Yesterday I fixed light shafts, some sky lighting (that for some reason it does the opposite in the main menu), some more decals, and some clouds and brightness which is a compute shader.
The weirdest thing is a shadows shader (two actually, depending on the area) that is fixed in some situations but still broken in others. And the brokenness appears only if shadows are higher than the medium setting. It's used for some indoors orange-ish lighting when it's broken.
Cutscenes need a different formula (maybe a multiplier) in some shaders for some reason. I still have to test that, pausing with Ansel preferably.
This weekend I can publish a WIP, if someone is interested.
Yesterday I fixed light shafts, some sky lighting (that for some reason it does the opposite in the main menu), some more decals, and some clouds and brightness which is a compute shader.
The weirdest thing is a shadows shader (two actually, depending on the area) that is fixed in some situations but still broken in others. And the brokenness appears only if shadows are higher than the medium setting. It's used for some indoors orange-ish lighting when it's broken.
Cutscenes need a different formula (maybe a multiplier) in some shaders for some reason. I still have to test that, pausing with Ansel preferably.
This weekend I can publish a WIP, if someone is interested.
[quote="masterotaku"]Yesterday I fixed light shafts, some sky lighting (that for some reason it does the opposite in the main menu), some more decals, and some clouds and brightness which is a compute shader.
The weirdest thing is a shadows shader (two actually, depending on the area) that is fixed in some situations but still broken in others. And the brokenness appears only if shadows are higher than the medium setting. It's used for some indoors orange-ish lighting when it's broken.
Cutscenes need a different formula (maybe a multiplier) in some shaders for some reason. I still have to test that, pausing with Ansel preferably.
This weekend I can publish a WIP, if someone is interested.[/quote]
Id like to be as skilled as you, DHR, DJ-RK :-(( ... to be as skilled as DSS is a wish that i better skip ^^
GO ON, your one of or (less left) master shader hackers, as well as DHR and DJ-RK (that is verry rare this time :-( ) !!!!!!
WHO is left here??
We need more than you and the other shader hackers having fun in shader hacking, not only to fix games we want to play itselfe.
masterotaku said:Yesterday I fixed light shafts, some sky lighting (that for some reason it does the opposite in the main menu), some more decals, and some clouds and brightness which is a compute shader.
The weirdest thing is a shadows shader (two actually, depending on the area) that is fixed in some situations but still broken in others. And the brokenness appears only if shadows are higher than the medium setting. It's used for some indoors orange-ish lighting when it's broken.
Cutscenes need a different formula (maybe a multiplier) in some shaders for some reason. I still have to test that, pausing with Ansel preferably.
This weekend I can publish a WIP, if someone is interested.
Id like to be as skilled as you, DHR, DJ-RK :-(( ... to be as skilled as DSS is a wish that i better skip ^^
GO ON, your one of or (less left) master shader hackers, as well as DHR and DJ-RK (that is verry rare this time :-( ) !!!!!!
WHO is left here??
We need more than you and the other shader hackers having fun in shader hacking, not only to fix games we want to play itselfe.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
The lighting problem I was having was of my own doing. I was using StereoTextureEnable at 0x00000027 in the profile by mistake (since many games I fixed recently needed it), but that's what was breaking the effect. The default 0x00000023 works fine.
Also I have fixed lighting in cutscenes :). The fixing line is now "v1.x-=stereo.x*(1-stereo.y*r21.z*mP2W._m23/mP2W._m22);" (with the code blocks I posted before). This way it works in both gameplay and cutscenes.
Here are two newer screenshots:
https://u.cubeupload.com/masterotaku/nioh022.jpg
https://u.cubeupload.com/masterotaku/nioh032.jpg
Basically the biggest remaining problem now is water (and similar to that, some cave crystals). I haven't tried many things about that today.
Edit: you're right, Losti. Having more fixers would be ideal. I almost can't keep up with all the games I want to fix. This month another JRPG port will be released (Resonance of Fate) but I don't have time for now. Then there's Soul Calibur 6 (I don't think I'll get it at release, but it's UE4 so try the universal fix) this month too.
The lighting problem I was having was of my own doing. I was using StereoTextureEnable at 0x00000027 in the profile by mistake (since many games I fixed recently needed it), but that's what was breaking the effect. The default 0x00000023 works fine.
Also I have fixed lighting in cutscenes :). The fixing line is now "v1.x-=stereo.x*(1-stereo.y*r21.z*mP2W._m23/mP2W._m22);" (with the code blocks I posted before). This way it works in both gameplay and cutscenes.
Basically the biggest remaining problem now is water (and similar to that, some cave crystals). I haven't tried many things about that today.
Edit: you're right, Losti. Having more fixers would be ideal. I almost can't keep up with all the games I want to fix. This month another JRPG port will be released (Resonance of Fate) but I don't have time for now. Then there's Soul Calibur 6 (I don't think I'll get it at release, but it's UE4 so try the universal fix) this month too.
Here's a work in progress version: [url]https://s3.amazonaws.com/masterotaku/Nioh/Nioh_3D_Vision_fix.7z[/url]
[b]Fixed:[/b]
- Shadows.
- Lighting.
- Decals.
- Haloing issues.
- Light shafts.
- Sun and moon lighting.
- Thin fog.
- Stereoized parallax occlusion mapping (the strength level is customizable). Done with regex.
- Some ground shaders that for some reason were double stereoized.
- HUD mostly fixed.
- Automatic low convergence preset for cutscenes.
- One compute shader at depth (read its related notes).
[b]Remaining issues:[/b]
- Water. Refraction effects are fine (no haloing), but fake reflection effects are at screen depth. For the moment, if I fix that, it breaks refraction.
- Some crystals. Same as water.
- In some areas, decals and/or shadows don't look exactly 100% accurate. I'm not sure what is happening, but my guess is low precision in depth values or something like that.
- Clipping in decals and some small lighting spots.
[b]Hotkeys (not the numpad):[/b]
- F1: convergence presets.
- F2: HUD depth presets.
- F3: HUD toggle (a bit imperfect. I need to tweak it in the PS I think).
- F4: depth of field toggle.
- F5: protagonist beard toggle.
- F6: this toggles off one compute shader that controls some lighting spots. If you disable this AND have compute shaders stereoized, you'll regain most of the lost performance.
- 5: bloom toggle.
- 6: parallax occlusion mapping strength presets (0, 0.5, 1, 1.5, 2, 2.5, 3).
- 7: depth toggle for one specific compute shader (related to a fog effect). Use this only if you are stereoizing compute shaders (otherwise it will move to the same side on both eyes). Or change "w1=0" into "w1=1" in line 106 of "d3dx.ini".
[b]Note about the compute shader:[/b]
The profile changes the fix makes don't include the flag for compute shaders stereoization. The reason is that at times it can be a big performance hog. Like 50-60% fps loss in extreme cases, or 15-20% in less affected areas.
If you have a super strong GPU (like a 2080Ti) or don't care about performance, go near the bottom of "d3dx.ini" and comment the "StereoFlagsDX10 = 0x00000000" line, and also uncomment the ";StereoFlagsDX10 = 0x00004008" line.
Only one shader makes use of this profile change, and it only appears in very few areas. When it's at screen depth it isn't super annoying, so it's >90% not worth the fps drop.
- Shadows.
- Lighting.
- Decals.
- Haloing issues.
- Light shafts.
- Sun and moon lighting.
- Thin fog.
- Stereoized parallax occlusion mapping (the strength level is customizable). Done with regex.
- Some ground shaders that for some reason were double stereoized.
- HUD mostly fixed.
- Automatic low convergence preset for cutscenes.
- One compute shader at depth (read its related notes).
Remaining issues:
- Water. Refraction effects are fine (no haloing), but fake reflection effects are at screen depth. For the moment, if I fix that, it breaks refraction.
- Some crystals. Same as water.
- In some areas, decals and/or shadows don't look exactly 100% accurate. I'm not sure what is happening, but my guess is low precision in depth values or something like that.
- Clipping in decals and some small lighting spots.
Hotkeys (not the numpad):
- F1: convergence presets.
- F2: HUD depth presets.
- F3: HUD toggle (a bit imperfect. I need to tweak it in the PS I think).
- F4: depth of field toggle.
- F5: protagonist beard toggle.
- F6: this toggles off one compute shader that controls some lighting spots. If you disable this AND have compute shaders stereoized, you'll regain most of the lost performance.
- 5: bloom toggle.
- 6: parallax occlusion mapping strength presets (0, 0.5, 1, 1.5, 2, 2.5, 3).
- 7: depth toggle for one specific compute shader (related to a fog effect). Use this only if you are stereoizing compute shaders (otherwise it will move to the same side on both eyes). Or change "w1=0" into "w1=1" in line 106 of "d3dx.ini".
Note about the compute shader:
The profile changes the fix makes don't include the flag for compute shaders stereoization. The reason is that at times it can be a big performance hog. Like 50-60% fps loss in extreme cases, or 15-20% in less affected areas.
If you have a super strong GPU (like a 2080Ti) or don't care about performance, go near the bottom of "d3dx.ini" and comment the "StereoFlagsDX10 = 0x00000000" line, and also uncomment the ";StereoFlagsDX10 = 0x00004008" line.
Only one shader makes use of this profile change, and it only appears in very few areas. When it's at screen depth it isn't super annoying, so it's >90% not worth the fps drop.
I (and everyone) couldn't post yesterday, and I had to say that I updated the fix with some more fixes. But I'll update it again today (with more smoke fixes too).
I found a decent way to fix crystals, and the same method works for water. The problem? That it makes the refraction effect flat, sticking to the surface :/. As I said, it isn't a problem for crystals (even if not ideal), but it makes walking on water less intuitive (everything looks like a 0 depth puddle). I have to experiment more. Now that I think about it, it's similar to how I fixed some puddle reflections in Yakuza 0... it's probably the reason why they looked flat.
46 hours played in a week, lol. I'm hooked, and at the third region of the game.
I (and everyone) couldn't post yesterday, and I had to say that I updated the fix with some more fixes. But I'll update it again today (with more smoke fixes too).
I found a decent way to fix crystals, and the same method works for water. The problem? That it makes the refraction effect flat, sticking to the surface :/. As I said, it isn't a problem for crystals (even if not ideal), but it makes walking on water less intuitive (everything looks like a 0 depth puddle). I have to experiment more. Now that I think about it, it's similar to how I fixed some puddle reflections in Yakuza 0... it's probably the reason why they looked flat.
46 hours played in a week, lol. I'm hooked, and at the third region of the game.
[quote="masterotaku"]I (and everyone) couldn't post yesterday, and I had to say that I updated the fix with some more fixes. But I'll update it again today (with more smoke fixes too).
I found a decent way to fix crystals, and the same method works for water. The problem? That it makes the refraction effect flat, sticking to the surface :/. As I said, it isn't a problem for crystals (even if not ideal), but it makes walking on water less intuitive (everything looks like a 0 depth puddle). I have to experiment more. Now that I think about it, it's similar to how I fixed some puddle reflections in Yakuza 0... it's probably the reason why they looked flat.
46 hours played in a week, lol. I'm hooked, and at the third region of the game.[/quote]
Thank you for your work that will make the experience of the game more enjoyable.
in waiting for your new fix
masterotaku said:I (and everyone) couldn't post yesterday, and I had to say that I updated the fix with some more fixes. But I'll update it again today (with more smoke fixes too).
I found a decent way to fix crystals, and the same method works for water. The problem? That it makes the refraction effect flat, sticking to the surface :/. As I said, it isn't a problem for crystals (even if not ideal), but it makes walking on water less intuitive (everything looks like a 0 depth puddle). I have to experiment more. Now that I think about it, it's similar to how I fixed some puddle reflections in Yakuza 0... it's probably the reason why they looked flat.
46 hours played in a week, lol. I'm hooked, and at the third region of the game.
Thank you for your work that will make the experience of the game more enjoyable.
Today was a good day. I have fully fixed water and crystals! I remembered that when DJ-RK helped me fix water in Skyrim SE, he applied the fixed value at some points of the shader but the original value at others. So I did something similar with these shaders, and it worked fine. 3D refraction + surface sun/moon/etc reflections. As it should be.
The fix is updated with the same link (https://s3.amazonaws.com/masterotaku/Nioh/Nioh_3D_Vision_fix.7z). Keep in mind that after I reach new areas I usually find something to fix. Once I've visited everything, the fix will be ready for the blog.
Today was a good day. I have fully fixed water and crystals! I remembered that when DJ-RK helped me fix water in Skyrim SE, he applied the fixed value at some points of the shader but the original value at others. So I did something similar with these shaders, and it worked fine. 3D refraction + surface sun/moon/etc reflections. As it should be.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
hello,
Thank you very much Master Masterotaku :)
It's great in 3d. Nice job, I love the fix.
For now, I'm on assassin's creed odissey (awesome both for beauty (4k - HDR) and incredible gameplay as without 3d, i like the difficulty of the this one ... the difficulty is present ... ubisoft walks in the footsteps of darksoul ...).
For now, I'm on assassin's creed odissey (awesome both for beauty (4k - HDR) and incredible gameplay as without 3d, i like the difficulty of the this one ... the difficulty is present ... ubisoft walks in the footsteps of darksoul ...).
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
[quote="norbert72"]ubisoft walks in the footsteps of darksoul ...)[/quote]
Not even close;)
back on topic:
Awesome stuff, as always, masterotaku! You actually managed to "kick this horse in the teeth" it seems;)
norbert72 said:ubisoft walks in the footsteps of darksoul ...)
Not even close;)
back on topic:
Awesome stuff, as always, masterotaku! You actually managed to "kick this horse in the teeth" it seems;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Thank you all.
[quote="Helifax"]
Awesome stuff, as always, masterotaku! You actually managed to "kick this horse in the teeth" it seems;)
[/quote]
I asked you a question on Steam. Maybe you didn't see it. Do you know if it's possible to stereoize only one compute shader with the flag disabled in the profile, or alternatively turn everything except one shader to mono? I think you did some stuff like that in Mass Effect Andromeda, but after looking at your d3dx.ini I still don't understand well what you did.
With the 4000 or 4008 flag there isn't anything wrong graphically, but the performance drop is too big to ignore. That's why I want to only have one compute shader in 3D (related to some smoke / sky lighting and some limited light shafts, depending on the area). Without that flag, the GPU usage in 3D is almost always below 2x the GPU usage in 2D. Like 85% increase, which is nice.
The other thing I wonder: is my fixing formula supposed to be correct (you can see it in my "v1.x-=" lines in some shaders)? I'm clearly avoiding the use of matrix conversion, but cutscenes show that there's some inaccuracy there, like I need a modifier or something. I'm not sure if it's FOV, because a FOV change in gameplay doesn't make things worse. In any case I can detect when the game is in a cutscene, so an if/else condition would be acceptable if I can only fix gameplay or cutscenes. In gameplay, some decals are the only things that don't look 100% accurate all the time, with the same formula as everything else.
I'll try to use the matrix.hlsl file, although I didn't use it in the first place because I wasn't sure what I had to use as inputs.
I have fixed rain drops (to see the effect I had to pause with Ansel, reduce FOV to 10 degrees and focus on a single rain drop, lol) and detected one more HUD shader. I'll publish another work in progress fix or maybe not, because starting this afternoon I have a 5 day vacation, so I can just focus on the fix and race to the end in a few days.
Helifax said:
Awesome stuff, as always, masterotaku! You actually managed to "kick this horse in the teeth" it seems;)
I asked you a question on Steam. Maybe you didn't see it. Do you know if it's possible to stereoize only one compute shader with the flag disabled in the profile, or alternatively turn everything except one shader to mono? I think you did some stuff like that in Mass Effect Andromeda, but after looking at your d3dx.ini I still don't understand well what you did.
With the 4000 or 4008 flag there isn't anything wrong graphically, but the performance drop is too big to ignore. That's why I want to only have one compute shader in 3D (related to some smoke / sky lighting and some limited light shafts, depending on the area). Without that flag, the GPU usage in 3D is almost always below 2x the GPU usage in 2D. Like 85% increase, which is nice.
The other thing I wonder: is my fixing formula supposed to be correct (you can see it in my "v1.x-=" lines in some shaders)? I'm clearly avoiding the use of matrix conversion, but cutscenes show that there's some inaccuracy there, like I need a modifier or something. I'm not sure if it's FOV, because a FOV change in gameplay doesn't make things worse. In any case I can detect when the game is in a cutscene, so an if/else condition would be acceptable if I can only fix gameplay or cutscenes. In gameplay, some decals are the only things that don't look 100% accurate all the time, with the same formula as everything else.
I'll try to use the matrix.hlsl file, although I didn't use it in the first place because I wasn't sure what I had to use as inputs.
I have fixed rain drops (to see the effect I had to pause with Ansel, reduce FOV to 10 degrees and focus on a single rain drop, lol) and detected one more HUD shader. I'll publish another work in progress fix or maybe not, because starting this afternoon I have a 5 day vacation, so I can just focus on the fix and race to the end in a few days.
The weirdest thing is a shadows shader (two actually, depending on the area) that is fixed in some situations but still broken in others. And the brokenness appears only if shadows are higher than the medium setting. It's used for some indoors orange-ish lighting when it's broken.
Cutscenes need a different formula (maybe a multiplier) in some shaders for some reason. I still have to test that, pausing with Ansel preferably.
This weekend I can publish a WIP, if someone is interested.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
8700K@5GHZ, ASUS Z370-F, 16 GB DDR4 3200 RAM
ASUS STRIX GTX 1080ti SLI
ASUS ROG SWIFT PG278Q
NVIDIA 3D VISION
NORWAY
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
Id like to be as skilled as you, DHR, DJ-RK :-(( ... to be as skilled as DSS is a wish that i better skip ^^
GO ON, your one of or (less left) master shader hackers, as well as DHR and DJ-RK (that is verry rare this time :-( ) !!!!!!
WHO is left here??
We need more than you and the other shader hackers having fun in shader hacking, not only to fix games we want to play itselfe.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Also I have fixed lighting in cutscenes :). The fixing line is now "v1.x-=stereo.x*(1-stereo.y*r21.z*mP2W._m23/mP2W._m22);" (with the code blocks I posted before). This way it works in both gameplay and cutscenes.
Here are two newer screenshots:
https://u.cubeupload.com/masterotaku/nioh022.jpg
https://u.cubeupload.com/masterotaku/nioh032.jpg
Basically the biggest remaining problem now is water (and similar to that, some cave crystals). I haven't tried many things about that today.
Edit: you're right, Losti. Having more fixers would be ideal. I almost can't keep up with all the games I want to fix. This month another JRPG port will be released (Resonance of Fate) but I don't have time for now. Then there's Soul Calibur 6 (I don't think I'll get it at release, but it's UE4 so try the universal fix) this month too.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Fixed:
- Shadows.
- Lighting.
- Decals.
- Haloing issues.
- Light shafts.
- Sun and moon lighting.
- Thin fog.
- Stereoized parallax occlusion mapping (the strength level is customizable). Done with regex.
- Some ground shaders that for some reason were double stereoized.
- HUD mostly fixed.
- Automatic low convergence preset for cutscenes.
- One compute shader at depth (read its related notes).
Remaining issues:
- Water. Refraction effects are fine (no haloing), but fake reflection effects are at screen depth. For the moment, if I fix that, it breaks refraction.
- Some crystals. Same as water.
- In some areas, decals and/or shadows don't look exactly 100% accurate. I'm not sure what is happening, but my guess is low precision in depth values or something like that.
- Clipping in decals and some small lighting spots.
Hotkeys (not the numpad):
- F1: convergence presets.
- F2: HUD depth presets.
- F3: HUD toggle (a bit imperfect. I need to tweak it in the PS I think).
- F4: depth of field toggle.
- F5: protagonist beard toggle.
- F6: this toggles off one compute shader that controls some lighting spots. If you disable this AND have compute shaders stereoized, you'll regain most of the lost performance.
- 5: bloom toggle.
- 6: parallax occlusion mapping strength presets (0, 0.5, 1, 1.5, 2, 2.5, 3).
- 7: depth toggle for one specific compute shader (related to a fog effect). Use this only if you are stereoizing compute shaders (otherwise it will move to the same side on both eyes). Or change "w1=0" into "w1=1" in line 106 of "d3dx.ini".
Note about the compute shader:
The profile changes the fix makes don't include the flag for compute shaders stereoization. The reason is that at times it can be a big performance hog. Like 50-60% fps loss in extreme cases, or 15-20% in less affected areas.
If you have a super strong GPU (like a 2080Ti) or don't care about performance, go near the bottom of "d3dx.ini" and comment the "StereoFlagsDX10 = 0x00000000" line, and also uncomment the ";StereoFlagsDX10 = 0x00004008" line.
Only one shader makes use of this profile change, and it only appears in very few areas. When it's at screen depth it isn't super annoying, so it's >90% not worth the fps drop.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I found a decent way to fix crystals, and the same method works for water. The problem? That it makes the refraction effect flat, sticking to the surface :/. As I said, it isn't a problem for crystals (even if not ideal), but it makes walking on water less intuitive (everything looks like a 0 depth puddle). I have to experiment more. Now that I think about it, it's similar to how I fixed some puddle reflections in Yakuza 0... it's probably the reason why they looked flat.
46 hours played in a week, lol. I'm hooked, and at the third region of the game.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Thank you for your work that will make the experience of the game more enjoyable.
in waiting for your new fix
8700K@5GHZ, ASUS Z370-F, 16 GB DDR4 3200 RAM
ASUS STRIX GTX 1080ti SLI
ASUS ROG SWIFT PG278Q
NVIDIA 3D VISION
NORWAY
The fix is updated with the same link (https://s3.amazonaws.com/masterotaku/Nioh/Nioh_3D_Vision_fix.7z). Keep in mind that after I reach new areas I usually find something to fix. Once I've visited everything, the fix will be ready for the blog.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Thank you very much Master Masterotaku :)
It's great in 3d. Nice job, I love the fix.
For now, I'm on assassin's creed odissey (awesome both for beauty (4k - HDR) and incredible gameplay as without 3d, i like the difficulty of the this one ... the difficulty is present ... ubisoft walks in the footsteps of darksoul ...).
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
Not even close;)
back on topic:
Awesome stuff, as always, masterotaku! You actually managed to "kick this horse in the teeth" it seems;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I asked you a question on Steam. Maybe you didn't see it. Do you know if it's possible to stereoize only one compute shader with the flag disabled in the profile, or alternatively turn everything except one shader to mono? I think you did some stuff like that in Mass Effect Andromeda, but after looking at your d3dx.ini I still don't understand well what you did.
With the 4000 or 4008 flag there isn't anything wrong graphically, but the performance drop is too big to ignore. That's why I want to only have one compute shader in 3D (related to some smoke / sky lighting and some limited light shafts, depending on the area). Without that flag, the GPU usage in 3D is almost always below 2x the GPU usage in 2D. Like 85% increase, which is nice.
The other thing I wonder: is my fixing formula supposed to be correct (you can see it in my "v1.x-=" lines in some shaders)? I'm clearly avoiding the use of matrix conversion, but cutscenes show that there's some inaccuracy there, like I need a modifier or something. I'm not sure if it's FOV, because a FOV change in gameplay doesn't make things worse. In any case I can detect when the game is in a cutscene, so an if/else condition would be acceptable if I can only fix gameplay or cutscenes. In gameplay, some decals are the only things that don't look 100% accurate all the time, with the same formula as everything else.
I'll try to use the matrix.hlsl file, although I didn't use it in the first place because I wasn't sure what I had to use as inputs.
I have fixed rain drops (to see the effect I had to pause with Ansel, reduce FOV to 10 degrees and focus on a single rain drop, lol) and detected one more HUD shader. I'll publish another work in progress fix or maybe not, because starting this afternoon I have a 5 day vacation, so I can just focus on the fix and race to the end in a few days.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55