The Evil Within by Tango Gameworks / Shinji Mikami / Bethesda (2014)
5 / 15
[quote="TsaebehT"]I still haven't completely given up hope ... I've seen a ton of amazing things happening lately from a bunch of incredible people. :)[/quote]
Yep... I really like to see this in 3D. Love this game and it will be a great feature to replay it.
Someone who was motivated could dramatically up the odds of this being fixed, if they were to do the legwork involved in figuring out how to get the tools to work.
For this game, it seemed like it wouldn't engage 3D at all. Maybe that's better. If someone can work out the first steps of how to get it into 3D, and install the latest 3Dmigoto and shader hunt- that saves a lot of time for fixers, and makes it clear that it's possible.
If you are motivated, please do take a look. Best place to start is no tools installed, just get it to run in true-3D mode, busted shadows and all. Take snapshots, make sure separation works. Without those basics working, we have no prayer of fixing it.
Someone who was motivated could dramatically up the odds of this being fixed, if they were to do the legwork involved in figuring out how to get the tools to work.
For this game, it seemed like it wouldn't engage 3D at all. Maybe that's better. If someone can work out the first steps of how to get it into 3D, and install the latest 3Dmigoto and shader hunt- that saves a lot of time for fixers, and makes it clear that it's possible.
If you are motivated, please do take a look. Best place to start is no tools installed, just get it to run in true-3D mode, busted shadows and all. Take snapshots, make sure separation works. Without those basics working, we have no prayer of fixing it.
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"]The game have 3 parts:
1) Intro --> this part don't render in DX11....maybe OGL, i dont know.
2) Screen logos --> this part don't render in DX11....maybe OGL, i dont know.
3) Game (Menus and game) --> render in DX11 (Even the console says "D3D")[/quote]
Direct3D 11 has something called OpenSharedResource method
The only resources that can be shared are 2D non-mipmapped textures.
I read somewhere about this being used with dx11 , so OpenGL QT could be used for for User Interfaces.
Maybe this is what's going on?
https://msdn.microsoft.com/en-gb/library/windows/desktop/ff476531(v=vs.85).aspx
There's also WGL_NV_DX_interop2 OpenGL extension
https://www.opengl.org/registry/specs/NV/DX_interop2.txt
EDIT: I saw this
"What's New in OpenGL 4.5"
"DX11 emulation features for easier porting of applications between OpenGL and Direct3D"
1) Intro --> this part don't render in DX11....maybe OGL, i dont know.
2) Screen logos --> this part don't render in DX11....maybe OGL, i dont know.
3) Game (Menus and game) --> render in DX11 (Even the console says "D3D")
Direct3D 11 has something called OpenSharedResource method
The only resources that can be shared are 2D non-mipmapped textures.
I read somewhere about this being used with dx11 , so OpenGL QT could be used for for User Interfaces.
MSI afterburner shows the demo of Evil within as outputting dx11.
ID Tech engines have always used OpenGL, so it's weird that it's outputting in directX.
So, how can you tell what graphics version a game is using and what calls are being made for rendering?
Also is there a way to extract the full command and variable list from the console to a text document or something?
Edit: after using the console command R_forceaspectratio 0, the game would crash. I had to go into C:>Users>saved games>tangogameworks>theevilwithin and delete the base file
Edit2: print commands have been removed in retail shipped versions, so it will not show the cvarlist via console command. Some simple tweaks will likely be the same as Doom 3
http://www.tweakguides.com/Doom3_7.html
MSI afterburner shows the demo of Evil within as outputting dx11.
ID Tech engines have always used OpenGL, so it's weird that it's outputting in directX.
So, how can you tell what graphics version a game is using and what calls are being made for rendering?
Also is there a way to extract the full command and variable list from the console to a text document or something?
Edit: after using the console command R_forceaspectratio 0, the game would crash. I had to go into C:>Users>saved games>tangogameworks>theevilwithin and delete the base file
Edit2: print commands have been removed in retail shipped versions, so it will not show the cvarlist via console command. Some simple tweaks will likely be the same as Doom 3
http://www.tweakguides.com/Doom3_7.html
[quote="D-Man11"][quote="DHR"]The game have 3 parts:
1) Intro --> this part don't render in DX11....maybe OGL, i dont know.
2) Screen logos --> this part don't render in DX11....maybe OGL, i dont know.
3) Game (Menus and game) --> render in DX11 (Even the console says "D3D")[/quote]
Direct3D 11 has something called OpenSharedResource method
The only resources that can be shared are 2D non-mipmapped textures.
I read somewhere about this being used with dx11 , so OpenGL QT could be used for for User Interfaces.
Maybe this is what's going on?
https://msdn.microsoft.com/en-gb/library/windows/desktop/ff476531(v=vs.85).aspx
There's also WGL_NV_DX_interop2 OpenGL extension
https://www.opengl.org/registry/specs/NV/DX_interop2.txt
EDIT: I saw this
"What's New in OpenGL 4.5"
"DX11 emulation features for easier porting of applications between OpenGL and Direct3D"
[/quote]
That's exactly what I noticed too... So I am guessing the engine was ported to DX11... But only the frontend renderer in DX11. The engine itself is still OpenGL.
In theory we could break this link and instead use the OGL renderer, but this requires investigation and so on...
1) Intro --> this part don't render in DX11....maybe OGL, i dont know.
2) Screen logos --> this part don't render in DX11....maybe OGL, i dont know.
3) Game (Menus and game) --> render in DX11 (Even the console says "D3D")
Direct3D 11 has something called OpenSharedResource method
The only resources that can be shared are 2D non-mipmapped textures.
I read somewhere about this being used with dx11 , so OpenGL QT could be used for for User Interfaces.
EDIT: I saw this
"What's New in OpenGL 4.5"
"DX11 emulation features for easier porting of applications between OpenGL and Direct3D"
That's exactly what I noticed too... So I am guessing the engine was ported to DX11... But only the frontend renderer in DX11. The engine itself is still OpenGL.
In theory we could break this link and instead use the OGL renderer, but this requires investigation and so on...
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
I changed the profile to sniper elite 3 and the game is 3D with depth Ctrl-T turns 3d on and off but no green text but it does render in 3D CM mode you can see halos around the characters.
Also user's on Tridef forum have been successful using Splinter Cell blacklist profile.
I using driver 347.25
Hdmi checkerboard
3DTV Play to Samsung UN55HU9000
I tried to post 3D screen shots but the keys are not working. ALT-F1 and Shift-F1 are not working.
I changed the profile to sniper elite 3 and the game is 3D with depth Ctrl-T turns 3d on and off but no green text but it does render in 3D CM mode you can see halos around the characters.
Also user's on Tridef forum have been successful using Splinter Cell blacklist profile.
I using driver 347.25
Hdmi checkerboard
3DTV Play to Samsung UN55HU9000
I tried to post 3D screen shots but the keys are not working. ALT-F1 and Shift-F1 are not working.
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
[quote="helifax"] So I am guessing the engine was ported to DX11... But only the frontend renderer in DX11. The engine itself is still OpenGL.
In theory we could break this link and instead use the OGL renderer, but this requires investigation and so on...[/quote]
I wonder if it would be possible to use Nvidias Stereo Signature method for 3D using some kind of added in parameters, since it works with d3d and opengl. Unfortunately, this only works with (true) Fullscreen and this game crashes in Fullscreen. (at least for me)
In the set resolution portion of the retail version are there two options for each resolution, or is it just a demo thing? example .....1920x1080: 1 or 1920x1080: 2
helifax said: So I am guessing the engine was ported to DX11... But only the frontend renderer in DX11. The engine itself is still OpenGL.
In theory we could break this link and instead use the OGL renderer, but this requires investigation and so on...
I wonder if it would be possible to use Nvidias Stereo Signature method for 3D using some kind of added in parameters, since it works with d3d and opengl. Unfortunately, this only works with (true) Fullscreen and this game crashes in Fullscreen. (at least for me)
In the set resolution portion of the retail version are there two options for each resolution, or is it just a demo thing? example .....1920x1080: 1 or 1920x1080: 2
D-Man11 - try to set this option in Drivers Menu. Go to "Displey" in there and then to "Adjust desktop size and position". Set "Perform scaling on:" to GPU and mark option below (Override the scaling mode set by game and programs.
This helps with lots of other problems in game as well. Give it a try.
D-Man11 - try to set this option in Drivers Menu. Go to "Displey" in there and then to "Adjust desktop size and position". Set "Perform scaling on:" to GPU and mark option below (Override the scaling mode set by game and programs.
This helps with lots of other problems in game as well. Give it a try.
Thanks that helps it loading smoothly for testing, but I think it blankets one of the underlying problems. To me it seems that it's using some kind of downsampling at times mixed in with various viewports.
here's a more complete cvar list from Doom that may help
http://www.iddevnet.com/doom3/cvars.php
Thanks that helps it loading smoothly for testing, but I think it blankets one of the underlying problems. To me it seems that it's using some kind of downsampling at times mixed in with various viewports.
[quote="vulcan78"]Revert to 377.88, a solid 20% reduction in performance in Arkham City and Origins has been established with 34X branch of drivers, if you do a little research you will find that 377.88 was the last and best driver for this series. [/quote]
Wrong room :) the Batman discution is upstairs.
vulcan78 said:Revert to 377.88, a solid 20% reduction in performance in Arkham City and Origins has been established with 34X branch of drivers, if you do a little research you will find that 377.88 was the last and best driver for this series.
[quote="D-Man11"][quote="helifax"] So I am guessing the engine was ported to DX11... But only the frontend renderer in DX11. The engine itself is still OpenGL.
In theory we could break this link and instead use the OGL renderer, but this requires investigation and so on...[/quote]
I wonder if it would be possible to use Nvidias Stereo Signature method for 3D using some kind of added in parameters, since it works with d3d and opengl. Unfortunately, this only works with (true) Fullscreen and this game crashes in Fullscreen. (at least for me)
In the set resolution portion of the retail version are there two options for each resolution, or is it just a demo thing? example .....1920x1080: 1 or 1920x1080: 2[/quote]
That is not entirely true! You can add the Nvidia 3D Signature on any DX surface the engine creates even in Window Mode.
If you look at my OGL wrapper it works with 3D Vision in either Fullscreen or Window Mode. Now the trick is that Window Mode 3D Vision is only supported on DX9 and not DX11... That's why I decided to go with the DX9-OGL interop and not the DX11-OGL interop that is also available...
Using the DX11 API from nvidia interoop should be hard... I will clean up a bit the wrapper code and I will post it on GitHub so more people can have a look at it;)) if they are passionate and interested about it;))
Regarding this game, I don't know how to even start looking at this engine lol:)) I see my wrapper being loaded but then simply stops/most of the ogl functions I hooked are not called...
helifax said: So I am guessing the engine was ported to DX11... But only the frontend renderer in DX11. The engine itself is still OpenGL.
In theory we could break this link and instead use the OGL renderer, but this requires investigation and so on...
I wonder if it would be possible to use Nvidias Stereo Signature method for 3D using some kind of added in parameters, since it works with d3d and opengl. Unfortunately, this only works with (true) Fullscreen and this game crashes in Fullscreen. (at least for me)
In the set resolution portion of the retail version are there two options for each resolution, or is it just a demo thing? example .....1920x1080: 1 or 1920x1080: 2
That is not entirely true! You can add the Nvidia 3D Signature on any DX surface the engine creates even in Window Mode.
If you look at my OGL wrapper it works with 3D Vision in either Fullscreen or Window Mode. Now the trick is that Window Mode 3D Vision is only supported on DX9 and not DX11... That's why I decided to go with the DX9-OGL interop and not the DX11-OGL interop that is also available...
Using the DX11 API from nvidia interoop should be hard... I will clean up a bit the wrapper code and I will post it on GitHub so more people can have a look at it;)) if they are passionate and interested about it;))
Regarding this game, I don't know how to even start looking at this engine lol:)) I see my wrapper being loaded but then simply stops/most of the ogl functions I hooked are not called...
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="zig11727"]I changed the profile to sniper elite 3 and the game is 3D with depth Ctrl-T turns 3d on and off but no green text but it does render in 3D CM mode you can see halos around the characters.
Also user's on Tridef forum have been successful using Splinter Cell blacklist profile.
I using driver 347.25
Hdmi checkerboard
3DTV Play to Samsung UN55HU9000
I tried to post 3D screen shots but the keys are not working. ALT-F1 and Shift-F1 are not working.[/quote]
Using 3D Vision and adding it to Sniper 3 it doesn't work for me...:( I can't see the emitter going green no matter what I do...
I tried Blacklist profile as well...
Probably since I am using 3D Vision and not 3DTVPlay ? Who knows...
zig11727 said:I changed the profile to sniper elite 3 and the game is 3D with depth Ctrl-T turns 3d on and off but no green text but it does render in 3D CM mode you can see halos around the characters.
Also user's on Tridef forum have been successful using Splinter Cell blacklist profile.
I using driver 347.25
Hdmi checkerboard
3DTV Play to Samsung UN55HU9000
I tried to post 3D screen shots but the keys are not working. ALT-F1 and Shift-F1 are not working.
Using 3D Vision and adding it to Sniper 3 it doesn't work for me...:( I can't see the emitter going green no matter what I do...
I tried Blacklist profile as well...
Probably since I am using 3D Vision and not 3DTVPlay ? Who knows...
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="helifax"][quote="zig11727"]I changed the profile to sniper elite 3 and the game is 3D with depth Ctrl-T turns 3d on and off but no green text but it does render in 3D CM mode you can see halos around the characters.
Also user's on Tridef forum have been successful using Splinter Cell blacklist profile.
I using driver 347.25
Hdmi checkerboard
3DTV Play to Samsung UN55HU9000
I tried to post 3D screen shots but the keys are not working. ALT-F1 and Shift-F1 are not working.[/quote]
Using 3D Vision and adding it to Sniper 3 it doesn't work for me...:( I can't see the emitter going green no matter what I do...[/quote]
I just tested this again and the my green emitter turns green and Ctrl-T is the only key that works and when in the game I see CM halos around the characters and depth. The only thing I can say I'm using 3DTV play. I don't own a 3D monitor.
My video card is 980 GTX
3DTV Play using HDMI Checkerboard Mode
Samsung UN46C7000 and UN55HU9000
I also tried the game on my AMD machine and it works with Tridef Splinter Cell blacklist profile so the engine is in direct x because Tridef doesn't support Open Gl
When using Tridef or 3DTV play hdmi checkerboard the efforts are the same.
zig11727 said:I changed the profile to sniper elite 3 and the game is 3D with depth Ctrl-T turns 3d on and off but no green text but it does render in 3D CM mode you can see halos around the characters.
Also user's on Tridef forum have been successful using Splinter Cell blacklist profile.
I using driver 347.25
Hdmi checkerboard
3DTV Play to Samsung UN55HU9000
I tried to post 3D screen shots but the keys are not working. ALT-F1 and Shift-F1 are not working.
Using 3D Vision and adding it to Sniper 3 it doesn't work for me...:( I can't see the emitter going green no matter what I do...
I just tested this again and the my green emitter turns green and Ctrl-T is the only key that works and when in the game I see CM halos around the characters and depth. The only thing I can say I'm using 3DTV play. I don't own a 3D monitor.
My video card is 980 GTX
3DTV Play using HDMI Checkerboard Mode
Samsung UN46C7000 and UN55HU9000
I also tried the game on my AMD machine and it works with Tridef Splinter Cell blacklist profile so the engine is in direct x because Tridef doesn't support Open Gl
When using Tridef or 3DTV play hdmi checkerboard the efforts are the same.
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
Yep... I really like to see this in 3D. Love this game and it will be a great feature to replay it.
GTX 970
LG 49UB850T UHDTV
i7 4790 @ 3.6Ghz/ASUS Maximus VII GENE
16GB 1600 DDR3
kingston ssd hyperx 3k 240GB
seagate SSHD 1TB
For this game, it seemed like it wouldn't engage 3D at all. Maybe that's better. If someone can work out the first steps of how to get it into 3D, and install the latest 3Dmigoto and shader hunt- that saves a lot of time for fixers, and makes it clear that it's possible.
If you are motivated, please do take a look. Best place to start is no tools installed, just get it to run in true-3D mode, busted shadows and all. Take snapshots, make sure separation works. Without those basics working, we have no prayer of fixing it.
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
Direct3D 11 has something called OpenSharedResource method
The only resources that can be shared are 2D non-mipmapped textures.
I read somewhere about this being used with dx11 , so OpenGL QT could be used for for User Interfaces.
Maybe this is what's going on?
https://msdn.microsoft.com/en-gb/library/windows/desktop/ff476531(v=vs.85).aspx
There's also WGL_NV_DX_interop2 OpenGL extension
https://www.opengl.org/registry/specs/NV/DX_interop2.txt
EDIT: I saw this
"What's New in OpenGL 4.5"
"DX11 emulation features for easier porting of applications between OpenGL and Direct3D"
ID Tech engines have always used OpenGL, so it's weird that it's outputting in directX.
So, how can you tell what graphics version a game is using and what calls are being made for rendering?
Also is there a way to extract the full command and variable list from the console to a text document or something?
Edit: after using the console command R_forceaspectratio 0, the game would crash. I had to go into C:>Users>saved games>tangogameworks>theevilwithin and delete the base file
Edit2: print commands have been removed in retail shipped versions, so it will not show the cvarlist via console command. Some simple tweaks will likely be the same as Doom 3
http://www.tweakguides.com/Doom3_7.html
That's exactly what I noticed too... So I am guessing the engine was ported to DX11... But only the frontend renderer in DX11. The engine itself is still OpenGL.
In theory we could break this link and instead use the OGL renderer, but this requires investigation and so on...
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)
Also user's on Tridef forum have been successful using Splinter Cell blacklist profile.
I using driver 347.25
Hdmi checkerboard
3DTV Play to Samsung UN55HU9000
I tried to post 3D screen shots but the keys are not working. ALT-F1 and Shift-F1 are not working.
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
https://steamcommunity.com/profiles/76561198014296177/
I wonder if it would be possible to use Nvidias Stereo Signature method for 3D using some kind of added in parameters, since it works with d3d and opengl. Unfortunately, this only works with (true) Fullscreen and this game crashes in Fullscreen. (at least for me)
In the set resolution portion of the retail version are there two options for each resolution, or is it just a demo thing? example .....1920x1080: 1 or 1920x1080: 2
This helps with lots of other problems in game as well. Give it a try.
https://steamcommunity.com/profiles/76561198014296177/
here's a more complete cvar list from Doom that may help
http://www.iddevnet.com/doom3/cvars.php
Wrong room :) the Batman discution is upstairs.
https://steamcommunity.com/profiles/76561198014296177/
That is not entirely true! You can add the Nvidia 3D Signature on any DX surface the engine creates even in Window Mode.
If you look at my OGL wrapper it works with 3D Vision in either Fullscreen or Window Mode. Now the trick is that Window Mode 3D Vision is only supported on DX9 and not DX11... That's why I decided to go with the DX9-OGL interop and not the DX11-OGL interop that is also available...
Using the DX11 API from nvidia interoop should be hard... I will clean up a bit the wrapper code and I will post it on GitHub so more people can have a look at it;)) if they are passionate and interested about it;))
Regarding this game, I don't know how to even start looking at this engine lol:)) I see my wrapper being loaded but then simply stops/most of the ogl functions I hooked are not called...
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)
Using 3D Vision and adding it to Sniper 3 it doesn't work for me...:( I can't see the emitter going green no matter what I do...
I tried Blacklist profile as well...
Probably since I am using 3D Vision and not 3DTVPlay ? Who knows...
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)
I just tested this again and the my green emitter turns green and Ctrl-T is the only key that works and when in the game I see CM halos around the characters and depth. The only thing I can say I'm using 3DTV play. I don't own a 3D monitor.
My video card is 980 GTX
3DTV Play using HDMI Checkerboard Mode
Samsung UN46C7000 and UN55HU9000
I also tried the game on my AMD machine and it works with Tridef Splinter Cell blacklist profile so the engine is in direct x because Tridef doesn't support Open Gl
When using Tridef or 3DTV play hdmi checkerboard the efforts are the same.
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