NieR:Automata - 3D Vision Fix
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#91
Posted 07/11/2017 02:41 PM   
Just test the upscaling feature with this game...and still don't work properly: 1) Now using FAR the game crashes (tested with 5 version of it, including the 0.6.2.2), so i have to remove FAR 2) Using the upscaling, now i have 3D, but is displayed very strange....like the lower resolution inside the 1080 resolution....and using TaB the 3D is all wrong. **Edit: The game crashes using only FAR, removing the fix...LOL @llyzs Can you share the updated fix, maybe i'm doing something wrong with that FAR s**t. I suppose FAR is necessary to play this game....because vanilla game have all resolution and full screen stuff broken...what a lame port!
Just test the upscaling feature with this game...and still don't work properly:
1) Now using FAR the game crashes (tested with 5 version of it, including the 0.6.2.2), so i have to remove FAR
2) Using the upscaling, now i have 3D, but is displayed very strange....like the lower resolution inside the 1080 resolution....and using TaB the 3D is all wrong.

**Edit: The game crashes using only FAR, removing the fix...LOL


@llyzs
Can you share the updated fix, maybe i'm doing something wrong with that FAR s**t. I suppose FAR is necessary to play this game....because vanilla game have all resolution and full screen stuff broken...what a lame port!

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#92
Posted 07/12/2017 12:58 AM   
[quote="DHR"]@llyzs Can you share the updated fix, maybe i'm doing something wrong with that FAR s**t. I suppose FAR is necessary to play this game....because vanilla game have all resolution and full screen stuff broken...what a lame port![/quote] I shared the file to you on google drive, please try. I have played with this FAR version long enough and is very stable for me.
DHR said:@llyzs
Can you share the updated fix, maybe i'm doing something wrong with that FAR s**t. I suppose FAR is necessary to play this game....because vanilla game have all resolution and full screen stuff broken...what a lame port!


I shared the file to you on google drive, please try. I have played with this FAR version long enough and is very stable for me.

#93
Posted 07/12/2017 03:22 AM   
Thanks llyzs! i will check today night. Yesterday also i noticed that the game for some reason start in 2D in 1080i...not "p". First time i see this behavior in a game. Also this lower resolution inside the 1080 resolution happens in 2D without fix and/or FAR.
Thanks llyzs! i will check today night.

Yesterday also i noticed that the game for some reason start in 2D in 1080i...not "p". First time i see this behavior in a game. Also this lower resolution inside the 1080 resolution happens in 2D without fix and/or FAR.

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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#94
Posted 07/12/2017 11:57 AM   
I have encountered a complex problem with Steam's Nier Automata - completely unrelated to 3D Vision and this great mod. For some unknown reason, a number of my game's settings controls are disabled. I did not notice, since the presets for all disabled controls worked great for me. However, this issue (specifically, sound) has eventually prevented any game progress during the second playthrough as 9S (my game ends ups looping, requiring Task Manager termination). In my web research, I found at least one other person who has encountered this issue, but there was no resolution... I have contacted Square Enix TWICE about this issue. Both times, as they realized that this was not a simple problem, stopped their email investigation/support, without any further contact or acknowledgement. It is unfortunate that they do not want to really understand the problem and its solution. At least NVIDIA still appears to be investigating The Surge particle problem (they contacted me late last week for 3D screenshots or video). [s]I suspect that my Rift/VIve drivers and hardware connections may be somehow[/s] Something is interacting with this game's detection/mod of system settings (also failed under Windows 8.1, no Rift and Vive drivers/software), but I really would like Square Enix's support in this investigation...
I have encountered a complex problem with Steam's Nier Automata - completely unrelated to 3D Vision and this great mod. For some unknown reason, a number of my game's settings controls are disabled. I did not notice, since the presets for all disabled controls worked great for me. However, this issue (specifically, sound) has eventually prevented any game progress during the second playthrough as 9S (my game ends ups looping, requiring Task Manager termination). In my web research, I found at least one other person who has encountered this issue, but there was no resolution...

I have contacted Square Enix TWICE about this issue. Both times, as they realized that this was not a simple problem, stopped their email investigation/support, without any further contact or acknowledgement. It is unfortunate that they do not want to really understand the problem and its solution. At least NVIDIA still appears to be investigating The Surge particle problem (they contacted me late last week for 3D screenshots or video).

I suspect that my Rift/VIve drivers and hardware connections may be somehow Something is interacting with this game's detection/mod of system settings (also failed under Windows 8.1, no Rift and Vive drivers/software), but I really would like Square Enix's support in this investigation...

#95
Posted 07/12/2017 05:17 PM   
I don't know what happens with this game... I have the same issue using the updated fix. At least now FAR don't crash the game. I have the game running in 1080i (1920x1080) but the actual game render in 1768x992 (i have desktop, ingame and FAR in 1080), so the space between is black (i have a black border around). Also i try to enable the FAR OSD (Ctrl+Shift+0) and don't work...so i don't know if FAR is working....i really starting to lose my patience with this game. And the TaB mode is all broken...SBS works, but i lose resolution with my passive TV.
I don't know what happens with this game... I have the same issue using the updated fix. At least now FAR don't crash the game.

I have the game running in 1080i (1920x1080) but the actual game render in 1768x992 (i have desktop, ingame and FAR in 1080), so the space between is black (i have a black border around). Also i try to enable the FAR OSD (Ctrl+Shift+0) and don't work...so i don't know if FAR is working....i really starting to lose my patience with this game.

And the TaB mode is all broken...SBS works, but i lose resolution with my passive TV.

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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#96
Posted 07/12/2017 11:17 PM   
Found the problem...was MSI/RivaTuner...i close those softwares (since i always use it - start with windows) and now all works OK using upscaling + TaB. This is not the first time i have issues with games using MSI/RT... Doom 2016, Battleborn and The Evil Within for example...i have to play those games with MSI/RT closed.
Found the problem...was MSI/RivaTuner...i close those softwares (since i always use it - start with windows) and now all works OK using upscaling + TaB.

This is not the first time i have issues with games using MSI/RT... Doom 2016, Battleborn and The Evil Within for example...i have to play those games with MSI/RT closed.

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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#97
Posted 07/13/2017 04:02 PM   
Didn't you see the warning about RivaTuner that FAR showed when starting the game? Also you don't need to close them, just add an exclude rule from Rivatuner for Nier.
Didn't you see the warning about RivaTuner that FAR showed when starting the game?

Also you don't need to close them, just add an exclude rule from Rivatuner for Nier.

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#98
Posted 07/13/2017 04:48 PM   
Nop...don't see any msg related to RivaTuner... i think the FAR not even start in the first place, i suppose some kind of conflict with MSI/RT I will test adding a rule. Thanks!
Nop...don't see any msg related to RivaTuner... i think the FAR not even start in the first place, i suppose some kind of conflict with MSI/RT

I will test adding a rule. Thanks!

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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#99
Posted 07/13/2017 09:35 PM   
As a general rule, you want to be wary of RivaTuner. I have not looked recently, but last time I checked, they were using a feeble approach for patching/hooking calls, one that is known to be problematic if other tools are hooking. The functionality is good, but in my opinion their hooking approach makes it not worth using. Their code is shitty because it assumes that only they are going to be hooking calls. That was stupid 5 years ago, and is impossibly stupid today. You run into a problem of 'who gets there first', race conditions.
As a general rule, you want to be wary of RivaTuner.

I have not looked recently, but last time I checked, they were using a feeble approach for patching/hooking calls, one that is known to be problematic if other tools are hooking. The functionality is good, but in my opinion their hooking approach makes it not worth using.

Their code is shitty because it assumes that only they are going to be hooking calls. That was stupid 5 years ago, and is impossibly stupid today. You run into a problem of 'who gets there first', race conditions.

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Posted 07/14/2017 03:50 AM   
A little more update on the bloom + enemydata HUD VS mess. As I played a little more I have discovered that even the texture filter cannot distinguish the two. The VS/PS themselves are not using any textures, and the bound textures left for them are random. I met several places where blooms are still there but enemydata HUDs disappear. So I have came to the conclusion that there is no way to distinguish them, so there is no way to reliably disable the bloom while keeping the enemydata and indicator HUD. I am currently trying a different approach, limiting the range that the bloom appears by adding a small factor: o0.z *= 1.005; After adding this to f6f059ac789a5c2d, the bloom starts to slowly fade in only when it gets very near to the camera (which means it is no longer a problem); the enemydata HUD also only appears when you get a bit closer to the enemy, but it is way better than nothing. I will update how it works after I experience more.
A little more update on the bloom + enemydata HUD VS mess. As I played a little more I have discovered that even the texture filter cannot distinguish the two. The VS/PS themselves are not using any textures, and the bound textures left for them are random. I met several places where blooms are still there but enemydata HUDs disappear. So I have came to the conclusion that there is no way to distinguish them, so there is no way to reliably disable the bloom while keeping the enemydata and indicator HUD.

I am currently trying a different approach, limiting the range that the bloom appears by adding a small factor:

o0.z *= 1.005;

After adding this to f6f059ac789a5c2d, the bloom starts to slowly fade in only when it gets very near to the camera (which means it is no longer a problem); the enemydata HUD also only appears when you get a bit closer to the enemy, but it is way better than nothing. I will update how it works after I experience more.

Posted 07/14/2017 05:38 AM   
OK I think this is my final version, sharing it here. Following is the new list of changes I added since @helifax version: 1. Updated FAR to 0.6.2.2 2. Updated 3Dmigoto to 1.2.63 3. Use automatic convergence for cutscene and menu, removed keys: F3, F11 and M. 4. Added controller right-thumb button to change convergence, please customize in [Key_Controller_Mode] 5. Fix scissor clipping in some menu elements 6. Bloom and enemy data HUD shares the exact same rendering states so make it appear only when near the screen. This can be customized in z2 (default 1.005) 7. Integrated upscale feature into ini 8. Default Global Illumination in FAR set to High due to occasional screen artifacts using Mid. Use new MinLightVolumeExtent settings to get additional FPS instead. [url=https://drive.google.com/open?id=0B3mdjHN3SvnrQjdWWEo0NlUxcG8]NieRAutomata_v.1.1.7z[/url]
OK I think this is my final version, sharing it here. Following is the new list of changes I added since @helifax version:

1. Updated FAR to 0.6.2.2
2. Updated 3Dmigoto to 1.2.63
3. Use automatic convergence for cutscene and menu, removed keys: F3, F11 and M.
4. Added controller right-thumb button to change convergence, please customize in [Key_Controller_Mode]
5. Fix scissor clipping in some menu elements
6. Bloom and enemy data HUD shares the exact same rendering states so make it appear only when near the screen. This can be customized in z2 (default 1.005)
7. Integrated upscale feature into ini
8. Default Global Illumination in FAR set to High due to occasional screen artifacts using Mid. Use new MinLightVolumeExtent settings to get additional FPS instead.

NieRAutomata_v.1.1.7z

Posted 07/16/2017 04:55 AM   
@llyzs Thanks for the fix. Great work.
@llyzs

Thanks for the fix. Great work.

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Posted 07/16/2017 11:38 AM   
[quote="llyzs"]OK I think this is my final version, sharing it here. Following is the new list of changes I added since @helifax version: 1. Updated FAR to 0.6.2.2 2. Updated 3Dmigoto to 1.2.63 3. Use automatic convergence for cutscene and menu, removed keys: F3, F11 and M. 4. Added controller right-thumb button to change convergence, please customize in [Key_Controller_Mode] 5. Fix scissor clipping in some menu elements 6. Bloom and enemy data HUD shares the exact same rendering states so make it appear only when near the screen. This can be customized in z2 (default 1.005) 7. Integrated upscale feature into ini 8. Default Global Illumination in FAR set to High due to occasional screen artifacts using Mid. Use new MinLightVolumeExtent settings to get additional FPS instead. [url=https://drive.google.com/open?id=0B3mdjHN3SvnrQjdWWEo0NlUxcG8]NieRAutomata_v.1.1.7z[/url][/quote] Awesome! I've been working on some other stuff;) But I'll update the link and description, with the latest changes soon! Awesome work!
llyzs said:OK I think this is my final version, sharing it here. Following is the new list of changes I added since @helifax version:

1. Updated FAR to 0.6.2.2
2. Updated 3Dmigoto to 1.2.63
3. Use automatic convergence for cutscene and menu, removed keys: F3, F11 and M.
4. Added controller right-thumb button to change convergence, please customize in [Key_Controller_Mode]
5. Fix scissor clipping in some menu elements
6. Bloom and enemy data HUD shares the exact same rendering states so make it appear only when near the screen. This can be customized in z2 (default 1.005)
7. Integrated upscale feature into ini
8. Default Global Illumination in FAR set to High due to occasional screen artifacts using Mid. Use new MinLightVolumeExtent settings to get additional FPS instead.

NieRAutomata_v.1.1.7z


Awesome!
I've been working on some other stuff;) But I'll update the link and description, with the latest changes soon!

Awesome work!

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My website with my fixes and OpenGL to 3D Vision wrapper:
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(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)

Posted 07/16/2017 08:39 PM   
Thanks a lot guys!
Thanks a lot guys!

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Posted 07/18/2017 05:37 AM   
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