another update:
Just fix the Sun Shadows :))
Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....anyone knows if is possible to change in some files the FOV for cinematics (put the same value that gameplay)? if i remember well in Dead Island Riptide was possible.
Also atm the fix can be used with a fix convergence value (like i say this engine is a mess)....the one in the screenshots.
More screenshots:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63339/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63340/[/img]
Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....anyone knows if is possible to change in some files the FOV for cinematics (put the same value that gameplay)? if i remember well in Dead Island Riptide was possible.
Also atm the fix can be used with a fix convergence value (like i say this engine is a mess)....the one in the screenshots.
Man, that looks terrific! Great job!
For the FOV problem, if there doesn't seem to be anything easier, you could make a keypress that would change the convergence to match cinematics. The latest version of 3Dmigoto supports dynamic convergence via any keypress. That would require manual intervention but may be good enough.
Depending upon your fix, this would now also allow you to make a couple of fixed variants for convergence values, so something like an F2, F3, F4 combo that provide different levels of convergence and matching shadows.
This is similar to the HelixMod key setup and new for 0.99.35. (Later we'll be able to make them cycle on a single key, but for now they are separate)
For the FOV problem, if there doesn't seem to be anything easier, you could make a keypress that would change the convergence to match cinematics. The latest version of 3Dmigoto supports dynamic convergence via any keypress. That would require manual intervention but may be good enough.
Depending upon your fix, this would now also allow you to make a couple of fixed variants for convergence values, so something like an F2, F3, F4 combo that provide different levels of convergence and matching shadows.
This is similar to the HelixMod key setup and new for 0.99.35. (Later we'll be able to make them cycle on a single key, but for now they are separate)
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
[quote="DHR"]another update:
Just fix the Sun Shadows :))
Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....anyone knows if is possible to change in some files the FOV for cinematics (put the same value that gameplay)? if i remember well in Dead Island Riptide was possible.
Also atm the fix can be used with a fix convergence value (like i say this engine is a mess)....the one in the screenshots.
More screenshots:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63339/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63340/[/img][/quote]
It look fantastic to me! , thanks DHZ
Im anxious to play the game with your fix for real 3D :D
Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....anyone knows if is possible to change in some files the FOV for cinematics (put the same value that gameplay)? if i remember well in Dead Island Riptide was possible.
Also atm the fix can be used with a fix convergence value (like i say this engine is a mess)....the one in the screenshots.
More screenshots:
It look fantastic to me! , thanks DHZ
Im anxious to play the game with your fix for real 3D :D
[quote="DHR"]Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....[/quote]
If FOV changes are breaking the shadows, there is a good chance that you are working in view-space coordinates where the correction formula is a little different to projection space and you will need the inverse projection matrix to fix them correctly independent of the FOV (basically multiply the normal correction formula by the top left cell of the inverse projection matrix).
Do you have access to the projection or inverse projection matrices? Alternatively you can use an inverted model-view and a corresponding regular (not inverted) model-view-projection matrix to calculate it like we do in Unity games.
Otherwise if there is only a few distinct FOV values you need to deal with, bo3b's suggestion of using keybindings to switch different fudge factors is a good one.
DHR said:Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....
If FOV changes are breaking the shadows, there is a good chance that you are working in view-space coordinates where the correction formula is a little different to projection space and you will need the inverse projection matrix to fix them correctly independent of the FOV (basically multiply the normal correction formula by the top left cell of the inverse projection matrix).
Do you have access to the projection or inverse projection matrices? Alternatively you can use an inverted model-view and a corresponding regular (not inverted) model-view-projection matrix to calculate it like we do in Unity games.
Otherwise if there is only a few distinct FOV values you need to deal with, bo3b's suggestion of using keybindings to switch different fudge factors is a good one.
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="dekgol"]Why cant you realese the fix and update it later?
The fix is playable right now from what i understand...[/quote]
i'm very excited too, but let's be patient, give heroes some time.
After the game patch a few days ago, Nvidia updated their Graphics and performance guide to reflect some of the changes. Mainly comparing FPS gains in relation to view distance settings.
They also stated....
"If you're a power user and prefer to configure your own profiles, the SLI bits to use are 0x080000F5. Note, if you're CPU bound you may observe a decrease in performance in some scenes."
http://www.geforce.com/whats-new/guides/dying-light-graphics-and-performance-guide#dying-light-patch-1-2-1-update
After the game patch a few days ago, Nvidia updated their Graphics and performance guide to reflect some of the changes. Mainly comparing FPS gains in relation to view distance settings.
They also stated....
"If you're a power user and prefer to configure your own profiles, the SLI bits to use are 0x080000F5. Note, if you're CPU bound you may observe a decrease in performance in some scenes."
There is no info in the shader... no depth or matrices info, and of course there is no info about this engine.
The ASM part only have the register declaration.
Here is an example of one shadow.
I correct the r1 register to fix shadows....but doing an aproximation calculation....now i want to make the correction working with any convegence value (if i can, of course).
I will try to figure this out....the solution bo3b mention is a very good idea.....also this happens (FOV thing) when you run (sprint).
[quote="dekgol"]Why cant you realese the fix and update it later?[/quote]Dekgol, you need to stop asking for fixes, and pestering people to release things before they're ready. If he releases it now, people will probably use it. Then they might encounter problems when he releases a complete version, as they'll try and install over the top. It could also mean he'll be approached by people asking for help with what is an incomplete fix, which takes time away from actually working on the fix itself.
You need to stop being so impatient.
dekgol said:Why cant you realese the fix and update it later?
Dekgol, you need to stop asking for fixes, and pestering people to release things before they're ready. If he releases it now, people will probably use it. Then they might encounter problems when he releases a complete version, as they'll try and install over the top. It could also mean he'll be approached by people asking for help with what is an incomplete fix, which takes time away from actually working on the fix itself.
[quote="DHR"]
:D[/quote][quote="DHR"]another update:
Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....anyone knows if is possible to change in some files the FOV for cinematics (put the same value that gameplay)? if i remember well in Dead Island Riptide was possible.
[/quote]
Excellent DHR,
For FOV in cinematics, I've seen it was in the change log from the last patch.
Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....anyone knows if is possible to change in some files the FOV for cinematics (put the same value that gameplay)? if i remember well in Dead Island Riptide was possible.
Excellent DHR,
For FOV in cinematics, I've seen it was in the change log from the last patch.
"Gief ze fix kNOW !!!" Oh wait...I haven't even downloaded the freaking game..but whatever !!!
"Gief ze fix kNOW !!!" so we can "biatch" later that "this and that" "izn't WAKing" !!! so "Fixz IT PLZ" !!!
HAHAHA!!! Just wanted to make a bit of fun and be a "Trolz" lolz:))
Now the real question:
[quote="bo3b"]
... you could make a keypress that would change the convergence to match cinematics. The latest version of 3Dmigoto supports dynamic convergence via any keypress.
...
[/quote]
Wow that is awesome news! ;)) I know I wanted something like this for DAI but the "old" wrapper using DirectInput interface didn't work.... Was this because of DirectInput ? as I understood the newest wrapper uses a different schema for keys...
Does the latest wrapper contain all the decompiler fixes you made for DAI ?
Sorry for being off-topic here, but I can delete this post and put is somewhere else if needed :)
"Gief ze fix kNOW !!!" Oh wait...I haven't even downloaded the freaking game..but whatever !!!
"Gief ze fix kNOW !!!" so we can "biatch" later that "this and that" "izn't WAKing" !!! so "Fixz IT PLZ" !!!
HAHAHA!!! Just wanted to make a bit of fun and be a "Trolz" lolz:))
Now the real question:
bo3b said:
... you could make a keypress that would change the convergence to match cinematics. The latest version of 3Dmigoto supports dynamic convergence via any keypress.
...
Wow that is awesome news! ;)) I know I wanted something like this for DAI but the "old" wrapper using DirectInput interface didn't work.... Was this because of DirectInput ? as I understood the newest wrapper uses a different schema for keys...
Does the latest wrapper contain all the decompiler fixes you made for DAI ?
Sorry for being off-topic here, but I can delete this post and put is somewhere else if needed :)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="DHR"]There is no info in the shader... no depth or matrices info, and of course there is no info about this engine.
The ASM part only have the register declaration.[/quote]
Oh yeah, that really doesn't give you much to work with - bo3b's suggestion might be the way to go for now.
We do get a similar issue in Unity games where the headers are missing (at least in DX9, I haven't looked at any in DX11 yet) - I actually use a combination of Unity Assets Explorer and my own custom python script to extract the headers out of the Unity games so I can work out what registers are what. A similar approach might work here, but I'm not familiar enough with the engine or any modding tools that have been created for it to say.
DHR said:There is no info in the shader... no depth or matrices info, and of course there is no info about this engine.
The ASM part only have the register declaration.
Oh yeah, that really doesn't give you much to work with - bo3b's suggestion might be the way to go for now.
We do get a similar issue in Unity games where the headers are missing (at least in DX9, I haven't looked at any in DX11 yet) - I actually use a combination of Unity Assets Explorer and my own custom python script to extract the headers out of the Unity games so I can work out what registers are what. A similar approach might work here, but I'm not familiar enough with the engine or any modding tools that have been created for it to say.
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="helifax"]Wow that is awesome news! ;)) I know I wanted something like this for DAI but the "old" wrapper using DirectInput interface didn't work.... Was this because of DirectInput ? as I understood the newest wrapper uses a different schema for keys...[/quote]
Yeah, I've reworked the whole input infrastructure in 3Dmigoto. You can now do something along these lines:
[code]
[Key1]
Key=RBUTTON
Convergence=0.1
Type=Hold
[Key2]
Key=Q
x=1
Type=Toggle
[Key3]
Key=Z
y=0.5
[/code]
helifax said:Wow that is awesome news! ;)) I know I wanted something like this for DAI but the "old" wrapper using DirectInput interface didn't work.... Was this because of DirectInput ? as I understood the newest wrapper uses a different schema for keys...
Yeah, I've reworked the whole input infrastructure in 3Dmigoto. You can now do something along these lines:
[Key1]
Key=RBUTTON
Convergence=0.1
Type=Hold
[Key2]
Key=Q
x=1
Type=Toggle
[Key3]
Key=Z
y=0.5
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="Pirateguybrush"][quote="dekgol"]Why cant you realese the fix and update it later?[/quote]Dekgol, you need to stop asking for fixes, and pestering people to release things before they're ready. If he releases it now, people will probably use it. Then they might encounter problems when he releases a complete version, as they'll try and install over the top. It could also mean he'll be approached by people asking for help with what is an incomplete fix, which takes time away from actually working on the fix itself.
You need to stop being so impatient.[/quote]
I dont think i am impatiant. he can realease the fix with notifications like others do.
You can see in helix site many fixes with notes regarding not solved problems.
The exact opposite , Many people could help with their comments and make this fix to be better.
Your attitude is wrong!!
dekgol said:Why cant you realese the fix and update it later?
Dekgol, you need to stop asking for fixes, and pestering people to release things before they're ready. If he releases it now, people will probably use it. Then they might encounter problems when he releases a complete version, as they'll try and install over the top. It could also mean he'll be approached by people asking for help with what is an incomplete fix, which takes time away from actually working on the fix itself.
You need to stop being so impatient.
I dont think i am impatiant. he can realease the fix with notifications like others do.
You can see in helix site many fixes with notes regarding not solved problems.
The exact opposite , Many people could help with their comments and make this fix to be better.
Your attitude is wrong!!
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
Yesterday i play at night and shadows and lights works fine.....also if i change the setting to low, medium, high and very high the engine use the same shaders, so no need to add more fixed shaders like others DX11 games.
@DarkStarSword
The worst part...is i think the header is all included in the shader i post, only have register declaration :( i don't think is an "extra" info. I will try one thing more, if don't work i will have to use presets.
@dekgol
I think i will upload for test tomorrow or friday...i still don't take a look to reflections...there are a little off in some part.....need correction. And i want to make shadows (if is possible) to work with any convergence value without tweak the code.
Yesterday i play at night and shadows and lights works fine.....also if i change the setting to low, medium, high and very high the engine use the same shaders, so no need to add more fixed shaders like others DX11 games.
@DarkStarSword
The worst part...is i think the header is all included in the shader i post, only have register declaration :( i don't think is an "extra" info. I will try one thing more, if don't work i will have to use presets.
@dekgol
I think i will upload for test tomorrow or friday...i still don't take a look to reflections...there are a little off in some part.....need correction. And i want to make shadows (if is possible) to work with any convergence value without tweak the code.
Just fix the Sun Shadows :))
Now i just need to figure out something...cinematics change FOV and that make shadows a little off (that because are fixed using an aproximation aproach)....anyone knows if is possible to change in some files the FOV for cinematics (put the same value that gameplay)? if i remember well in Dead Island Riptide was possible.
Also atm the fix can be used with a fix convergence value (like i say this engine is a mess)....the one in the screenshots.
More screenshots:
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
For the FOV problem, if there doesn't seem to be anything easier, you could make a keypress that would change the convergence to match cinematics. The latest version of 3Dmigoto supports dynamic convergence via any keypress. That would require manual intervention but may be good enough.
Depending upon your fix, this would now also allow you to make a couple of fixed variants for convergence values, so something like an F2, F3, F4 combo that provide different levels of convergence and matching shadows.
This is similar to the HelixMod key setup and new for 0.99.35. (Later we'll be able to make them cycle on a single key, but for now they are separate)
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
It look fantastic to me! , thanks DHZ
Im anxious to play the game with your fix for real 3D :D
If FOV changes are breaking the shadows, there is a good chance that you are working in view-space coordinates where the correction formula is a little different to projection space and you will need the inverse projection matrix to fix them correctly independent of the FOV (basically multiply the normal correction formula by the top left cell of the inverse projection matrix).
Do you have access to the projection or inverse projection matrices? Alternatively you can use an inverted model-view and a corresponding regular (not inverted) model-view-projection matrix to calculate it like we do in Unity games.
Otherwise if there is only a few distinct FOV values you need to deal with, bo3b's suggestion of using keybindings to switch different fudge factors is a good one.
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
The fix is playable right now from what i understand...
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
i'm very excited too, but let's be patient, give heroes some time.
They also stated....
"If you're a power user and prefer to configure your own profiles, the SLI bits to use are 0x080000F5. Note, if you're CPU bound you may observe a decrease in performance in some scenes."
http://www.geforce.com/whats-new/guides/dying-light-graphics-and-performance-guide#dying-light-patch-1-2-1-update
There is no info in the shader... no depth or matrices info, and of course there is no info about this engine.
The ASM part only have the register declaration.
Here is an example of one shadow.
I correct the r1 register to fix shadows....but doing an aproximation calculation....now i want to make the correction working with any convegence value (if i can, of course).
I will try to figure this out....the solution bo3b mention is a very good idea.....also this happens (FOV thing) when you run (sprint).
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
You need to stop being so impatient.
Excellent DHR,
For FOV in cinematics, I've seen it was in the change log from the last patch.
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
"Gief ze fix kNOW !!!" so we can "biatch" later that "this and that" "izn't WAKing" !!! so "Fixz IT PLZ" !!!
HAHAHA!!! Just wanted to make a bit of fun and be a "Trolz" lolz:))
Now the real question:
Wow that is awesome news! ;)) I know I wanted something like this for DAI but the "old" wrapper using DirectInput interface didn't work.... Was this because of DirectInput ? as I understood the newest wrapper uses a different schema for keys...
Does the latest wrapper contain all the decompiler fixes you made for DAI ?
Sorry for being off-topic here, but I can delete this post and put is somewhere else if needed :)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Oh yeah, that really doesn't give you much to work with - bo3b's suggestion might be the way to go for now.
We do get a similar issue in Unity games where the headers are missing (at least in DX9, I haven't looked at any in DX11 yet) - I actually use a combination of Unity Assets Explorer and my own custom python script to extract the headers out of the Unity games so I can work out what registers are what. A similar approach might work here, but I'm not familiar enough with the engine or any modding tools that have been created for it to say.
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
Yeah, I've reworked the whole input infrastructure in 3Dmigoto. You can now do something along these lines:
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 dont think i am impatiant. he can realease the fix with notifications like others do.
You can see in helix site many fixes with notes regarding not solved problems.
The exact opposite , Many people could help with their comments and make this fix to be better.
Your attitude is wrong!!
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
@DarkStarSword
The worst part...is i think the header is all included in the shader i post, only have register declaration :( i don't think is an "extra" info. I will try one thing more, if don't work i will have to use presets.
@dekgol
I think i will upload for test tomorrow or friday...i still don't take a look to reflections...there are a little off in some part.....need correction. And i want to make shadows (if is possible) to work with any convergence value without tweak the code.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com