Watch Dogs 2 3D Vision
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You are right but I have it in none of my games.
You are right but I have it in none of my games.

Posted 01/05/2017 01:59 PM   
[quote="skr68"] Wow, you must have an extremely good eyesight![/quote] Of cause, i am a perfectionist ^^ and i am playing on 22" with ... 40 cm to the screen to get much deeper into the 3D world....but this will result in seeing every not eye candy issue :-) [quote="skr68"] And a stupid question: How do you take screenshots? I mean, normal ones and 3D as well. The hotkey F12 does not seem to work for me (at least I do not find anything in Uplay screenshot folder). And they would be 2D anyway.[/quote] ALT+F1 is standard for 3D screenshots. normal??? @UPLAY its F12 (but i think you have to enable uplay in the game...otherwhise try msi-afterburner. [quote="Psykitt"]Hello Losti, with the lense flares I am with you but the fog? Isn't it too minor? [/quote] of cause :-) just mentioned it :-) Played something around with the HUD depth...seems to be not possible to move it @ all (found no shader for the font....and other UI elements....but im not an expert...)...but moving the SmartPhone and the NPC infos is possible....(d103f2f8dce0ba2c-vs_replace.txt / 54b49e90af66455f-vs_replace.txt / 7729199a02dd9597-vs_replace.txt / bccff925fa06f356-vs_replace.txt)....did it by my own, dont want to disturb DSS .-) May be he will do it before release.....may be its a personal thing but the npc-info @ screen depth bothers me. [u][b]OFFTOPIC[/b][/u] 1280x720 with 8TXAA is better than 1920x1080 ???? And with pixle density 0,8 you will decrease the resolution by 20 % so.... this is 1024x576 ..... could never be better than 1920 .... :-) I got sharpening @ +40 to get satisfied...because TXAA2x is too unsharp for me. Seems to be very different for diferent screens and seems to be user independent feeling ;) ... and seems to be diferent while playing on plasma TV with aproc 3 m range to the screen. But playing near screen on 22`` TFT....no way with that config for me. V-SYNC should not afflict FPS if you are playing below 60 fps...i think...
skr68 said:
Wow, you must have an extremely good eyesight!

Of cause, i am a perfectionist ^^ and i am playing on 22" with ... 40 cm to the screen to get much deeper into the 3D world....but this will result in seeing every not eye candy issue :-)

skr68 said:
And a stupid question: How do you take screenshots? I mean, normal ones and 3D as well. The hotkey F12 does not seem to work for me (at least I do not find anything in Uplay screenshot folder). And they would be 2D anyway.


ALT+F1 is standard for 3D screenshots.
normal??? @UPLAY its F12 (but i think you have to enable uplay in the game...otherwhise try msi-afterburner.

Psykitt said:Hello Losti,
with the lense flares I am with you but the fog?
Isn't it too minor?

of cause :-) just mentioned it :-)


Played something around with the HUD depth...seems to be not possible to move it @ all (found no shader for the font....and other UI elements....but im not an expert...)...but moving the SmartPhone and the NPC infos is possible....(d103f2f8dce0ba2c-vs_replace.txt / 54b49e90af66455f-vs_replace.txt / 7729199a02dd9597-vs_replace.txt / bccff925fa06f356-vs_replace.txt)....did it by my own, dont want to disturb DSS .-) May be he will do it before release.....may be its a personal thing but the npc-info @ screen depth bothers me.


OFFTOPIC
1280x720 with 8TXAA is better than 1920x1080 ???? And with pixle density 0,8 you will decrease the resolution by 20 % so.... this is 1024x576 ..... could never be better than 1920 .... :-)

I got sharpening @ +40 to get satisfied...because TXAA2x is too unsharp for me. Seems to be very different for diferent screens and seems to be user independent feeling ;) ... and seems to be diferent while playing on plasma TV with aproc 3 m range to the screen. But playing near screen on 22`` TFT....no way with that config for me.

V-SYNC should not afflict FPS if you are playing below 60 fps...i think...

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Posted 01/05/2017 02:27 PM   
Hm, i could get the shader for the font in the UI e.g. the location names on the map, the text in the main menue etc....AND i could identify the shader for the UI elements like bars in main menue and the boxes but: i could move the font into depth because the shader could be saved with migoto but i ant save the other sahder for the UI elements like (button hints, bars, boxes around etc....) whats the problem migoto couldnt save it? There is also a pixel shader i could identify but this shader has no output :-( //EDIT1: Using migoto 1.2.34 seems to work .... °_° //EDIT2: OK UI is in depth but this will not work with the 1.2.53 based fixed-shader-files..."shader naming" is different.... //EDIT3: OK, Migoto 1.2.35 is the lastest version which alowes hunting and saving the UI shaders. BUT the shader names are diferent from the next coming versions so the 1.2.35 hunted sahders will not work with 1.2.36 and later....if it is posible to "combine" this two versions or to make it possible hunt the UI shaders with the new migoto versions after 1.2.35 it is possible to move the whole UI into depth. //EDIT4: OK seems to depends on the ini file and the ; Settings for GPU manipulations. ; Render settings override settings. With some try and error i could identify the HUD shaders and move it into depth but this will also afflict crosshair and i could not get the shader for the arrow on minimap...so i deleted all the stuff and hop that DSS will get this and if not, NPC infos/messages/smartphone in depth will be OK. Here are the shaders for smartphone and npc-info-depth: http://www.share-online.biz/dl/8MBLOBJO5E (if you realy want it, uninstall the actual fix, recopy it and THAN overwrite the shader files from this archive, and THAN start the game. Siply overwrite the actual fix will not work, excpet you delete all the .bin files) did not checked the <<// HUD - grey squares in the clothes shop>> shader, may be need some reset or not, will see....bccff925fa06f356-vs_replace.txt Modified all sahders by multiply the DSS changes with 1.3 (near line 127) ------------------------------------------------------------------------------------------------ It is possible to move UI into depth and get all the elements synced/eye kendy, but this is not possible with shader_hash = embedded (only = 3dmigoto but this will result in diferent shader files....) so.... im sure DSS will....if he want....be able to solve/realize this :-)
Hm, i could get the shader for the font in the UI e.g. the location names on the map, the text in the main menue etc....AND i could identify the shader for the UI elements like bars in main menue and the boxes but:

i could move the font into depth because the shader could be saved with migoto but i ant save the other sahder for the UI elements like (button hints, bars, boxes around etc....) whats the problem migoto couldnt save it? There is also a pixel shader i could identify but this shader has no output :-(


//EDIT1:

Using migoto 1.2.34 seems to work .... °_°

//EDIT2:

OK UI is in depth but this will not work with the 1.2.53 based fixed-shader-files..."shader naming" is different....

//EDIT3:

OK, Migoto 1.2.35 is the lastest version which alowes hunting and saving the UI shaders. BUT the shader names are diferent from the next coming versions so the 1.2.35 hunted sahders will not work with 1.2.36 and later....if it is posible to "combine" this two versions or to make it possible hunt the UI shaders with the new migoto versions after 1.2.35 it is possible to move the whole UI into depth.

//EDIT4:

OK seems to depends on the ini file and the

; Settings for GPU manipulations.
; Render settings override

settings. With some try and error i could identify the HUD shaders and move it into depth but this will also afflict crosshair and i could not get the shader for the arrow on minimap...so i deleted all the stuff and hop that DSS will get this and if not, NPC infos/messages/smartphone in depth will be OK.

Here are the shaders for smartphone and npc-info-depth:

http://www.share-online.biz/dl/8MBLOBJO5E
(if you realy want it, uninstall the actual fix, recopy it and THAN overwrite the shader files from this archive, and THAN start the game. Siply overwrite the actual fix will not work, excpet you delete all the .bin files)

did not checked the <<// HUD - grey squares in the clothes shop>> shader, may be need some reset or not, will see....bccff925fa06f356-vs_replace.txt

Modified all sahders by multiply the DSS changes with 1.3 (near line 127)
------------------------------------------------------------------------------------------------

It is possible to move UI into depth and get all the elements synced/eye kendy, but this is not possible with shader_hash = embedded (only = 3dmigoto but this will result in diferent shader files....) so.... im sure DSS will....if he want....be able to solve/realize this :-)

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

Posted 01/05/2017 03:18 PM   
Now I also find it too slow - have to go inside again and test some settings. Someone infiltrated me and I had to kill him with "F" because I could not aim right with the gun. Thank god it was also not a professional... but I feel its not moving like it should.
Now I also find it too slow - have to go inside again and test some settings.
Someone infiltrated me and I had to kill him with "F" because I could not aim right with the gun.
Thank god it was also not a professional... but I feel its not moving like it should.

Posted 01/05/2017 03:36 PM   
[quote="Psykitt"]Now I also find it too slow - have to go inside again and test some settings. Someone infiltrated me and I had to kill him with "F" because I could not aim right with the gun. Thank god it was also not a professional... but I feel its not moving like it should.[/quote] But this was also before the fix ^^ This game is killing any hardware even in non 3D but in 3D.... i have to go with often 20 FPS....so i give a fuck @ multiplayer atm ^^ OK reducing the settings will help but.... NOOOOOOOOOOOOOO :-)
Psykitt said:Now I also find it too slow - have to go inside again and test some settings.
Someone infiltrated me and I had to kill him with "F" because I could not aim right with the gun.
Thank god it was also not a professional... but I feel its not moving like it should.


But this was also before the fix ^^ This game is killing any hardware even in non 3D but in 3D.... i have to go with often 20 FPS....so i give a fuck @ multiplayer atm ^^

OK reducing the settings will help but.... NOOOOOOOOOOOOOO :-)

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

Posted 01/05/2017 03:51 PM   
Now it is better with: Textures = High (even on closer look no difference to Ultra) TXAA 4x (8x was definetely too much for my system) Mouse sensitivity = 60 (plus made my mouse one step faster also - you have to try it out) Pixeldensity 1.0 at 1280x720 (I have Asus Strix GTX 1070 but 8 yo i7 920 @ 3.4 GHz) When aiming is smooth then gameplay fits also. I am off for 30 Minutes to get some beers - maybe game becomes more smooth then. ;-)
Now it is better with:
Textures = High (even on closer look no difference to Ultra)
TXAA 4x (8x was definetely too much for my system)
Mouse sensitivity = 60 (plus made my mouse one step faster also - you have to try it out)
Pixeldensity 1.0 at 1280x720 (I have Asus Strix GTX 1070 but 8 yo i7 920 @ 3.4 GHz)

When aiming is smooth then gameplay fits also.
I am off for 30 Minutes to get some beers - maybe game becomes more smooth then. ;-)

Posted 01/05/2017 04:20 PM   
[quote="Psykitt"]Now it is better with: Textures = High (even on closer look no difference to Ultra) TXAA 4x (8x was definetely too much for my system) Mouse sensitivity = 60 (plus made my mouse one step faster also - you have to try it out) Pixeldensity 1.0 at 1280x720 (I have Asus Strix GTX 1070 but 8 yo i7 920 @ 3.4 GHz) When aiming is smooth then gameplay fits also. I am off for 30 Minutes to get some beers - maybe game becomes more smooth then. ;-)[/quote] [u][b]OFF-TOPIC:[/b][/u] As I wrote before you can studdy the NVIDIA guide for this game to get a clue what setting how much inflicts visuals and FPS. http://www.geforce.com/whats-new/guides/watch-dogs-2-graphics-and-performance-guide Pixel-Density is something like DownSampling/DSR ... 0,8 means 80 % of your choosen resolution, 1,2 will mean +20 % ... so this can also be done using DSR (except < 1 but this is the same lowering your native resolution....so not making any sense.....).... Most FPS killing issue is AA (TXAA/MSAA) and +additional details. I have an I5@4000 MHz, GTX1070 ... and 20-30 fps (worst) .... using ULTRA + TXAA2x and no MotionBlure, gemoetry @ high, not ULTRA.... FPS problems? Use HIGH shadows instead of ULTRA, gemoetry @ high will give you +2 FPS without any real noticeable effect and.....turn off MSAA or TXAA (but i have to go with TXAA2x because other whise i will run into eye bleeding...) ==> Read the guide....Best option get some eye candy game with high FPS is using Temporal Filtering but this is ... ähm some effects are broken with this option @ current state of the 3D-Fix....
Psykitt said:Now it is better with:
Textures = High (even on closer look no difference to Ultra)
TXAA 4x (8x was definetely too much for my system)
Mouse sensitivity = 60 (plus made my mouse one step faster also - you have to try it out)
Pixeldensity 1.0 at 1280x720 (I have Asus Strix GTX 1070 but 8 yo i7 920 @ 3.4 GHz)

When aiming is smooth then gameplay fits also.
I am off for 30 Minutes to get some beers - maybe game becomes more smooth then. ;-)


OFF-TOPIC:
As I wrote before you can studdy the NVIDIA guide for this game to get a clue what setting how much inflicts visuals and FPS.

http://www.geforce.com/whats-new/guides/watch-dogs-2-graphics-and-performance-guide

Pixel-Density is something like DownSampling/DSR ... 0,8 means 80 % of your choosen resolution, 1,2 will mean +20 % ... so this can also be done using DSR (except < 1 but this is the same lowering your native resolution....so not making any sense.....).... Most FPS killing issue is AA (TXAA/MSAA) and +additional details.

I have an I5@4000 MHz, GTX1070 ... and 20-30 fps (worst) .... using ULTRA + TXAA2x and no MotionBlure, gemoetry @ high, not ULTRA....

FPS problems? Use HIGH shadows instead of ULTRA, gemoetry @ high will give you +2 FPS without any real noticeable effect and.....turn off MSAA or TXAA (but i have to go with TXAA2x because other whise i will run into eye bleeding...)

==> Read the guide....Best option get some eye candy game with high FPS is using Temporal Filtering but this is ... ähm some effects are broken with this option @ current state of the 3D-Fix....

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

Posted 01/05/2017 08:14 PM   
[center][size="XL"][color="orange"][b]Alpha release 0.6:[/b][/color][/size] [url]https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.6.zip[/url] [size="L"][color="orange"]It is VITAL that you use uninstall.bat when upgrading to this version![/color][/size] [/center] Just for you Losti - I've added not one but FOUR tunables for the HUD ;-) Changes since v0.5: [.] Fixed reflections of glass (not reflections on glass) for pixel density != 1[/.] [.] Fixed PCSS + HFTS shadows[/.] [.] Fixed HBAO+ normal map artefacts[/.] [.] Disabled falling leaves by default (F1 to turn them back on - I might revisit this later, but there's too many moving parts and I'm sick of the driver refusing to do a simple thing I'm asking it to)[/.] [.] Fixed minor problem in volumetric fog shadow volumes[/.] [.] Restored some HUD back to 3D that was too close to the camera before[/.] [.] Made the HUD depth customisable in d3dx.ini: [list] [.] x: 2D HUD depth when mouse cursor is hidden[/.] [.] y: 2D HUD depth when mouse cursor is visible[/.] [.] z: 3D HUD convergence override when mouse cursor is hidden (also applies a depth bias to line up with the 2D HUD)[/.] [.] w: 3D HUD convergence override when mouse cursor is visible (no depth bias)[/.] [/list][/.] [.] Adjusted lens grit depth (y2 in d3dx.ini customises depth, set to -1 to disable)[/.] [.] Removed some shaders that had no fix applied[/.] I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm? [quote="Losti"]OK @ DSS ==> The fix seems to be billiant and 3D ready, there are only 2 "bigger" Problems left (not game breaking but would be great if this will can be fixed: ^^) - something with the sun-lense-flairs[/b][/quote]That's not a flare - it's lens grit (and there are over 700 variants of this effect in the game). I've pushed it to 85% depth (and stretched it so it doesn't clip) and made it customisable in the d3dx.ini, and you can kill it if you don't like it. [quote][b]- and one thing with the fog, seems to be more floggy on the right eye ==> realy minor issue (this is not SF-fog and only for fog fare away.[/b][/quote]Yeah, the fog fix isn't finished, but it's quite difficult because fixing part of it has an annoying tendancy to break something else, and the dynamic weather in this game makes it hard to keep working on any particular type of fog for long enough to figure out the best way to fix it. It appears to be a derivative of the volumetric fog that Far Cry Primal used, but there it was contained to half a dozen compute shaders, whereas here they have included it in almost a thousand shaders, some need to be adjusted, others don't seem to matter, others will break if they are adjusted, and others will fix one part and break another... I'm surprised no one has pointed out the steam explosions are uneven in each eye, which is due to fixing the fog around light sources :-/ I'm going to have to release it with some broken fog, otherwise I'll be here for an eternity. [quote="skr68"]I found another problem. During the "The last Dollar" quest series (the one where you hack the money machines and watch the bank customers trying to withdraw money), the picture is completely out of focus. Might have to do with the fish-eye lens effect of the surveillance camera you are looking through.[/quote]How far into the game is that mission? (I've spent so long fixing effects that I'm only about two missions in) If someone could send me a save from just before or during the mission I'd appreciate it. [quote]And still another: Windows in Net Hack view seem to be off focus as well.[/quote]Rats, I was thinking about releasing it until you mentioned that :( I thought I had fixed these - is it all windows, or just some? Any particular place in the game, and what settings are you currently using?
Alpha release 0.6:
https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.6.zip

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


Just for you Losti - I've added not one but FOUR tunables for the HUD ;-)

Changes since v0.5:
  • Fixed reflections of glass (not reflections on glass) for pixel density != 1
  • Fixed PCSS + HFTS shadows
  • Fixed HBAO+ normal map artefacts
  • Disabled falling leaves by default (F1 to turn them back on - I might revisit this later, but there's too many moving parts and I'm sick of the driver refusing to do a simple thing I'm asking it to)
  • Fixed minor problem in volumetric fog shadow volumes
  • Restored some HUD back to 3D that was too close to the camera before
  • Made the HUD depth customisable in d3dx.ini:
    • x: 2D HUD depth when mouse cursor is hidden
    • y: 2D HUD depth when mouse cursor is visible
    • z: 3D HUD convergence override when mouse cursor is hidden (also applies a depth bias to line up with the 2D HUD)
    • w: 3D HUD convergence override when mouse cursor is visible (no depth bias)
  • Adjusted lens grit depth (y2 in d3dx.ini customises depth, set to -1 to disable)
  • Removed some shaders that had no fix applied

  • I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm?

    Losti said:OK @ DSS ==> The fix seems to be billiant and 3D ready, there are only 2 "bigger" Problems left (not game breaking but would be great if this will can be fixed: ^^)
    - something with the sun-lense-flairs[/b]
    That's not a flare - it's lens grit (and there are over 700 variants of this effect in the game). I've pushed it to 85% depth (and stretched it so it doesn't clip) and made it customisable in the d3dx.ini, and you can kill it if you don't like it.

    - and one thing with the fog, seems to be more floggy on the right eye ==> realy minor issue (this is not SF-fog and only for fog fare away.
    Yeah, the fog fix isn't finished, but it's quite difficult because fixing part of it has an annoying tendancy to break something else, and the dynamic weather in this game makes it hard to keep working on any particular type of fog for long enough to figure out the best way to fix it. It appears to be a derivative of the volumetric fog that Far Cry Primal used, but there it was contained to half a dozen compute shaders, whereas here they have included it in almost a thousand shaders, some need to be adjusted, others don't seem to matter, others will break if they are adjusted, and others will fix one part and break another... I'm surprised no one has pointed out the steam explosions are uneven in each eye, which is due to fixing the fog around light sources :-/

    I'm going to have to release it with some broken fog, otherwise I'll be here for an eternity.

    skr68 said:I found another problem. During the "The last Dollar" quest series (the one where you hack the money machines and watch the bank customers trying to withdraw money), the picture is completely out of focus. Might have to do with the fish-eye lens effect of the surveillance camera you are looking through.
    How far into the game is that mission? (I've spent so long fixing effects that I'm only about two missions in) If someone could send me a save from just before or during the mission I'd appreciate it.

    And still another: Windows in Net Hack view seem to be off focus as well.
    Rats, I was thinking about releasing it until you mentioned that :( I thought I had fixed these - is it all windows, or just some? Any particular place in the game, and what settings are you currently using?

    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 01/05/2017 10:04 PM   
    Thanks, DSS
    Thanks, DSS

    Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55

    Posted 01/05/2017 10:09 PM   
    Hello DSS, big THX ! [s]and how to turn on the leaves again by default?[/s] Set X2 = 0 in the d3dx.ini to turn the leaves on again by default. Hello skr68, for scenes out of focus I use my right mousebutton. Just search, find and replace the following lines in the d3dx.ini : ; Example to support momentary hold type overrides, like aiming. [Key2] Key = RBUTTON separation = 19.0 convergence = 7 type = hold Greetings Psykitt
    Hello DSS,
    big THX !
    and how to turn on the leaves again by default?
    Set X2 = 0 in the d3dx.ini to turn the leaves on again by default.

    Hello skr68,
    for scenes out of focus I use my right mousebutton.
    Just search, find and replace the following lines in the d3dx.ini :

    ; Example to support momentary hold type overrides, like aiming.
    [Key2]
    Key = RBUTTON
    separation = 19.0
    convergence = 7
    type = hold

    Greetings Psykitt

    Posted 01/05/2017 10:12 PM   
    [quote="Losti"]Played something around with the HUD depth...seems to be not possible to move it @ all (found no shader for the font....and other UI elements....but im not an expert...)...[/quote]There's something strange going on with hunting and frame analysis in this game - at first they both worked mostly fine, but hunting has become near impossible now, and frame analysis doesn't show the HUD any more. I believe the flicker fix is contributing at least to the frame analysis problem (though it doesn't make sense that it would), and the fact that the game doesn't clear it's render targets has made a lot of effects difficult to locate, but I think there is something else going on. It wouldn't surprise me if we're hitting a few bugs in 3DMigoto's shader management code, but I haven't investigated in that much detail yet.[/quote] [quote="Losti"]Using migoto 1.2.34 seems to work .... °_° //EDIT2: OK UI is in depth but this will not work with the 1.2.53 based fixed-shader-files..."shader naming" is different.... //EDIT3: OK, Migoto 1.2.35 is the lastest version which alowes hunting and saving the UI shaders. BUT the shader names are diferent from the next coming versions so the 1.2.35 hunted sahders will not work with 1.2.36 and later....if it is posible to "combine" this two versions or to make it possible hunt the UI shaders with the new migoto versions after 1.2.35 it is possible to move the whole UI into depth. [/quote]Not surprising - 1.2.36 was when I added support for the embedded hash that I'm using in this game to shave some time off the long loading screens, so anything before that won't match any of the shaders in the fix.
    Losti said:Played something around with the HUD depth...seems to be not possible to move it @ all (found no shader for the font....and other UI elements....but im not an expert...)...
    There's something strange going on with hunting and frame analysis in this game - at first they both worked mostly fine, but hunting has become near impossible now, and frame analysis doesn't show the HUD any more. I believe the flicker fix is contributing at least to the frame analysis problem (though it doesn't make sense that it would), and the fact that the game doesn't clear it's render targets has made a lot of effects difficult to locate, but I think there is something else going on. It wouldn't surprise me if we're hitting a few bugs in 3DMigoto's shader management code, but I haven't investigated in that much detail yet.

    Losti said:Using migoto 1.2.34 seems to work .... °_°

    //EDIT2:

    OK UI is in depth but this will not work with the 1.2.53 based fixed-shader-files..."shader naming" is different....

    //EDIT3:

    OK, Migoto 1.2.35 is the lastest version which alowes hunting and saving the UI shaders. BUT the shader names are diferent from the next coming versions so the 1.2.35 hunted sahders will not work with 1.2.36 and later....if it is posible to "combine" this two versions or to make it possible hunt the UI shaders with the new migoto versions after 1.2.35 it is possible to move the whole UI into depth.
    Not surprising - 1.2.36 was when I added support for the embedded hash that I'm using in this game to shave some time off the long loading screens, so anything before that won't match any of the shaders in the fix.

    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 01/05/2017 10:19 PM   
    [quote="Psykitt"]Hello DSS, and how to turn on the leaves again by default?[/quote]Change x2 to 0 under [Constants]
    Psykitt said:Hello DSS,
    and how to turn on the leaves again by default?
    Change x2 to 0 under [Constants]

    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 01/05/2017 10:21 PM   
    UIIII thx a lot DSS, amazing work. The lens grit @ the given depth is perfect! THE UI IN DEPTH IS BRILLIANT :-) ... [u][b]ähm but you miss 2 shaders for UI in depth in the skill menue[/b][/u] ;-) (would change it but cant hunt it with the embedded function (how do you do it or is this a secret ^^???) [quote]I'm going to have to release it with some broken fog, otherwise I'll be here for an eternity.[/quote] YEAH it was only something i see, not game breaking so YEAH do it ^^[u][b] The fix amazing in this state yet !![/b][/u] Never seen a fix where the UI is still 3D-Vision Ready after applying a fix!! [quote]I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm?[/quote] nope .-( [URL=http://www.directupload.net/file/d/4592/cp39f6t5_jpg.htm][IMG]http://fs5.directupload.net/images/170106/temp/cp39f6t5.jpg[/IMG][/URL]
    UIIII thx a lot DSS, amazing work.
    The lens grit @ the given depth is perfect!

    THE UI IN DEPTH IS BRILLIANT :-) ... ähm but you miss 2 shaders for UI in depth in the skill menue ;-)
    (would change it but cant hunt it with the embedded function (how do you do it or is this a secret ^^???)

    I'm going to have to release it with some broken fog, otherwise I'll be here for an eternity.

    YEAH it was only something i see, not game breaking so YEAH do it ^^ The fix amazing in this state yet !! Never seen a fix where the UI is still 3D-Vision Ready after applying a fix!!

    I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm?

    nope .-(

    Image

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    Posted 01/06/2017 08:27 AM   
    Holy Crap! I just realised I can use NVIDIA Ansel to pause the game when a broken effect is displayed and arbitrarily change the camera position (Ok, not fully arbitrary - seems they limited how far away you can move it, probably to avoid using it for cheating)! Looks like some things like shadows use a different shader in Ansel, so it would be [s]useless[/s] less useful for those, but it should make it a lot easier to track down the light shafts from the police helicoptor :) [img]https://forums.geforce.com/cmd/default/download-comment-attachment/71273/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/71274/[/img]
    Holy Crap! I just realised I can use NVIDIA Ansel to pause the game when a broken effect is displayed and arbitrarily change the camera position (Ok, not fully arbitrary - seems they limited how far away you can move it, probably to avoid using it for cheating)! Looks like some things like shadows use a different shader in Ansel, so it would be useless less useful for those, but it should make it a lot easier to track down the light shafts from the police helicoptor :)

    Image

    Image

    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 01/06/2017 08:27 AM   
    [quote="Losti"]THE UI IN DEPTH IS BRILLIANT :-) ... [[u]b]ähm but you miss 2 shaders for UI in depth in the skill menue[/b][/u] ;-)[/quote]Thanks [quote](would change it but cant hunt it with the embedded function (how do you do it or is this a secret ^^???)[/quote]Probably the easiest option at the moment is to remove the anti flicker fix (comment out all lines saying 'ResourceHUDAntiFlicker = copy o0' and the 'run = CustomShaderRenderHUDRedirectBuffer' line in the present section, then they show up when dumping render targets in frame analysis. I have a trigger shader set up to start dumping render targets in post processing - look for [ShaderOverrideAnalysis] (if you are only looking for the HUD, might be better to enable analysis when any of the known HUD shaders are used). The frame analysis log file is also [b]incredibly[/b] valuable - you can find all HUD shaders that draw to the screen (not an off-screen buffer) by searching for the 2nd last OMSetRenderTargets, then checking all VSSetShader calls from that point on - the last HUD shader I tracked down was using that to get a list of candidates, then doing a binary search using my CustomShadarDebug2D to show what had been drawn by the time it was used by adding 'post CustomResourceDebug2D = copy o0' to it's ShaderOverride section (be aware that most HUD shaders are used multiple times, so you may need to use max_copies_per_frame to see what the nth such shader drew if you care about that level of detail, and remove the post keyword to see what was on the render target before it was drawn). There's also a custom shader that takes a copy of the render target before and after the shader you are interested in, just to show what it changed.
    Losti said:THE UI IN DEPTH IS BRILLIANT :-) ... [b]ähm but you miss 2 shaders for UI in depth in the skill menue[/b] ;-)
    Thanks
    (would change it but cant hunt it with the embedded function (how do you do it or is this a secret ^^???)
    Probably the easiest option at the moment is to remove the anti flicker fix (comment out all lines saying 'ResourceHUDAntiFlicker = copy o0' and the 'run = CustomShaderRenderHUDRedirectBuffer' line in the present section, then they show up when dumping render targets in frame analysis. I have a trigger shader set up to start dumping render targets in post processing - look for [ShaderOverrideAnalysis] (if you are only looking for the HUD, might be better to enable analysis when any of the known HUD shaders are used).

    The frame analysis log file is also incredibly valuable - you can find all HUD shaders that draw to the screen (not an off-screen buffer) by searching for the 2nd last OMSetRenderTargets, then checking all VSSetShader calls from that point on - the last HUD shader I tracked down was using that to get a list of candidates, then doing a binary search using my CustomShadarDebug2D to show what had been drawn by the time it was used by adding 'post CustomResourceDebug2D = copy o0' to it's ShaderOverride section (be aware that most HUD shaders are used multiple times, so you may need to use max_copies_per_frame to see what the nth such shader drew if you care about that level of detail, and remove the post keyword to see what was on the render target before it was drawn). There's also a custom shader that takes a copy of the render target before and after the shader you are interested in, just to show what it changed.

    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 01/06/2017 08:47 AM   
      9 / 26    
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