[quote="DarkStarSword"]Been a while since I tried SMAA, but I seem to recall it had some weird blurry artefacts whenever I moved, in addition to the shadow sync issue we get with no AA at all. That could have changed since I tried it though - SSAO used to be totally broken, but it seems like it must have been fixed at some point (and not by me) as it now works flawlessly in 3D (HBAO+ is still way better in this game thanks to the wonders it does on grass & vegetation, even though it has some minor artefacts on rocks in the shade).
My GPU is also not very powerful so I played with AA turned off and just had to live with the sync issue in order to get a high enough framerate to make it playable. It was a trade off, but one I had to make.
Glad you're enjoying it in 3D :)[/quote]
I think I know what "weird blurry artifacts whenever I moved" is referring to coz I used to get them; Whenever I moved around, I would see what looked like a dim screenshot superimposed on the screen. I could see what was undoubtedly the dim afterimage of trees against the sky whenever I panned my view. I had to disable AA in order to get rid of it. Funny thing is, I only got it when my computer was configured in SLI mode (I have two Asus GTX 660 OC cards). Since my computer loves to crash in SLI mode (and I get annoying micro-stutters in SLI), I disabled it and have the second card dedicated to processing PhysX. Without SLI, I was immediately able to use AA without the graphical glitch.
The tradeoff I chose to make was to run in 720 resolution rather than 1080. Call me nuts, but I prefer it at 720 with antialiasing than at 1080 without, and the performance difference is huge; I can run with the most of the settings maxed. I'm going to keep an eye out for it, but I haven't noticed any sync issues or problem with shadows using SMAA. Maybe something changed in the Geforce drivers released a few days ago? Maybe I should give SLI another shot with these new drivers...who knows...
Anyways, the game looks great now! I was playing it with "fake 3D" and I'll be honest, I still thought it was way better than 2D, but this annoying shimmering "outline" (for lack of a better term) around my hands/guns and nearby objects was really distracting. Those are gone now, and the game looks absolutely stunning. I can't beleve more gamers aren't playing in 3D nowadays. The experience is so different, so beautiful, so immersive and so much more fun. I guess the majority simply don't know because they haven't tried it. I hope that changes because I'll never spend a cent on any game that doesn't support 3D. It's a shame it takes the efforts of gamers like you to make some games work in 3D rather than the developers themselves. Hopefully the release of VR hardware like the oculus rift will help make 3D more mainstream and devs will see lack of 3D support as lost revenue.
Thanks again! Time to dive into the virtual world of Kyrat and get torn to shreds coz I'm too distracted admiring the scenery!
DarkStarSword said:Been a while since I tried SMAA, but I seem to recall it had some weird blurry artefacts whenever I moved, in addition to the shadow sync issue we get with no AA at all. That could have changed since I tried it though - SSAO used to be totally broken, but it seems like it must have been fixed at some point (and not by me) as it now works flawlessly in 3D (HBAO+ is still way better in this game thanks to the wonders it does on grass & vegetation, even though it has some minor artefacts on rocks in the shade).
My GPU is also not very powerful so I played with AA turned off and just had to live with the sync issue in order to get a high enough framerate to make it playable. It was a trade off, but one I had to make.
Glad you're enjoying it in 3D :)
I think I know what "weird blurry artifacts whenever I moved" is referring to coz I used to get them; Whenever I moved around, I would see what looked like a dim screenshot superimposed on the screen. I could see what was undoubtedly the dim afterimage of trees against the sky whenever I panned my view. I had to disable AA in order to get rid of it. Funny thing is, I only got it when my computer was configured in SLI mode (I have two Asus GTX 660 OC cards). Since my computer loves to crash in SLI mode (and I get annoying micro-stutters in SLI), I disabled it and have the second card dedicated to processing PhysX. Without SLI, I was immediately able to use AA without the graphical glitch.
The tradeoff I chose to make was to run in 720 resolution rather than 1080. Call me nuts, but I prefer it at 720 with antialiasing than at 1080 without, and the performance difference is huge; I can run with the most of the settings maxed. I'm going to keep an eye out for it, but I haven't noticed any sync issues or problem with shadows using SMAA. Maybe something changed in the Geforce drivers released a few days ago? Maybe I should give SLI another shot with these new drivers...who knows...
Anyways, the game looks great now! I was playing it with "fake 3D" and I'll be honest, I still thought it was way better than 2D, but this annoying shimmering "outline" (for lack of a better term) around my hands/guns and nearby objects was really distracting. Those are gone now, and the game looks absolutely stunning. I can't beleve more gamers aren't playing in 3D nowadays. The experience is so different, so beautiful, so immersive and so much more fun. I guess the majority simply don't know because they haven't tried it. I hope that changes because I'll never spend a cent on any game that doesn't support 3D. It's a shame it takes the efforts of gamers like you to make some games work in 3D rather than the developers themselves. Hopefully the release of VR hardware like the oculus rift will help make 3D more mainstream and devs will see lack of 3D support as lost revenue.
Thanks again! Time to dive into the virtual world of Kyrat and get torn to shreds coz I'm too distracted admiring the scenery!
Wow, something is totally borked there. Doesn't look like it's related to anything I've needed to fix, and it's only in the left eye so my guess is something went wrong in the driver. Try quitting and restarting the game (and maybe rebooting for good measure) and see if it still happens?
Wow, something is totally borked there. Doesn't look like it's related to anything I've needed to fix, and it's only in the left eye so my guess is something went wrong in the driver. Try quitting and restarting the game (and maybe rebooting for good measure) and see if it still happens?
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="DarkStarSword"]Been a while since I tried SMAA, but I seem to recall it had some weird blurry artefacts whenever I moved, in addition to the shadow sync issue we get with no AA at all. That could have changed since I tried it though - SSAO used to be totally broken, but it seems like it must have been fixed at some point (and not by me) as it now works flawlessly in 3D (HBAO+ is still way better in this game thanks to the wonders it does on grass & vegetation, even though it has some minor artefacts on rocks in the shade).
My GPU is also not very powerful so I played with AA turned off and just had to live with the sync issue in order to get a high enough framerate to make it playable. It was a trade off, but one I had to make.
Glad you're enjoying it in 3D :)[/quote]
There is a well-known bug with SMAA + SLI in this game where you get severe ghosting. It's been present since launch and it doesn't look like it's going to be fixed anytime soon (or at all). As far as I know it only happens with SLI, though. In single-GPU mode SMAA works just fine - in 2D at least; the last time I checked in 3D mode there is a subtle blurring effect with SMAA that destroys fine detail (it's like TXAA but way worse). Of course I haven't tried the latest version of the 3D fix yet so it may or may not still be an issue.
DarkStarSword said:Been a while since I tried SMAA, but I seem to recall it had some weird blurry artefacts whenever I moved, in addition to the shadow sync issue we get with no AA at all. That could have changed since I tried it though - SSAO used to be totally broken, but it seems like it must have been fixed at some point (and not by me) as it now works flawlessly in 3D (HBAO+ is still way better in this game thanks to the wonders it does on grass & vegetation, even though it has some minor artefacts on rocks in the shade).
My GPU is also not very powerful so I played with AA turned off and just had to live with the sync issue in order to get a high enough framerate to make it playable. It was a trade off, but one I had to make.
Glad you're enjoying it in 3D :)
There is a well-known bug with SMAA + SLI in this game where you get severe ghosting. It's been present since launch and it doesn't look like it's going to be fixed anytime soon (or at all). As far as I know it only happens with SLI, though. In single-GPU mode SMAA works just fine - in 2D at least; the last time I checked in 3D mode there is a subtle blurring effect with SMAA that destroys fine detail (it's like TXAA but way worse). Of course I haven't tried the latest version of the 3D fix yet so it may or may not still be an issue.
i7-3930k 4.2 GHz
Asus P9X79 Deluxe
16 GB G.Skill 1866 MHz
2x Gigabyte GTX 980 G1 Gaming 4GB (SLI)
Crucial M500 480GB SSD
WD Black 7200rpm 1TB HDD
WD Black 7200rpm 4TB HDD
Asus ROG Swift PG278Q + 2x Asus PB278Q PLS monitor
Windows 8.1 64-bit
[quote="mistersvin"]rebooting didnt help, this level is complely broken in the left eye. Did u play this mission urself ? did anyone else ?[/quote]Yeah, I played all the Shangri-La missions in 3D and never saw anything like this.
Can you send me your save file and let me know which visit to Shangri-La that was on (first, second, etc)?
There was one point the 3D broke for me in one eye (some things moved to back to where they would be in 2D, but only in one eye), but it wasn't anything like those screenshots and restarting the game fixed it.
I suspect this is some kind of issue with the driver, but to be sure can you try an earlier version of the fix - 0.4 was right after I visited Shangri-La for the first time and this issue was definitely not present for me then:
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.4-2015-03-10.zip
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.5-2015-03-11.zip
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.6-2015-03-14.zip
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.7-2015-03-14.zip
It's probably also trying without the fix installed at all.
A few other things you might try:
- Changing to a different AA setting (off or one of the MSAA/TXAA variants)
- Switching between SLI and single GPU
- Switching the profile from Max Payne 3 to Far Cry 4 with StereoFlagsDX10 = 0x00004000
- Rolling back to an earlier driver (I'm on 344.75)
mistersvin said:rebooting didnt help, this level is complely broken in the left eye. Did u play this mission urself ? did anyone else ?
Yeah, I played all the Shangri-La missions in 3D and never saw anything like this.
Can you send me your save file and let me know which visit to Shangri-La that was on (first, second, etc)?
There was one point the 3D broke for me in one eye (some things moved to back to where they would be in 2D, but only in one eye), but it wasn't anything like those screenshots and restarting the game fixed it.
It's probably also trying without the fix installed at all.
A few other things you might try:
- Changing to a different AA setting (off or one of the MSAA/TXAA variants)
- Switching between SLI and single GPU
- Switching the profile from Max Payne 3 to Far Cry 4 with StereoFlagsDX10 = 0x00004000
- Rolling back to an earlier driver (I'm on 344.75)
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
I'm playing on the Rog Swift in 2560 x 1440 and if I turn off anti aliasing the fix breaks. I have to use either MSAA2 which takes a lot of performance, or TXXA2 which makes everything too blurry and still takes unnecessary FPS away. Is there anyway to play without AA? I've tried a bunch of different versions of the fix but none work without AA.
Also, I can get around 30 FPS with the game and it doesn't matter what settings I change, I can't get more then 33FPS, even if I change settings to Low, I'm not getting more FPS! Usage with the game is always 99% with my GTX 980. I have an Intel I7 3930. Am I hitting a bottleneck somewhere? My CPU cores don't max out either. Could this be a VRAM issue?
I'm playing on the Rog Swift in 2560 x 1440 and if I turn off anti aliasing the fix breaks. I have to use either MSAA2 which takes a lot of performance, or TXXA2 which makes everything too blurry and still takes unnecessary FPS away. Is there anyway to play without AA? I've tried a bunch of different versions of the fix but none work without AA.
Also, I can get around 30 FPS with the game and it doesn't matter what settings I change, I can't get more then 33FPS, even if I change settings to Low, I'm not getting more FPS! Usage with the game is always 99% with my GTX 980. I have an Intel I7 3930. Am I hitting a bottleneck somewhere? My CPU cores don't max out either. Could this be a VRAM issue?
[quote="Conan481"]I'm playing on the Rog Swift in 2560 x 1440 and if I turn off anti aliasing the fix breaks. I have to use either MSAA2 which takes a lot of performance, or TXXA2 which makes everything too blurry and still takes unnecessary FPS away. Is there anyway to play without AA? I've tried a bunch of different versions of the fix but none work without AA.[/quote]
Ah, I knew this would bite me if I didn't fix it properly in 3Dmigoto. Open the d3dx.ini and find these near the bottom:
[code]
; Force weapon previews in shop to mono since the left eye is never cleared
; FIXME: These hashes will change depending on the screen resolution!
; Need to account for the resolutionx2 in the 3Dmigoto hash function!
[TextureOverrideWeaponPreview1080p]
; <RenderTarget hash=0acc144383b3431f type=Texture2D Width=3840 Height=2160 MipLevels=1 ArraySize=1 RawFormat=90 Format="B8G8R8A8_TYPELESS" SampleDesc.Count=1 SampleDesc.Quality=0 Usage=0 BindFlags=40 CPUAccessFlags=0 MiscFlags=0></RenderTarget>
hash=0acc144383b3431f
StereoMode = 2
[TextureOverrideWeaponPreview1080pDepth]
; <DepthTarget hash=97dcac1eab7ddcf2 type=Texture2D Width=3840 Height=2160 MipLevels=1 ArraySize=1 RawFormat=19 Format="R32G8X24_TYPELESS" SampleDesc.Count=1 SampleDesc.Quality=0 Usage=0 BindFlags=72 CPUAccessFlags=0 MiscFlags=0></DepthTarget>
hash=97dcac1eab7ddcf2
StereoMode = 2
[TextureOverrideWeaponPreview720p]
; <RenderTarget hash=c24dc38a8c17a64f type=Texture2D Width=2560 Height=1440 MipLevels=1 ArraySize=1 RawFormat=90 Format="B8G8R8A8_TYPELESS" SampleDesc.Count=1 SampleDesc.Quality=0 Usage=0 BindFlags=40 CPUAccessFlags=0 MiscFlags=0></RenderTarget>
hash=c24dc38a8c17a64f
StereoMode = 2
[TextureOverrideWeaponPreview720pDepth]
; <DepthTarget hash=4e84db65b32975e2 type=Texture2D Width=2560 Height=1440 MipLevels=1 ArraySize=1 RawFormat=19 Format="R32G8X24_TYPELESS" SampleDesc.Count=1 SampleDesc.Quality=0 Usage=0 BindFlags=72 CPUAccessFlags=0 MiscFlags=0></DepthTarget>
hash=4e84db65b32975e2
StereoMode = 2
[/code]
Delete that whole block (at least the two 720p section) and it should work for you. The weapon previews will be broken in the shop, but that's relatively minor.
Conan481 said:I'm playing on the Rog Swift in 2560 x 1440 and if I turn off anti aliasing the fix breaks. I have to use either MSAA2 which takes a lot of performance, or TXXA2 which makes everything too blurry and still takes unnecessary FPS away. Is there anyway to play without AA? I've tried a bunch of different versions of the fix but none work without AA.
Ah, I knew this would bite me if I didn't fix it properly in 3Dmigoto. Open the d3dx.ini and find these near the bottom:
; Force weapon previews in shop to mono since the left eye is never cleared
; FIXME: These hashes will change depending on the screen resolution!
; Need to account for the resolutionx2 in the 3Dmigoto hash function!
Delete that whole block (at least the two 720p section) and it should work for you. The weapon previews will be broken in the shop, but that's relatively minor.
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="Conan481"]I'm playing on the Rog Swift in 2560 x 1440 and if I turn off anti aliasing the fix breaks. I have to use either MSAA2 which takes a lot of performance, or TXXA2 which makes everything too blurry and still takes unnecessary FPS away. Is there anyway to play without AA? I've tried a bunch of different versions of the fix but none work without AA.
Also, I can get around 30 FPS with the game and it doesn't matter what settings I change, I can't get more then 33FPS, even if I change settings to Low, I'm not getting more FPS! Usage with the game is always 99% with my GTX 980. I have an Intel I7 3930. Am I hitting a bottleneck somewhere? My CPU cores don't max out either. Could this be a VRAM issue?[/quote]
What happens to performance when you lower the resolution? If it doesn't change, you have a CPU bottlenecks. The lowered settings not changing anything suggests a CPU bottleneck.
Cores for CPU are irrelevant. Games only use two threads, so with 6 cores and 12 threads, you are still only going to see 2 of the 12 threads active. It will look like you are using only 2/12, maybe 3/12 of your CPU.
Conan481 said:I'm playing on the Rog Swift in 2560 x 1440 and if I turn off anti aliasing the fix breaks. I have to use either MSAA2 which takes a lot of performance, or TXXA2 which makes everything too blurry and still takes unnecessary FPS away. Is there anyway to play without AA? I've tried a bunch of different versions of the fix but none work without AA.
Also, I can get around 30 FPS with the game and it doesn't matter what settings I change, I can't get more then 33FPS, even if I change settings to Low, I'm not getting more FPS! Usage with the game is always 99% with my GTX 980. I have an Intel I7 3930. Am I hitting a bottleneck somewhere? My CPU cores don't max out either. Could this be a VRAM issue?
What happens to performance when you lower the resolution? If it doesn't change, you have a CPU bottlenecks. The lowered settings not changing anything suggests a CPU bottleneck.
Cores for CPU are irrelevant. Games only use two threads, so with 6 cores and 12 threads, you are still only going to see 2 of the 12 threads active. It will look like you are using only 2/12, maybe 3/12 of your CPU.
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
Thanks DarkStar. That did the trick :)
Gotta experiment to see if I'm getting any bottleneck, but I was able to get to around 43 FPS average, but it's weird that going from Very high to Ultra usually didn't even give an extra frame. Only Godrays off, and droping from HBAO+ and terrain to medium seemed to add any FPS.
Gotta experiment to see if I'm getting any bottleneck, but I was able to get to around 43 FPS average, but it's weird that going from Very high to Ultra usually didn't even give an extra frame. Only Godrays off, and droping from HBAO+ and terrain to medium seemed to add any FPS.
Not sure if the screen dependent textures can be generalized in the shaders- but I just added the screen resolution (width, height) back into the stereo texture so they can now be used in shaders.
Not sure if the screen dependent textures can be generalized in the shaders- but I just added the screen resolution (width, height) back into the stereo texture so they can now be used in shaders.
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="bo3b"]Not sure if the screen dependent textures can be generalized in the shaders- but I just added the screen resolution (width, height) back into the stereo texture so they can now be used in shaders.
[/quote]Cool, that's a start :)
For Far Cry 4 we really need to have this stored in G->mSwapChainInfo, so it gets used by this code in CreateTexture2D():
[code] if (hashWidth == G->mSwapChainInfo.width && hashHeight == G->mSwapChainInfo.height)
{
hashWidth = 1386492276;
hashHeight = 1386492276;
}[/code]
And additional special cases need to be added for exact multiples of the resolution as well - in this case we need resolution x 2, but it's probably also worth adding at least resolution x 4, resolution x 8 (think MSAA), resolution / 2, resolution / 4 and resolution / 8 (many effects are rendered at half or quarter resolution).
bo3b said:Not sure if the screen dependent textures can be generalized in the shaders- but I just added the screen resolution (width, height) back into the stereo texture so they can now be used in shaders.
Cool, that's a start :)
For Far Cry 4 we really need to have this stored in G->mSwapChainInfo, so it gets used by this code in CreateTexture2D():
And additional special cases need to be added for exact multiples of the resolution as well - in this case we need resolution x 2, but it's probably also worth adding at least resolution x 4, resolution x 8 (think MSAA), resolution / 2, resolution / 4 and resolution / 8 (many effects are rendered at half or quarter resolution).
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="DarkStarSword"]
hashWidth = 1386492276;
hashHeight = 1386492276;
[/quote]
I'm not really sure what the significance of these values are (e.g. they aren't primes), other than not being a resolution.
In general the hashing that 3Dmigoto uses is a bit iffy - when I went to match the "FNV" hash it uses for shaders the other day to match headers for DX11 Unity games I discovered that is not seeded correctly (uses 0 instead of fnv_offset_basis).
The hash for textures also mix in arbitrary sized integers when the hash is designed to work on bytes (e.g. FNV_64_PRIME is 0x100000001b3), plus it switches to FNV-1A ordering (XOR then multiply), but omits the multiply on three of the fields (oops - two of those are my fault)...
Basically - it's not FNV and I'm not a mathematician so I don't know if it matters in practice. Shader hashes would be too painful to change at this point I think, but AFAIK FC4 is the only game using texture hashes (and I've left comments of the render targets they match that can be used to derive the hashes), so if we wanted to change the hashing for textures, now might be a good time.
I'm not really sure what the significance of these values are (e.g. they aren't primes), other than not being a resolution.
In general the hashing that 3Dmigoto uses is a bit iffy - when I went to match the "FNV" hash it uses for shaders the other day to match headers for DX11 Unity games I discovered that is not seeded correctly (uses 0 instead of fnv_offset_basis).
The hash for textures also mix in arbitrary sized integers when the hash is designed to work on bytes (e.g. FNV_64_PRIME is 0x100000001b3), plus it switches to FNV-1A ordering (XOR then multiply), but omits the multiply on three of the fields (oops - two of those are my fault)...
Basically - it's not FNV and I'm not a mathematician so I don't know if it matters in practice. Shader hashes would be too painful to change at this point I think, but AFAIK FC4 is the only game using texture hashes (and I've left comments of the render targets they match that can be used to derive the hashes), so if we wanted to change the hashing for textures, now might be a good time.
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
Hmmm... Interesting. Does it actually make sense to use swapchain info for those parameters? I ask, because I just realized my check-in does this wrong for Surround setups. If these hash are used on Surround setups, should they not use the surround ratios?
Hmmm... Interesting. Does it actually make sense to use swapchain info for those parameters? I ask, because I just realized my check-in does this wrong for Surround setups. If these hash are used on Surround setups, should they not use the surround ratios?
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
I think I know what "weird blurry artifacts whenever I moved" is referring to coz I used to get them; Whenever I moved around, I would see what looked like a dim screenshot superimposed on the screen. I could see what was undoubtedly the dim afterimage of trees against the sky whenever I panned my view. I had to disable AA in order to get rid of it. Funny thing is, I only got it when my computer was configured in SLI mode (I have two Asus GTX 660 OC cards). Since my computer loves to crash in SLI mode (and I get annoying micro-stutters in SLI), I disabled it and have the second card dedicated to processing PhysX. Without SLI, I was immediately able to use AA without the graphical glitch.
The tradeoff I chose to make was to run in 720 resolution rather than 1080. Call me nuts, but I prefer it at 720 with antialiasing than at 1080 without, and the performance difference is huge; I can run with the most of the settings maxed. I'm going to keep an eye out for it, but I haven't noticed any sync issues or problem with shadows using SMAA. Maybe something changed in the Geforce drivers released a few days ago? Maybe I should give SLI another shot with these new drivers...who knows...
Anyways, the game looks great now! I was playing it with "fake 3D" and I'll be honest, I still thought it was way better than 2D, but this annoying shimmering "outline" (for lack of a better term) around my hands/guns and nearby objects was really distracting. Those are gone now, and the game looks absolutely stunning. I can't beleve more gamers aren't playing in 3D nowadays. The experience is so different, so beautiful, so immersive and so much more fun. I guess the majority simply don't know because they haven't tried it. I hope that changes because I'll never spend a cent on any game that doesn't support 3D. It's a shame it takes the efforts of gamers like you to make some games work in 3D rather than the developers themselves. Hopefully the release of VR hardware like the oculus rift will help make 3D more mainstream and devs will see lack of 3D support as lost revenue.
Thanks again! Time to dive into the virtual world of Kyrat and get torn to shreds coz I'm too distracted admiring the scenery!
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
There is a well-known bug with SMAA + SLI in this game where you get severe ghosting. It's been present since launch and it doesn't look like it's going to be fixed anytime soon (or at all). As far as I know it only happens with SLI, though. In single-GPU mode SMAA works just fine - in 2D at least; the last time I checked in 3D mode there is a subtle blurring effect with SMAA that destroys fine detail (it's like TXAA but way worse). Of course I haven't tried the latest version of the 3D fix yet so it may or may not still be an issue.
i7-3930k 4.2 GHz
Asus P9X79 Deluxe
16 GB G.Skill 1866 MHz
2x Gigabyte GTX 980 G1 Gaming 4GB (SLI)
Crucial M500 480GB SSD
WD Black 7200rpm 1TB HDD
WD Black 7200rpm 4TB HDD
Asus ROG Swift PG278Q + 2x Asus PB278Q PLS monitor
Windows 8.1 64-bit
Can you send me your save file and let me know which visit to Shangri-La that was on (first, second, etc)?
There was one point the 3D broke for me in one eye (some things moved to back to where they would be in 2D, but only in one eye), but it wasn't anything like those screenshots and restarting the game fixed it.
I suspect this is some kind of issue with the driver, but to be sure can you try an earlier version of the fix - 0.4 was right after I visited Shangri-La for the first time and this issue was definitely not present for me then:
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.4-2015-03-10.zip
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.5-2015-03-11.zip
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.6-2015-03-14.zip
https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-alpha-0.7-2015-03-14.zip
It's probably also trying without the fix installed at all.
A few other things you might try:
- Changing to a different AA setting (off or one of the MSAA/TXAA variants)
- Switching between SLI and single GPU
- Switching the profile from Max Payne 3 to Far Cry 4 with StereoFlagsDX10 = 0x00004000
- Rolling back to an earlier driver (I'm on 344.75)
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
Also, I can get around 30 FPS with the game and it doesn't matter what settings I change, I can't get more then 33FPS, even if I change settings to Low, I'm not getting more FPS! Usage with the game is always 99% with my GTX 980. I have an Intel I7 3930. Am I hitting a bottleneck somewhere? My CPU cores don't max out either. Could this be a VRAM issue?
Ah, I knew this would bite me if I didn't fix it properly in 3Dmigoto. Open the d3dx.ini and find these near the bottom:
Delete that whole block (at least the two 720p section) and it should work for you. The weapon previews will be broken in the shop, but that's relatively minor.
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
What happens to performance when you lower the resolution? If it doesn't change, you have a CPU bottlenecks. The lowered settings not changing anything suggests a CPU bottleneck.
Cores for CPU are irrelevant. Games only use two threads, so with 6 cores and 12 threads, you are still only going to see 2 of the 12 threads active. It will look like you are using only 2/12, maybe 3/12 of your CPU.
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
Gotta experiment to see if I'm getting any bottleneck, but I was able to get to around 43 FPS average, but it's weird that going from Very high to Ultra usually didn't even give an extra frame. Only Godrays off, and droping from HBAO+ and terrain to medium seemed to add any FPS.
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
For Far Cry 4 we really need to have this stored in G->mSwapChainInfo, so it gets used by this code in CreateTexture2D():
And additional special cases need to be added for exact multiples of the resolution as well - in this case we need resolution x 2, but it's probably also worth adding at least resolution x 4, resolution x 8 (think MSAA), resolution / 2, resolution / 4 and resolution / 8 (many effects are rendered at half or quarter resolution).
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'm not really sure what the significance of these values are (e.g. they aren't primes), other than not being a resolution.
In general the hashing that 3Dmigoto uses is a bit iffy - when I went to match the "FNV" hash it uses for shaders the other day to match headers for DX11 Unity games I discovered that is not seeded correctly (uses 0 instead of fnv_offset_basis).
The hash for textures also mix in arbitrary sized integers when the hash is designed to work on bytes (e.g. FNV_64_PRIME is 0x100000001b3), plus it switches to FNV-1A ordering (XOR then multiply), but omits the multiply on three of the fields (oops - two of those are my fault)...
Basically - it's not FNV and I'm not a mathematician so I don't know if it matters in practice. Shader hashes would be too painful to change at this point I think, but AFAIK FC4 is the only game using texture hashes (and I've left comments of the render targets they match that can be used to derive the hashes), so if we wanted to change the hashing for textures, now might be a good time.
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
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