Far Cry 4 {3D Screenshots}
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As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there. Can you take a look. It might change the shader for this effect.
As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there.
Can you take a look. It might change the shader for this effect.
@Darkstarsword. I made some progress. I am using a null profile as that stops all the trees being rendered at screen depth (but performance is awful, so a different or custom profile will be needed for a proper solution), and have fixed the outdoor shadows fully for all sep and conv - actually the 149c09dd3792cebb-ps_replace.txt shader that you looked at. I'll post up how I did it later, I am just playing around right now, but I am absolutely certain it is the correct pattern for these types of shadow shader. I attach an image showing tree branch shadows on the ground while I cower in a bush hiding from bad men lol. The game is generating a large number of shaders with compile errors, but actually after the nightmare that has been the Frostbite engine and DAI, I am finding stability to be excellent in comparison - it's like a breath of fresh air to work this game so far lol. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63019/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63020/[/img]
@Darkstarsword. I made some progress. I am using a null profile as that stops all the trees being rendered at screen depth (but performance is awful, so a different or custom profile will be needed for a proper solution), and have fixed the outdoor shadows fully for all sep and conv - actually the 149c09dd3792cebb-ps_replace.txt shader that you looked at. I'll post up how I did it later, I am just playing around right now, but I am absolutely certain it is the correct pattern for these types of shadow shader. I attach an image showing tree branch shadows on the ground while I cower in a bush hiding from bad men lol.

The game is generating a large number of shaders with compile errors, but actually after the nightmare that has been the Frostbite engine and DAI, I am finding stability to be excellent in comparison - it's like a breath of fresh air to work this game so far lol.

Image

Image

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#92
Posted 01/02/2015 03:33 AM   
Great news! Did you have to do anything else for the fog/tree depth (for me the trees are 3D, but the fog can make them look 2D)? The first thing I tried was running it without a profile, and it didn't make any difference for me. I've also tried a few different driver versions, including before it even had a profile, which didn't change anything either :( The only other thing I can think of is could this be an SLI/non-SLI issue? I'm on a single GPU system, and I take it you are running SLI? It's great you were able to find the correct shadow fix - my initial fix was really just to prove that I could fix them and I'd worry about working out the correct maths later. I'm definitely interested to see the pattern you used, and if you could provide an explanation of the maths that would be even better :) [quote="SKAUT"]As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there.[/quote] That's really just for god rays - none of the options have killed the 2D fog altogether.
Great news!

Did you have to do anything else for the fog/tree depth (for me the trees are 3D, but the fog can make them look 2D)? The first thing I tried was running it without a profile, and it didn't make any difference for me. I've also tried a few different driver versions, including before it even had a profile, which didn't change anything either :(

The only other thing I can think of is could this be an SLI/non-SLI issue? I'm on a single GPU system, and I take it you are running SLI?

It's great you were able to find the correct shadow fix - my initial fix was really just to prove that I could fix them and I'd worry about working out the correct maths later. I'm definitely interested to see the pattern you used, and if you could provide an explanation of the maths that would be even better :)

SKAUT said:As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there.

That's really just for god rays - none of the options have killed the 2D fog altogether.

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

#93
Posted 01/02/2015 04:09 AM   
[quote="DarkStarSword"]Great news! Did you have to do anything else for the fog/tree depth (for me the trees are 3D, but the fog can make them look 2D)? The first thing I tried was running it without a profile, and it didn't make any difference for me. I've also tried a few different driver versions, including before it even had a profile, which didn't change anything either :( The only other thing I can think of is could this be an SLI/non-SLI issue? I'm on a single GPU system, and I take it you are running SLI? It's great you were able to find the correct shadow fix - my initial fix was really just to prove that I could fix them and I'd worry about working out the correct maths later. I'm definitely interested to see the pattern you used, and if you could provide an explanation of the maths that would be even better :) [quote="SKAUT"]As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there.[/quote] That's really just for god rays - none of the options have killed the 2D fog altogether.[/quote] @DarkStarSword. I have fixed some foggy cloudy stuff. Not sure if this is what you had issues with, but I show the screenshots (attached). It's another standard pattern I think. Again, I'll let you have all the code after I have finished playing around. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63033/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63034/[/img]
DarkStarSword said:Great news!

Did you have to do anything else for the fog/tree depth (for me the trees are 3D, but the fog can make them look 2D)? The first thing I tried was running it without a profile, and it didn't make any difference for me. I've also tried a few different driver versions, including before it even had a profile, which didn't change anything either :(

The only other thing I can think of is could this be an SLI/non-SLI issue? I'm on a single GPU system, and I take it you are running SLI?

It's great you were able to find the correct shadow fix - my initial fix was really just to prove that I could fix them and I'd worry about working out the correct maths later. I'm definitely interested to see the pattern you used, and if you could provide an explanation of the maths that would be even better :)

SKAUT said:As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there.

That's really just for god rays - none of the options have killed the 2D fog altogether.

@DarkStarSword. I have fixed some foggy cloudy stuff. Not sure if this is what you had issues with, but I show the screenshots (attached). It's another standard pattern I think. Again, I'll let you have all the code after I have finished playing around.

Image

Image

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#94
Posted 01/02/2015 06:20 AM   
[quote="mike_ar69"][quote="DarkStarSword"]Great news! Did you have to do anything else for the fog/tree depth (for me the trees are 3D, but the fog can make them look 2D)? The first thing I tried was running it without a profile, and it didn't make any difference for me. I've also tried a few different driver versions, including before it even had a profile, which didn't change anything either :( The only other thing I can think of is could this be an SLI/non-SLI issue? I'm on a single GPU system, and I take it you are running SLI? It's great you were able to find the correct shadow fix - my initial fix was really just to prove that I could fix them and I'd worry about working out the correct maths later. I'm definitely interested to see the pattern you used, and if you could provide an explanation of the maths that would be even better :) [quote="SKAUT"]As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there.[/quote] That's really just for god rays - none of the options have killed the 2D fog altogether.[/quote] @DarkStarSword. I have fixed some foggy cloudy stuff. Not sure if this is what you had issues with, but I show the screenshots (attached). It's another standard pattern I think. Again, I'll let you have all the code after I have finished playing around. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63033/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/63034/[/img] [/quote] The same pattern fixes water and fire haloing as well. I am running on Medium at the moment, as I am having stability issues on High while shader hunting, and not using the games Profile (because it does not work). I forgot to mention that yes I am using SLI. I will test in non-SLI but for now I am just trying to get past the bad guys to complete the first objective. Game looks good already though.
mike_ar69 said:
DarkStarSword said:Great news!

Did you have to do anything else for the fog/tree depth (for me the trees are 3D, but the fog can make them look 2D)? The first thing I tried was running it without a profile, and it didn't make any difference for me. I've also tried a few different driver versions, including before it even had a profile, which didn't change anything either :(

The only other thing I can think of is could this be an SLI/non-SLI issue? I'm on a single GPU system, and I take it you are running SLI?

It's great you were able to find the correct shadow fix - my initial fix was really just to prove that I could fix them and I'd worry about working out the correct maths later. I'm definitely interested to see the pattern you used, and if you could provide an explanation of the maths that would be even better :)

SKAUT said:As far as I remember you got three options in there and the second one is Volumetric Fog but the third one is something else with Nvidia Support (forgot what was it). I believe that fog is replaced by this effect in there.

That's really just for god rays - none of the options have killed the 2D fog altogether.

@DarkStarSword. I have fixed some foggy cloudy stuff. Not sure if this is what you had issues with, but I show the screenshots (attached). It's another standard pattern I think. Again, I'll let you have all the code after I have finished playing around.

Image

Image


The same pattern fixes water and fire haloing as well. I am running on Medium at the moment, as I am having stability issues on High while shader hunting, and not using the games Profile (because it does not work). I forgot to mention that yes I am using SLI. I will test in non-SLI but for now I am just trying to get past the bad guys to complete the first objective.
Game looks good already though.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#95
Posted 01/02/2015 07:09 AM   
I've fixed a whole bunch of those type of issues on water, 3D clouds, explosions, smoke, flames etc - I've just been inserting the stereo correction in the vertex shader immediately after o0.xyw = rX.xyw for them, but unfortunately they aren't related to the big problem I'm having with fog (which is on the uniform linear fog, not any specific fog volume). If you haven't already you might want to grab the shaders I've fixed so far (except the lights obviously since you have a better fix for them): https://github.com/bo3b/3Dmigoto/tree/master/FC4/ShaderFixes Among them is a UI depth adjustment using the X constant from the ini. Weapon sights will be a little tricky - the shader responsible for them also affects a bunch of in-world items, so to adjust that we'll have to do some kind of filtering. Interestingly while it's at screen depth by default, the standard stereo correction formula moves them to the same depth as the actual weapon sight, e.g. the red dot on the red dot sight then lines up with the glass. There was another UI shader where the same thing put it at the correct depth - the HUD icons for enemies tagged with the camera. I'll definitely be interested in hearing if non-SLI makes a difference. I've been trying forcing different render targets to stereo with no luck. I'm wondering if the game has made a (possibly downsampled) copy of the depth buffer at some point and has lost the second eye when it did that.
I've fixed a whole bunch of those type of issues on water, 3D clouds, explosions, smoke, flames etc - I've just been inserting the stereo correction in the vertex shader immediately after o0.xyw = rX.xyw for them, but unfortunately they aren't related to the big problem I'm having with fog (which is on the uniform linear fog, not any specific fog volume).

If you haven't already you might want to grab the shaders I've fixed so far (except the lights obviously since you have a better fix for them):
https://github.com/bo3b/3Dmigoto/tree/master/FC4/ShaderFixes

Among them is a UI depth adjustment using the X constant from the ini. Weapon sights will be a little tricky - the shader responsible for them also affects a bunch of in-world items, so to adjust that we'll have to do some kind of filtering. Interestingly while it's at screen depth by default, the standard stereo correction formula moves them to the same depth as the actual weapon sight, e.g. the red dot on the red dot sight then lines up with the glass.

There was another UI shader where the same thing put it at the correct depth - the HUD icons for enemies tagged with the camera.

I'll definitely be interested in hearing if non-SLI makes a difference. I've been trying forcing different render targets to stereo with no luck. I'm wondering if the game has made a (possibly downsampled) copy of the depth buffer at some point and has lost the second eye when it did that.

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

#96
Posted 01/02/2015 08:04 AM   
So, I've worked out that setting anti-aliasing to MSAA or TXAA fixes most of the fog. The reason my shadow fix didn't work with these settings is simply that they use different shaders, but the exact same fix applies to them as well. Unfortunately it's far from a complete fix - the mono depth buffer is still being used all over the place (water surface, volume clouds, probably lots of other things), and there is a depth of field blur being applied using it, but the game is a lot more playable now (relatively speaking, I don't think I could play it this way for long). These anti-aliasing settings also slaughter my framerate, so I have to turn off almost everything else to make it playable again :( Ultimately I think I need to keep trying. I've tried tricking the game into thinking my system is SLI by faking the return value from NvAPI_D3D_GetCurrentSLIState call with 3Dmigoto, but it didn't make an ounce of difference :( EDIT: Also, using MSAA or TXAA seems to get rid of the weird 1 frame sync issue on the shadows.
So, I've worked out that setting anti-aliasing to MSAA or TXAA fixes most of the fog. The reason my shadow fix didn't work with these settings is simply that they use different shaders, but the exact same fix applies to them as well.

Unfortunately it's far from a complete fix - the mono depth buffer is still being used all over the place (water surface, volume clouds, probably lots of other things), and there is a depth of field blur being applied using it, but the game is a lot more playable now (relatively speaking, I don't think I could play it this way for long). These anti-aliasing settings also slaughter my framerate, so I have to turn off almost everything else to make it playable again :(

Ultimately I think I need to keep trying. I've tried tricking the game into thinking my system is SLI by faking the return value from NvAPI_D3D_GetCurrentSLIState call with 3Dmigoto, but it didn't make an ounce of difference :(

EDIT: Also, using MSAA or TXAA seems to get rid of the weird 1 frame sync issue on the shadows.

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

#97
Posted 01/02/2015 10:23 AM   
Built a new version of 3Dmigoto for you to use for this game. Presently gets to first save point while dumping 1900 shaders. Log file shows roughly 150 problem shaders still, but this is down from maybe 500. Fixed all the 'lod' parse errors, only one parse error remaining SV_Depth. Fixed that injected zpos/ztex problem, plus a couple of others related. Should be in reasonable shape, but of course there are always more, so if you hit something you need, let me know. Use top of tree build, or the latest code here: [url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.27-beta/3Dmigoto-0.99.27.zip[/url]
Built a new version of 3Dmigoto for you to use for this game. Presently gets to first save point while dumping 1900 shaders. Log file shows roughly 150 problem shaders still, but this is down from maybe 500. Fixed all the 'lod' parse errors, only one parse error remaining SV_Depth.

Fixed that injected zpos/ztex problem, plus a couple of others related. Should be in reasonable shape, but of course there are always more, so if you hit something you need, let me know.


Use top of tree build, or the latest code here:

https://github.com/bo3b/3Dmigoto/releases/download/0.99.27-beta/3Dmigoto-0.99.27.zip

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

#98
Posted 01/02/2015 10:51 AM   
[quote="DarkStarSword"]So, I've worked out that setting anti-aliasing to MSAA or TXAA fixes most of the fog. The reason my shadow fix didn't work with these settings is simply that they use different shaders, but the exact same fix applies to them as well. Unfortunately it's far from a complete fix - the mono depth buffer is still being used all over the place (water surface, volume clouds, probably lots of other things), and there is a depth of field blur being applied using it, but the game is a lot more playable now (relatively speaking, I don't think I could play it this way for long). These anti-aliasing settings also slaughter my framerate, so I have to turn off almost everything else to make it playable again :( Ultimately I think I need to keep trying. I've tried tricking the game into thinking my system is SLI by faking the return value from NvAPI_D3D_GetCurrentSLIState call with 3Dmigoto, but it didn't make an ounce of difference :( EDIT: Also, using MSAA or TXAA seems to get rid of the weird 1 frame sync issue on the shadows.[/quote] Nice! A bit of a breakthrough at least to know what's causing it. I was worried it was going to be a SR4 problem where it only works in SLI. That SLI call is in there because of that same experiment. I tried to lie to a single card system to see if it would help the SR4 problem, but it's not that simple apparently.
DarkStarSword said:So, I've worked out that setting anti-aliasing to MSAA or TXAA fixes most of the fog. The reason my shadow fix didn't work with these settings is simply that they use different shaders, but the exact same fix applies to them as well.

Unfortunately it's far from a complete fix - the mono depth buffer is still being used all over the place (water surface, volume clouds, probably lots of other things), and there is a depth of field blur being applied using it, but the game is a lot more playable now (relatively speaking, I don't think I could play it this way for long). These anti-aliasing settings also slaughter my framerate, so I have to turn off almost everything else to make it playable again :(

Ultimately I think I need to keep trying. I've tried tricking the game into thinking my system is SLI by faking the return value from NvAPI_D3D_GetCurrentSLIState call with 3Dmigoto, but it didn't make an ounce of difference :(

EDIT: Also, using MSAA or TXAA seems to get rid of the weird 1 frame sync issue on the shadows.

Nice! A bit of a breakthrough at least to know what's causing it. I was worried it was going to be a SR4 problem where it only works in SLI.

That SLI call is in there because of that same experiment. I tried to lie to a single card system to see if it would help the SR4 problem, but it's not that simple apparently.

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

#99
Posted 01/02/2015 12:15 PM   
Those screenshots looks amazing ! I really appreciate you guys jumping on this title. I also hope that you enjoy this game as well. Give it a try in co-op. There is something great in that feeling when you trying approach Outpost or Fortress with your friend.
Those screenshots looks amazing ! I really appreciate you guys jumping on this title. I also hope that you enjoy this game as well. Give it a try in co-op. There is something great in that feeling when you trying approach Outpost or Fortress with your friend.
[quote="DarkStarSword"]I've fixed a whole bunch of those type of issues on water, 3D clouds, explosions, smoke, flames etc - I've just been inserting the stereo correction in the vertex shader immediately after o0.xyw = rX.xyw for them, but unfortunately they aren't related to the big problem I'm having with fog (which is on the uniform linear fog, not any specific fog volume). If you haven't already you might want to grab the shaders I've fixed so far (except the lights obviously since you have a better fix for them): https://github.com/bo3b/3Dmigoto/tree/master/FC4/ShaderFixes Among them is a UI depth adjustment using the X constant from the ini. Weapon sights will be a little tricky - the shader responsible for them also affects a bunch of in-world items, so to adjust that we'll have to do some kind of filtering. Interestingly while it's at screen depth by default, the standard stereo correction formula moves them to the same depth as the actual weapon sight, e.g. the red dot on the red dot sight then lines up with the glass. There was another UI shader where the same thing put it at the correct depth - the HUD icons for enemies tagged with the camera. I'll definitely be interested in hearing if non-SLI makes a difference. I've been trying forcing different render targets to stereo with no luck. I'm wondering if the game has made a (possibly downsampled) copy of the depth buffer at some point and has lost the second eye when it did that.[/quote] @DarkStarSword Hi - I was going to post my fix last night but the pc kept rebooting so I gave up. A few things: - my fixes for both shadows and lights are exact, and I fixed about 12 of them (I did a global search and that's all I found) - I have not touched the massive shader - I wrote a script to fix all the position issues, there's about 80-ish of them - My current configuration is SLI with Medium Settings. - I was using High so fixed shaders for that as well (shadows shader was same on Medium and High, but light shaders were different for the same effect I saw on a tree) - I started to use the null profile and then a profile called FarCry4 was created for it when I pressed crtl-F7 so I added the Far Cry 3 SLI bits to it. - I ran the game in non-SLI and I got the same issues with trees that I had in SLI with the default profile. So I am guessing I would need to use the default profile in non-SLI? - I am not seeing any of the one-eye fog you mention (!) But then I have hardly got anywhere in the game yet - So far the main issues I have seen but obviously not had time to look at are specular reflections on water and decals (decals are slightly above ground, and by differing amounts, though its not awful actually). - I can't remember what my AA setting was, but I believe I turned it off. @Bo3b Thanks for the wrapper update! I was able to manually fix most things that I needed to using DarkStarSwords examples he provided but now you have fixed everything else I might be able to dump a few more shaders and pick up extra shaders at different quality levels. Despite what I sad about stability, when I started using the null profile with FC3 SLI bits I did keep getting PC reboots (not CTD) which was annoying, but this only seems to happen if I am in debug mode and after I have started stepping through shaders, so there might be some instability if a particular shader is disabled. I will attach my files so you can play with them - I am not on my main PC right now (and don't have VS 2013 installed anyway) so can't upload to GitHub (I know I really need to sort this out...).
DarkStarSword said:I've fixed a whole bunch of those type of issues on water, 3D clouds, explosions, smoke, flames etc - I've just been inserting the stereo correction in the vertex shader immediately after o0.xyw = rX.xyw for them, but unfortunately they aren't related to the big problem I'm having with fog (which is on the uniform linear fog, not any specific fog volume).

If you haven't already you might want to grab the shaders I've fixed so far (except the lights obviously since you have a better fix for them):

https://github.com/bo3b/3Dmigoto/tree/master/FC4/ShaderFixes


Among them is a UI depth adjustment using the X constant from the ini. Weapon sights will be a little tricky - the shader responsible for them also affects a bunch of in-world items, so to adjust that we'll have to do some kind of filtering. Interestingly while it's at screen depth by default, the standard stereo correction formula moves them to the same depth as the actual weapon sight, e.g. the red dot on the red dot sight then lines up with the glass.

There was another UI shader where the same thing put it at the correct depth - the HUD icons for enemies tagged with the camera.

I'll definitely be interested in hearing if non-SLI makes a difference. I've been trying forcing different render targets to stereo with no luck. I'm wondering if the game has made a (possibly downsampled) copy of the depth buffer at some point and has lost the second eye when it did that.

@DarkStarSword Hi - I was going to post my fix last night but the pc kept rebooting so I gave up. A few things:
- my fixes for both shadows and lights are exact, and I fixed about 12 of them (I did a global search and that's all I found)
- I have not touched the massive shader
- I wrote a script to fix all the position issues, there's about 80-ish of them
- My current configuration is SLI with Medium Settings.
- I was using High so fixed shaders for that as well (shadows shader was same on Medium and High, but light shaders were different for the same effect I saw on a tree)
- I started to use the null profile and then a profile called FarCry4 was created for it when I pressed crtl-F7 so I added the Far Cry 3 SLI bits to it.
- I ran the game in non-SLI and I got the same issues with trees that I had in SLI with the default profile. So I am guessing I would need to use the default profile in non-SLI?
- I am not seeing any of the one-eye fog you mention (!) But then I have hardly got anywhere in the game yet
- So far the main issues I have seen but obviously not had time to look at are specular reflections on water and decals (decals are slightly above ground, and by differing amounts, though its not awful actually).
- I can't remember what my AA setting was, but I believe I turned it off.

@Bo3b Thanks for the wrapper update! I was able to manually fix most things that I needed to using DarkStarSwords examples he provided but now you have fixed everything else I might be able to dump a few more shaders and pick up extra shaders at different quality levels.

Despite what I sad about stability, when I started using the null profile with FC3 SLI bits I did keep getting PC reboots (not CTD) which was annoying, but this only seems to happen if I am in debug mode and after I have started stepping through shaders, so there might be some instability if a particular shader is disabled.

I will attach my files so you can play with them - I am not on my main PC right now (and don't have VS 2013 installed anyway) so can't upload to GitHub (I know I really need to sort this out...).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 01/02/2015 04:07 PM   
Game crash for me when I use the fix. Right after trying to get out from safe house. I was just trying to get quick sneak peek on it :)
Game crash for me when I use the fix. Right after trying to get out from safe house.

I was just trying to get quick sneak peek on it :)
[quote="SKAUT"]Game crash for me when I use the fix. Right after trying to get out from safe house. I was just trying to get quick sneak peek on it :)[/quote] Lol! I called it "alpha 0.1" for a reason ;-) Did you change profile as I mentioned (null profile + FC3 DX11 SLI bits)? Are you SLI or non-SLI? Are you on medium settings? Most of the work getting this game "working" will be on faffing around with settings and profiles I am guessing. You could try the Far Cry 3 profile as well actually.
SKAUT said:Game crash for me when I use the fix. Right after trying to get out from safe house.

I was just trying to get quick sneak peek on it :)

Lol! I called it "alpha 0.1" for a reason ;-) Did you change profile as I mentioned (null profile + FC3 DX11 SLI bits)? Are you SLI or non-SLI? Are you on medium settings? Most of the work getting this game "working" will be on faffing around with settings and profiles I am guessing. You could try the Far Cry 3 profile as well actually.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 01/02/2015 05:08 PM   
I did test it on non-sli and sli as well (347.09), medium settings, clean profile with fc3 dx11 sli bits. I did everything like you`ve said and I still have this drivers crash - guess that might be drivers version related then. Anyway as far as I`ve seen it looks promising. Whole internal shadows are fixed and geometry feels natural. Good luck with the rest of it and thanks again.
I did test it on non-sli and sli as well (347.09), medium settings, clean profile with fc3 dx11 sli bits. I did everything like you`ve said and I still have this drivers crash - guess that might be drivers version related then.
Anyway as far as I`ve seen it looks promising. Whole internal shadows are fixed and geometry feels natural. Good luck with the rest of it and thanks again.
Great stuff! [quote="mike_ar69"]- my fixes for both shadows and lights are exact, and I fixed about 12 of them (I did a global search and that's all I found)[/quote] Cool, the pattern looks pretty straight forward - I should be able to apply it to any others I come across :) [quote]- I was using High so fixed shaders for that as well (shadows shader was same on Medium and High, but light shaders were different for the same effect I saw on a tree)[/quote] Interesting. It seems Low, Medium & High use most of the same lighting shaders with some exceptions, not sure if Very High, Ultra and soft share any, then all those again for AA off/SMAA vs MSAA/TXAA which use a different set (some other pixel shaders also differ depending on AA, but I haven't spotted any that we need to worry about, just FYI). [quote]- I ran the game in non-SLI and I got the same issues with trees that I had in SLI with the default profile. So I am guessing I would need to use the default profile in non-SLI? - I am not seeing any of the one-eye fog you mention (!) But then I have hardly got anywhere in the game yet[/quote] I'm thinking the tree issue might be the same thing I'm calling the fog issue - certainly when I first hit it my first impression was the trees were 2D. The screenshot I posted with the tree a couple of pages back showed what it looks like for me, but it's a lot worse in areas with more sky and less ground on the screen. If that is the case than no profile (at least that I've tried) will help for non-SLI :( There are clearly some other people keenly watching this thread - if anyone is willing to test Mike's WIP and report back on whether you get the 2D tree/fog issue with or without SLI on a null profile it might help narrow down and confirm the cause, or at least give us an idea of how wide spread this issue is. I'm going to keep trying different things to see if I can find a solution to it. I had some luck with the ZRepair stuff at one point and was able to fix the mono depth buffer on one effect (with the trade off that I got a 1 frame delayed halo), but now it keeps giving me a 2D depth buffer and I can't figure out how it managed to be stereo before. I'll keep trying - I'm currently knee deep in 3Dmigoto code trying to work out what is happening. [quote]Despite what I sad about stability, when I started using the null profile with FC3 SLI bits I did keep getting PC reboots (not CTD) which was annoying, but this only seems to happen if I am in debug mode and after I have started stepping through shaders, so there might be some instability if a particular shader is disabled.[/quote] It's been rock solid for me (well, other than when I added some bugs to 3Dmigoto, but that's my own fault and it's all fixed now), but then I'm not on SLI. Just out of curiosity - why are you using the FC3 SLI bits and not the FC4 bits? I don't know much about what the SLI settings do, but did you find that the FC3 bits worked better? [quote]I will attach my files so you can play with them - I am not on my main PC right now (and don't have VS 2013 installed anyway) so can't upload to GitHub (I know I really need to sort this out...).[/quote] I can put them in the 3Dmigoto repository if you like - I'll put the originals in a separate commit so we get nice diffs for study :) If you want a lighter solution to using git that doesn't need a full VS install, you can install the windows version from http://www.git-scm.com/download/win and use Git-Gui to manage keeping up to date, checking in new commits, etc. I'm not sure how familiar you are with using git, because the gui isn't really all that self explanatory (and I usually just use the command line), but I can always help if you get stuck :)
Great stuff!

mike_ar69 said:- my fixes for both shadows and lights are exact, and I fixed about 12 of them (I did a global search and that's all I found)

Cool, the pattern looks pretty straight forward - I should be able to apply it to any others I come across :)

- I was using High so fixed shaders for that as well (shadows shader was same on Medium and High, but light shaders were different for the same effect I saw on a tree)

Interesting. It seems Low, Medium & High use most of the same lighting shaders with some exceptions, not sure if Very High, Ultra and soft share any, then all those again for AA off/SMAA vs MSAA/TXAA which use a different set (some other pixel shaders also differ depending on AA, but I haven't spotted any that we need to worry about, just FYI).

- I ran the game in non-SLI and I got the same issues with trees that I had in SLI with the default profile. So I am guessing I would need to use the default profile in non-SLI?
- I am not seeing any of the one-eye fog you mention (!) But then I have hardly got anywhere in the game yet

I'm thinking the tree issue might be the same thing I'm calling the fog issue - certainly when I first hit it my first impression was the trees were 2D. The screenshot I posted with the tree a couple of pages back showed what it looks like for me, but it's a lot worse in areas with more sky and less ground on the screen. If that is the case than no profile (at least that I've tried) will help for non-SLI :(

There are clearly some other people keenly watching this thread - if anyone is willing to test Mike's WIP and report back on whether you get the 2D tree/fog issue with or without SLI on a null profile it might help narrow down and confirm the cause, or at least give us an idea of how wide spread this issue is.

I'm going to keep trying different things to see if I can find a solution to it. I had some luck with the ZRepair stuff at one point and was able to fix the mono depth buffer on one effect (with the trade off that I got a 1 frame delayed halo), but now it keeps giving me a 2D depth buffer and I can't figure out how it managed to be stereo before. I'll keep trying - I'm currently knee deep in 3Dmigoto code trying to work out what is happening.

Despite what I sad about stability, when I started using the null profile with FC3 SLI bits I did keep getting PC reboots (not CTD) which was annoying, but this only seems to happen if I am in debug mode and after I have started stepping through shaders, so there might be some instability if a particular shader is disabled.

It's been rock solid for me (well, other than when I added some bugs to 3Dmigoto, but that's my own fault and it's all fixed now), but then I'm not on SLI. Just out of curiosity - why are you using the FC3 SLI bits and not the FC4 bits? I don't know much about what the SLI settings do, but did you find that the FC3 bits worked better?

I will attach my files so you can play with them - I am not on my main PC right now (and don't have VS 2013 installed anyway) so can't upload to GitHub (I know I really need to sort this out...).

I can put them in the 3Dmigoto repository if you like - I'll put the originals in a separate commit so we get nice diffs for study :)

If you want a lighter solution to using git that doesn't need a full VS install, you can install the windows version from http://www.git-scm.com/download/win and use Git-Gui to manage keeping up to date, checking in new commits, etc. I'm not sure how familiar you are with using git, because the gui isn't really all that self explanatory (and I usually just use the command line), but I can always help if you get stuck :)

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 01/02/2015 05:43 PM   
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