Dead Rising 3 (3D Pics)
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Thought I'd share these for those interested in buying the game, it's a massive 30GB download. Screenshots taken in MAX detail https://db.tt/y1J2otqn
Thought I'd share these for those interested in buying the game, it's a massive 30GB download.

Screenshots taken in MAX detail


https://db.tt/y1J2otqn

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#1
Posted 09/04/2014 11:34 AM   
For those at work, could you possibly describe it? Is it broken/how broken is it?
For those at work, could you possibly describe it? Is it broken/how broken is it?

#2
Posted 09/04/2014 12:15 PM   
[quote="Pirateguybrush"]For those at work, could you possibly describe it? Is it broken/how broken is it?[/quote] Hi Pirateguybrush The game is probably the worst i've ever seen - not sure if it's DX11 or 9.
Pirateguybrush said:For those at work, could you possibly describe it? Is it broken/how broken is it?


Hi Pirateguybrush

The game is probably the worst i've ever seen - not sure if it's DX11 or 9.

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#3
Posted 09/04/2014 12:23 PM   
It's DX11
It's DX11

#4
Posted 09/04/2014 01:26 PM   
So , Will we see fix for this title in the future?
So , Will we see fix for this title in the future?

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#5
Posted 09/04/2014 03:34 PM   
If it's as broken as Milamber suggests, probably not unless someone decides to learn to fix at a pretty advanced level. Fortunately, there's bo3b's school for shaderhackers. https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/
If it's as broken as Milamber suggests, probably not unless someone decides to learn to fix at a pretty advanced level. Fortunately, there's bo3b's school for shaderhackers.


https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/

#6
Posted 09/04/2014 03:37 PM   
It's far from the worst I've ever seen, but it's definitely not in a good state. Shadows render wrong, some lighting/reflections render wrong, and some UI is at screen depth. It seems like a typical "bad" example.
It's far from the worst I've ever seen, but it's definitely not in a good state. Shadows render wrong, some lighting/reflections render wrong, and some UI is at screen depth.

It seems like a typical "bad" example.

#7
Posted 09/04/2014 06:23 PM   
Dead Rising 3 not prefect but good sure beats 2D I'm using the Watch dogs profile works well for compatible 3D Driver Version 340.52 and 3D play.
Dead Rising 3 not prefect but good sure beats 2D
I'm using the Watch dogs profile works well for compatible 3D


Driver Version 340.52 and 3D play.

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#8
Posted 09/04/2014 11:12 PM   
[quote="dekgol"]So , Will we see fix for this title in the future? [/quote]Unlikely unless you find the right motivated person. If you are in a rush to play current releases, your best bet will be CM. Even when people fix games, it's rare to get them playable sooner than 6 months after release.
dekgol said:So , Will we see fix for this title in the future?
Unlikely unless you find the right motivated person.

If you are in a rush to play current releases, your best bet will be CM.

Even when people fix games, it's rare to get them playable sooner than 6 months after release.

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#9
Posted 09/05/2014 08:19 AM   
[img]http://www.siliconera.com/wordpress/wp-content/uploads/2017/01/cDTl3nb_thumb.jpg[/img] I'm alternating between this game and Tokyo Xanadu Ex+ in equal parts since this weekend. Stuff that is done: - With some profile settings, many one eye problems are fixed (like ambient occlusion). - With just three regexes, all lighting, shadows, shadows in compute shaders, and all haloing are fixed. At all graphics settings and resolutions. - Sun rays. - Lens flares at surface depth thanks to the use of the depth buffer (the same way dynamic HUD is done). - Some clouds and the sun at full depth. - Dynamic HUD, which is very essential for this game. You can toggle it off with a key because it makes the menus hard to read. Also with different accuracy settings in case you want to sacrifice more/less GPU usage. - Stereoized fake windows / TV reflections, where I consider it looks OK (per texture to not break other things). Stuff to do (if I can manage to do it, starting today): - Some lighting clipping at a long distance. - Wrong geometry culling happening in the right eye, noticeable outdoors. This will be the hardest thing, I think. I know a way to disable all culling, but the CPU performance cost is too high. I prefer to do it the right way if I can. I was stuck with a stupid problem about loading the stereo params in the regex but thanks to talking to DarkStarSword I solved it just before having to go to bed :p. I wouldn't have been able to pull this fix off when I first tried two years ago. In big part because regex is needed to fix compute shaders (which control a lot of shadows), in medium part because I learned how to make dynamic HUD not so long ago, and in small part because DarkStarSword taught me how to do some things about knowing how to stop the drivers from stereoizing shaders when I want. I expect to publish the fix sometime this week.
Image

I'm alternating between this game and Tokyo Xanadu Ex+ in equal parts since this weekend.

Stuff that is done:

- With some profile settings, many one eye problems are fixed (like ambient occlusion).
- With just three regexes, all lighting, shadows, shadows in compute shaders, and all haloing are fixed. At all graphics settings and resolutions.
- Sun rays.
- Lens flares at surface depth thanks to the use of the depth buffer (the same way dynamic HUD is done).
- Some clouds and the sun at full depth.
- Dynamic HUD, which is very essential for this game. You can toggle it off with a key because it makes the menus hard to read. Also with different accuracy settings in case you want to sacrifice more/less GPU usage.
- Stereoized fake windows / TV reflections, where I consider it looks OK (per texture to not break other things).


Stuff to do (if I can manage to do it, starting today):

- Some lighting clipping at a long distance.
- Wrong geometry culling happening in the right eye, noticeable outdoors. This will be the hardest thing, I think. I know a way to disable all culling, but the CPU performance cost is too high. I prefer to do it the right way if I can. I was stuck with a stupid problem about loading the stereo params in the regex but thanks to talking to DarkStarSword I solved it just before having to go to bed :p.



I wouldn't have been able to pull this fix off when I first tried two years ago. In big part because regex is needed to fix compute shaders (which control a lot of shadows), in medium part because I learned how to make dynamic HUD not so long ago, and in small part because DarkStarSword taught me how to do some things about knowing how to stop the drivers from stereoizing shaders when I want.

I expect to publish the fix sometime this week.

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#10
Posted 11/05/2018 08:08 AM   
    Great job, masterotaku. Does this fix have anything to do with StereoFlagsDX10? I'm at least referring to the right-eye culling problem. Just curious, though I don't have this game to help out with testing.
    Great job, masterotaku. Does this fix have anything to do with StereoFlagsDX10? I'm at least referring to the right-eye culling problem. Just curious, though I don't have this game to help out with testing.

---
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#11
Posted 11/05/2018 09:37 AM   
Yes, I use that flag at 4008. I tried 5008 too but it broke things and lowered performance, apart from not fixing the culling and clipping issues. The fix also uses StereoTextureEnable at 0x00000027. I have a few ideas about the culling. I just need the time to do them :p. Don't worry about testing. The fix is almost done and it isn't problematic like RE7.
Yes, I use that flag at 4008. I tried 5008 too but it broke things and lowered performance, apart from not fixing the culling and clipping issues. The fix also uses StereoTextureEnable at 0x00000027.

I have a few ideas about the culling. I just need the time to do them :p. Don't worry about testing. The fix is almost done and it isn't problematic like RE7.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#12
Posted 11/05/2018 09:41 AM   
Amazing work Masterotaku. Really thankfull for all the fixes and hard work I like to follow the topics of fixing, though it`s very hard for me to understand it all.
Amazing work Masterotaku.
Really thankfull for all the fixes and hard work
I like to follow the topics of fixing, though it`s very hard for me to understand it all.

#13
Posted 11/05/2018 10:52 AM   
Done: https://helixmod.blogspot.com/2018/11/dead-rising-3.html I couldn't find a way to properly fix culling and clipping. But there's an optional hotkey to disable culling in a CPU demanding way. For future proofing, I guess.
Done: https://helixmod.blogspot.com/2018/11/dead-rising-3.html


I couldn't find a way to properly fix culling and clipping. But there's an optional hotkey to disable culling in a CPU demanding way. For future proofing, I guess.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#14
Posted 11/11/2018 07:53 PM   
Thanks masterotaku!! I have this game in my backlog...
Thanks masterotaku!!
I have this game in my backlog...

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#15
Posted 11/12/2018 04:01 PM   
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