Exactly. Especially the small indie titles like this. You're denying income to a small team that's sacrificed years of time and effort to create art, and you think you're entitled to take it for free? That's really a dick move, and we don't support that kind of thing here. Don't help this guy.
Exactly. Especially the small indie titles like this. You're denying income to a small team that's sacrificed years of time and effort to create art, and you think you're entitled to take it for free? That's really a dick move, and we don't support that kind of thing here. Don't help this guy.
[quote="Pirateguybrush"]Any differences between DX9 and DX11?[/quote]To answer this question, yes there are - at the very least light shafts only work in DX11.
The DX11 port of my Unity scripts is coming nicely. I've finished work on cmd_Decompiler and hooked it up to extract_unity_shaders.py to enable batch fixing of Unity shaders. hlsltool.py now has --auto-fix-vertex-halo and --fix-unity-lighting-ps implemented, so the DX11 version of the fix is getting closer to where the DX9 version was.
Pirateguybrush said:Any differences between DX9 and DX11?
To answer this question, yes there are - at the very least light shafts only work in DX11.
The DX11 port of my Unity scripts is coming nicely. I've finished work on cmd_Decompiler and hooked it up to extract_unity_shaders.py to enable batch fixing of Unity shaders. hlsltool.py now has --auto-fix-vertex-halo and --fix-unity-lighting-ps implemented, so the DX11 version of the fix is getting closer to where the DX9 version was.
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
[quote="DarkStarSword"][quote="Pirateguybrush"]Any differences between DX9 and DX11?[/quote]To answer this question, yes there are - at the very least light shafts only work in DX11.
The DX11 port of my Unity scripts is coming nicely. I've finished work on cmd_Decompiler and hooked it up to extract_unity_shaders.py to enable batch fixing of Unity shaders. hlsltool.py now has --auto-fix-vertex-halo and --fix-unity-lighting-ps implemented, so the DX11 version of the fix is getting closer to where the DX9 version was.[/quote]
I have hold up on this game until we see that DX11 fix. I also seen so much more realistic environment when all effects were on. Might be the glow or lightning as well. Definitely worth to wait. Happy to hear that you working on it.
Pirateguybrush said:Any differences between DX9 and DX11?
To answer this question, yes there are - at the very least light shafts only work in DX11.
The DX11 port of my Unity scripts is coming nicely. I've finished work on cmd_Decompiler and hooked it up to extract_unity_shaders.py to enable batch fixing of Unity shaders. hlsltool.py now has --auto-fix-vertex-halo and --fix-unity-lighting-ps implemented, so the DX11 version of the fix is getting closer to where the DX9 version was.
I have hold up on this game until we see that DX11 fix. I also seen so much more realistic environment when all effects were on. Might be the glow or lightning as well. Definitely worth to wait. Happy to hear that you working on it.
[size="L"][center][color="orange"]DX11 port of my Unity scripts is complete and the fix is ready:[/color]
[url]https://s3.amazonaws.com/DarkStarSword/3Dfix-Firewatch+(DX11)-1.0.zip[/url][/center][/size]
Be sure to remove the launch options if you used the DX9 fix previously.
All effects from the DX9 version should be fixed here as well (lights, shadows, specular highlights, water reflections), and the DX11 specific effects are enabled. Additionally:
- Fixed light shafts
- Fixed fog
- Added a toggle key for the crosshair on X
- Added a toggle key for the HUD depth adjustment on ~
Backslash to set the recommended convergence.
Please test and report any issues.
Damn this game is gorgeous:
[img]http://darkstarsword.net/screenshots/firewatch/firewatch%20-%202016-02-22%20-%20050414.0.jps[/img]
[img]http://darkstarsword.net/screenshots/firewatch/firewatch%20-%202016-02-22%20-%20052843.0.jps[/img]
[img]http://darkstarsword.net/screenshots/firewatch/firewatch%20-%202016-02-22%20-%20055142.0.jps[/img]
[img]http://darkstarsword.net/screenshots/firewatch/firewatch%20-%202016-02-22%20-%20055735.0.jps[/img]
And that intro moved me to tears... Now that it's fixed I'm looking forward to being able to enjoy it :)
Be sure to remove the launch options if you used the DX9 fix previously.
All effects from the DX9 version should be fixed here as well (lights, shadows, specular highlights, water reflections), and the DX11 specific effects are enabled. Additionally:
- Fixed light shafts
- Fixed fog
- Added a toggle key for the crosshair on X
- Added a toggle key for the HUD depth adjustment on ~
Backslash to set the recommended convergence.
Please test and report any issues.
Damn this game is gorgeous:
And that intro moved me to tears... Now that it's fixed I'm looking forward to being able to enjoy it :)
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
Let me try that again, this time with 3DMigoto included :-p
[url]https://s3.amazonaws.com/DarkStarSword/3Dfix-Firewatch+(DX11)-1.0.zip[/url]
Edit: Renamed to 1.0, no changes
[quote="Pirateguybrush"]Looks amazing! As excited as I am for this game, "DX11 port of my Unity scripts is complete" is probably the best news here. :)[/quote]Indeed, the DX11 port of the Unity scripts is pretty significant - I believe that is the final piece in the puzzle that is needed to re-fix DreadOut after it was broken a year ago, plus it will allow me to update the Stranded Deep fix to DX11 to get the DX11 specific effects that game uses and to fix that Ceto water properly, plus World of Diving and The Long Dark also switched to DX11 (though I don't know of any DX11 specific effects they are using, so I'll hold off on both of them) and whatever other DX11 Unity games are out there :)
Pirateguybrush said:Looks amazing! As excited as I am for this game, "DX11 port of my Unity scripts is complete" is probably the best news here. :)
Indeed, the DX11 port of the Unity scripts is pretty significant - I believe that is the final piece in the puzzle that is needed to re-fix DreadOut after it was broken a year ago, plus it will allow me to update the Stranded Deep fix to DX11 to get the DX11 specific effects that game uses and to fix that Ceto water properly, plus World of Diving and The Long Dark also switched to DX11 (though I don't know of any DX11 specific effects they are using, so I'll hold off on both of them) and whatever other DX11 Unity games are out there :)
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
Like "Perfect Golf" :)
BTW, I am using 3DMigoto with perfect golf just to enable proper exclusive fullscreen mode, otherwise it seems to run borderless window. This is the only way to get SLI running (and eliminate screen tearing at the same time :) )
BTW, I am using 3DMigoto with perfect golf just to enable proper exclusive fullscreen mode, otherwise it seems to run borderless window. This is the only way to get SLI running (and eliminate screen tearing at the same time :) )
The DX11 port of my Unity scripts is coming nicely. I've finished work on cmd_Decompiler and hooked it up to extract_unity_shaders.py to enable batch fixing of Unity shaders. hlsltool.py now has --auto-fix-vertex-halo and --fix-unity-lighting-ps implemented, so the DX11 version of the fix is getting closer to where the DX9 version was.
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
I have hold up on this game until we see that DX11 fix. I also seen so much more realistic environment when all effects were on. Might be the glow or lightning as well. Definitely worth to wait. Happy to hear that you working on it.
https://steamcommunity.com/profiles/76561198014296177/
https://s3.amazonaws.com/DarkStarSword/3Dfix-Firewatch+(DX11)-1.0.zip
Be sure to remove the launch options if you used the DX9 fix previously.
All effects from the DX9 version should be fixed here as well (lights, shadows, specular highlights, water reflections), and the DX11 specific effects are enabled. Additionally:
- Fixed light shafts
- Fixed fog
- Added a toggle key for the crosshair on X
- Added a toggle key for the HUD depth adjustment on ~
Backslash to set the recommended convergence.
Please test and report any issues.
Damn this game is gorgeous:
And that intro moved me to tears... Now that it's fixed I'm looking forward to being able to enjoy it :)
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
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
https://s3.amazonaws.com/DarkStarSword/3Dfix-Firewatch+(DX11)-1.0.zip
Edit: Renamed to 1.0, no changes
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
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
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
BTW, I am using 3DMigoto with perfect golf just to enable proper exclusive fullscreen mode, otherwise it seems to run borderless window. This is the only way to get SLI running (and eliminate screen tearing at the same time :) )
i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0