not user/system dependend, you can also download my file (original one) here: [url]http://www.share-online.biz/dl/9ITMP9JOFY[/url] Ähm....and do not fortet to activate AntiCheatEngine like i did ^^ (.....\games\WATCH_DOGS2\EasyAntiCheat) ==> NOTE: Every time installing another version of the fix the d3dcompiler_46.dll will be replaced with the fix, so leave it out while extracting....until DSS implements the original one...if possible and the file is all over the same for any player/system. Or delete it get your d3dcompiler_46.dll from ubisoft via check-files/repair from launcher and save this before installing a new 3d-fix-version and roll back to the original d3dcompiler_46.dll. ==> Just played a multiplayer game....not having any clue what I have to to or how I do...but it works ^^ and without flickering, using the method I have descriped above. --------------------------------------------------------------------------------------------------------- OR can i join multiplayer games using the original d3dcompiler_46.dll but not reach/kill/interact with them in a game??????? (Psykitt??? what do you say???) [u][b]EDIT1[/b][/u] - i have insert a headhunt for myselve and was killed by a player so multiplayer seems to work ^^[/quote] OK, I took a look at the file in question. The version that we ship with all fixes comes directly from the Windows Kits, SDK version 8.0. The version that Ubi ships with the game is older, not sure which SDK. The md5 checksums do not match, and so the EAC doesn't like it. SDK 8.0 version: 9.30.9200.20789 Ubi version: 9.30.9200.16384 If you want to play online, you can simply skip overwriting the d3dcompiler_46.dll when installing the fix. 3Dmigoto will not care if you use their old version. [b]Keep in mind that you risk a perma-ban by playing online with this. We don't have any experience with EAC, and don't know how strict they might be. [/b] Also, for what it's worth, I have already contacted EAC directly to ask them to whitelist 3Dmigoto. Don't expect anything, corporations never respond to any suggestions.
Losti said:Multiplayer-Issue with the fix:
- is related to the d3dcompiler_46.dll as Psykitt wrote here (https://forums.geforce.com/default/topic/979185/3d-vision/watch-dogs-2-3d-vision/post/5048145/#5048145)
==> get the original dll and all will be fine, even with the fix. Do not use the d3dcompiler_46.dll from the fix. Use the original one....DSS ==> can you include it? ==> I do not have recognized any fault beauce of using the original one. Bob sayes it is the original in the fix from MS, but it seems to be a later version used by ubisoft.
==> delete d3dcompiler_46.dll, check files for error via ubisoft launcher, after fixing press repair, and you got the original one....if this is a general file and not user/system dependend, you can also download my file (original one) here: http://www.share-online.biz/dl/9ITMP9JOFY
Ähm....and do not fortet to activate AntiCheatEngine like i did ^^ (.....\games\WATCH_DOGS2\EasyAntiCheat)
==> NOTE: Every time installing another version of the fix the d3dcompiler_46.dll will be replaced with the fix, so leave it out while extracting....until DSS implements the original one...if possible and the file is all over the same for any player/system. Or delete it get your d3dcompiler_46.dll from ubisoft via check-files/repair from launcher and save this before installing a new 3d-fix-version and roll back to the original d3dcompiler_46.dll.

==> Just played a multiplayer game....not having any clue what I have to to or how I do...but it works ^^ and without flickering, using the method I have descriped above.

---------------------------------------------------------------------------------------------------------

OR can i join multiplayer games using the original d3dcompiler_46.dll but not reach/kill/interact with them in a game??????? (Psykitt??? what do you say???)

EDIT1
- i have insert a headhunt for myselve and was killed by a player so multiplayer seems to work ^^

OK, I took a look at the file in question.

The version that we ship with all fixes comes directly from the Windows Kits, SDK version 8.0.

The version that Ubi ships with the game is older, not sure which SDK. The md5 checksums do not match, and so the EAC doesn't like it.

SDK 8.0 version: 9.30.9200.20789
Ubi version: 9.30.9200.16384


If you want to play online, you can simply skip overwriting the d3dcompiler_46.dll when installing the fix. 3Dmigoto will not care if you use their old version.

Keep in mind that you risk a perma-ban by playing online with this. We don't have any experience with EAC, and don't know how strict they might be.


Also, for what it's worth, I have already contacted EAC directly to ask them to whitelist 3Dmigoto. Don't expect anything, corporations never respond to any suggestions.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 01/04/2017 08:47 PM   
Hello bo3b, I would not have contacted them when I were you. Regarding WD2 they cannot decide anything - Ubisoft decides. Ubisoft said that they do not want their program to be influenced in any way. ATM 3Dmigoto is not detected by EAC but now you told them exactly that. In post #92 I wrote that it first did not work but after a clean connection 2 hours later I could connect easily with 3dmigoto. So there is no ban. There is also no need to - we do not cheat - we do only play with two eyes because it looks better. Of course you can do with your program what ever you want but sometimes it is better to sleep it over before you tell Smaug that you want to steal his gem :-) Greetings Psykitt
Hello bo3b,
I would not have contacted them when I were you.
Regarding WD2 they cannot decide anything - Ubisoft decides.
Ubisoft said that they do not want their program to be influenced in any way.
ATM 3Dmigoto is not detected by EAC but now you told them exactly that.
In post #92 I wrote that it first did not work but after a clean connection 2 hours later I
could connect easily with 3dmigoto.
So there is no ban.
There is also no need to - we do not cheat - we do only play with two eyes because it looks better.
Of course you can do with your program what ever you want but sometimes it is better to sleep it over
before you tell Smaug that you want to steal his gem :-)
Greetings Psykitt

Posted 01/04/2017 09:13 PM   
[quote="Psykitt"]Hello bo3b, I would not have contacted them when I were you. Regarding WD2 they cannot decide anything - Ubisoft decides. Ubisoft said that they do not want their program to be influenced in any way. ATM 3Dmigoto is not detected by EAC but now you told them exactly that. In post #92 I wrote that it first did not work but after a clean connection 2 hours later I could connect easily with 3dmigoto. So there is no ban. There is also no need to - we do not cheat - we do only play with two eyes because it looks better. Of course you can do with your program what ever you want but sometimes it is better to sleep it over before you tell Smaug that you want to steal his gem :-) Greetings Psykitt[/quote] The only reason to hide is if you think you are doing something wrong. I do not think we are doing anything wrong. If you think that they would never find out about 3Dmigoto otherwise, you are confused as to how the hacking/modding/cheating community works. 3Dmigoto is fully open-source. If some cheater thought they could use it to cheat, they would. They'd get caught by EAC as part of the never-ending arms race. And we'd get banned regardless. It's a fair point as to whether it's better to contact them before or after, and as a general rule, I prefer to ask forgiveness. But in this case, it seemed better to me to contact them in good faith and ask permission. In my judgment as one of the main authors of 3Dmigoto, we are better off to be above-board with everything that we do. By taking this tack, we can also sometimes become friends with tools like EAC, where we could provide checksummed versions that were known good. It can work both ways. And it's also about future games that might incorporate EAC, not just Watch Dogs.
Psykitt said:Hello bo3b,
I would not have contacted them when I were you.
Regarding WD2 they cannot decide anything - Ubisoft decides.
Ubisoft said that they do not want their program to be influenced in any way.
ATM 3Dmigoto is not detected by EAC but now you told them exactly that.
In post #92 I wrote that it first did not work but after a clean connection 2 hours later I
could connect easily with 3dmigoto.
So there is no ban.
There is also no need to - we do not cheat - we do only play with two eyes because it looks better.
Of course you can do with your program what ever you want but sometimes it is better to sleep it over
before you tell Smaug that you want to steal his gem :-)
Greetings Psykitt

The only reason to hide is if you think you are doing something wrong. I do not think we are doing anything wrong.

If you think that they would never find out about 3Dmigoto otherwise, you are confused as to how the hacking/modding/cheating community works.

3Dmigoto is fully open-source. If some cheater thought they could use it to cheat, they would. They'd get caught by EAC as part of the never-ending arms race. And we'd get banned regardless.

It's a fair point as to whether it's better to contact them before or after, and as a general rule, I prefer to ask forgiveness. But in this case, it seemed better to me to contact them in good faith and ask permission.


In my judgment as one of the main authors of 3Dmigoto, we are better off to be above-board with everything that we do.

By taking this tack, we can also sometimes become friends with tools like EAC, where we could provide checksummed versions that were known good. It can work both ways. And it's also about future games that might incorporate EAC, not just Watch Dogs.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 01/04/2017 09:29 PM   
[center][size="XL"][color="orange"][b]Alpha release 0.5:[/b][/color][/size] [url]https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.5.zip[/url] [size="L"][color="orange"]It is VITAL that you use uninstall.bat when upgrading to this version![/color][/size] [/center] Changes since v0.4: - Fixed the HUD flicker* - Made crosshair adjustment work with temporal filtering** and MSAA/TXAA - Fixed 2D reflections of glass surfaces for single GPU as well*** - Removed d3dcompiler_46.dll from the release**** * Isn't it awesome what we can do with 3DMigoto these days - fix totally bizarre game and driver bugs! ** NOTE - screen space reflections are incorrectly clipped with temporal filtering *** Sigh... another difference in behaviour between SLI and single GPU **** I'm not shipping their version in case they update it Note for future reference: render target too bright means apply sRGB formula...
Alpha release 0.5:
https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.5.zip

It is VITAL that you use uninstall.bat when upgrading to this version!



Changes since v0.4:
- Fixed the HUD flicker*
- Made crosshair adjustment work with temporal filtering** and MSAA/TXAA
- Fixed 2D reflections of glass surfaces for single GPU as well***
- Removed d3dcompiler_46.dll from the release****

* Isn't it awesome what we can do with 3DMigoto these days - fix totally bizarre game and driver bugs!
** NOTE - screen space reflections are incorrectly clipped with temporal filtering
*** Sigh... another difference in behaviour between SLI and single GPU
**** I'm not shipping their version in case they update it


Note for future reference: render target too bright means apply sRGB formula...

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

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/04/2017 09:38 PM   
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