Call of Duty : Black ops III
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Does anyone tried it in 3D vision mode?
Does anyone tried it in 3D vision mode?

CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC

#1
Posted 11/06/2015 05:47 AM   
Downloading.....
Downloading.....

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#2
Posted 11/06/2015 07:39 AM   
My copy just arrived... installing.:D 6 freaking DVDs
My copy just arrived... installing.:D
6 freaking DVDs

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#3
Posted 11/06/2015 10:32 AM   
CM not recommended. native 3D is broken.

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

#4
Posted 11/06/2015 11:04 AM   
Can anyone upload some screenshots? (real 3D) i'm downloading (9%)...but the game is huge, so will take some time. i want to see if this game have the same issues of CoD:AW with the Ambiente Oclussion and in-game cache....or is another kind of issues.
Can anyone upload some screenshots? (real 3D)

i'm downloading (9%)...but the game is huge, so will take some time.


i want to see if this game have the same issues of CoD:AW with the Ambiente Oclussion and in-game cache....or is another kind of issues.

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#5
Posted 11/06/2015 12:40 PM   
If I activate 3D one eye is stuck with one image. With Tridef works in power 3D but and looks quite good but I can't see the weapons on the wall in Zombies. Real 3D also works but I was not able to correct all the shaders. LE: I activated CM for BO3 but there is absolutely no depth to the image. Meanwhile with the Nvidia tip (order independent transparency ->none) I fixed also Power 3D in Tridef and look quite OK.
If I activate 3D one eye is stuck with one image.
With Tridef works in power 3D but and looks quite good but I can't see the weapons on the wall in Zombies.
Real 3D also works but I was not able to correct all the shaders.

LE: I activated CM for BO3 but there is absolutely no depth to the image.
Meanwhile with the Nvidia tip (order independent transparency ->none) I fixed also Power 3D in Tridef and look quite OK.

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#6
Posted 11/06/2015 08:53 PM   
DHR... did you manage to test in 3Dvision, do you have one eye stuck like I do? Off topic: Some screenshots in P3D, artwork is quite nice
DHR... did you manage to test in 3Dvision, do you have one eye stuck like I do?

Off topic: Some screenshots in P3D, artwork is quite nice

Intel i7 8086K
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TV LG OLED65E6V
Windows 10 64bits

#7
Posted 11/07/2015 07:14 PM   
i just take a quick look and manage to remove the one eye issue (using the Max Payne 3 profile), but the bad news is the game have broken shadows and lights (at least in the main menu where the soldier in the back)....i dump one VS and the shader have decompiler issues with a lot of comments (i attach the shader...maybe bo3b can help with that). In the night i will take a deep look....i just arrive from 2 birthdays during day (my sons was invited 2 today and 1 tomorrow....grrrrr).
i just take a quick look and manage to remove the one eye issue (using the Max Payne 3 profile), but the bad news is the game have broken shadows and lights (at least in the main menu where the soldier in the back)....i dump one VS and the shader have decompiler issues with a lot of comments (i attach the shader...maybe bo3b can help with that).

In the night i will take a deep look....i just arrive from 2 birthdays during day (my sons was invited 2 today and 1 tomorrow....grrrrr).

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#8
Posted 11/07/2015 08:45 PM   
Haha, kids...! Seriously now,don't worry, kids are always the top priority.
Haha, kids...!

Seriously now,don't worry, kids are always the top priority.

i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0

#9
Posted 11/07/2015 09:19 PM   
I test the game with others profiles if works better, but Max Payne 3 profile do the best job. The bad thing is this game have all effects broken: shadows, lights, lensflares, reflections.... [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66930/[/img] the other thing is shadows/lights Pixel shaders are like this: [code]Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : SV_POSITION0) { return; }[/code] So all the fix have to be done in the VS.... (at least have complete headers info), but suffer from the wrapper decompiler issue. So first...some work have to be done in the wrapper, we need some help from bo3b. I have this kind of message, with the comments included (i don't know why): [code]// Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, l(0), t5.xyzw r1.x = modelInstanceBuffer[]..swiz; r1.y = modelInstanceBuffer[]..swiz; r1.z = modelInstanceBuffer[]..swiz; r1.w = modelInstanceBuffer[]..swiz;[/code] Whit this log: [code]wrapper1349(80,18-36): error X3000: syntax error: unexpected token 'modelInstanceBuffer'[/code] And also a LOT of those: [code] failed result = 80004002 for 000000000350FC00 failed result = 80004002 for 000000000350FC00 failed result = 80004002 for 000000000350FC80 ******* Exception caught while calculating crc32c_hw hash ****** ******* Exception caught while calculating crc32c_hw hash ****** [/code] Also, anyone have some stutter time to time?...really anoying.
I test the game with others profiles if works better, but Max Payne 3 profile do the best job.
The bad thing is this game have all effects broken: shadows, lights, lensflares, reflections....

Image


the other thing is shadows/lights Pixel shaders are like this:

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : SV_POSITION0)
{
return;
}


So all the fix have to be done in the VS.... (at least have complete headers info), but suffer from the wrapper decompiler issue. So first...some work have to be done in the wrapper, we need some help from bo3b. I have this kind of message, with the comments included (i don't know why):

// Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, l(0), t5.xyzw
r1.x = modelInstanceBuffer[]..swiz;
r1.y = modelInstanceBuffer[]..swiz;
r1.z = modelInstanceBuffer[]..swiz;
r1.w = modelInstanceBuffer[]..swiz;


Whit this log:
wrapper1349(80,18-36): error X3000: syntax error: unexpected token 'modelInstanceBuffer'


And also a LOT of those:
failed result = 80004002 for 000000000350FC00 
failed result = 80004002 for 000000000350FC00
failed result = 80004002 for 000000000350FC80
******* Exception caught while calculating crc32c_hw hash ******
******* Exception caught while calculating crc32c_hw hash ******



Also, anyone have some stutter time to time?...really anoying.
Attachments

BlackOps301_50.jps

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#10
Posted 11/08/2015 10:31 AM   
Does it have the same graphic engine like COD:AW ?
Does it have the same graphic engine like COD:AW ?

CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC

#11
Posted 11/08/2015 10:44 AM   
I think the engine is other in this game....maybe the IW engine base is the same, but all effects are clearly different shaders, and all broken. [url]https://en.wikipedia.org/wiki/IW_engine[/url] [quote]New renderer[17] New graphics engine[/quote]
I think the engine is other in this game....maybe the IW engine base is the same, but all effects are clearly different shaders, and all broken.

https://en.wikipedia.org/wiki/IW_engine

New renderer[17]
New graphics engine

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

#12
Posted 11/08/2015 10:59 AM   
I think the shutter might come from the performance problems. To they also come with inputlag? In my case I relate this to having onlu 8 gb of ram. If I decrease virtual memory I don't get any shutter but many times I get out of memory message. With my 8gb of Ram I can't use textures in extra because it shutters alot.
I think the shutter might come from the performance problems. To they also come with inputlag? In my case I relate this to having onlu 8 gb of ram. If I decrease virtual memory I don't get any shutter but many times I get out of memory message.
With my 8gb of Ram I can't use textures in extra because it shutters alot.

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#13
Posted 11/08/2015 11:19 AM   
I'll take a look at the Decompiler problem there. Those are instructions that have been historically too complicated to figure out how to Decompile properly, so I push them to manual fixes. I'm sure we can get a manual fix that we can copy the pattern, less sure about an actual Decompiler fix.
I'll take a look at the Decompiler problem there. Those are instructions that have been historically too complicated to figure out how to Decompile properly, so I push them to manual fixes. I'm sure we can get a manual fix that we can copy the pattern, less sure about an actual Decompiler fix.

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#14
Posted 11/08/2015 12:56 PM   
@DHR: OK, here is a manually fixed shader for the one posted above: https://github.com/bo3b/3Dmigoto/blob/051de089003c5a1f47b4a8a9f5e2371ba8e6084d/BO3/01501aee6c950942-vs_replace.txt This has diffs that match the original. If you have a lot of these shaders to fix, I can prioritize that ld_structured_indexable fix sooner. It's not super hard to follow the pattern here, but you do need to copy the missing structs from the ASM up to the HLSL. That's the part we presently don't have in the Decompiler, a way to generate these structs properly. So, it's: 1) Copy structs from ASM to HLSL. [code]// Resource bind info for boneMatrixBuffer // { // // struct GpuBoneData // { // // float4 mat[3]; // Offset: 0 // float4 extra; // Offset: 48 // // } $Element; // Offset: 0 Size: 64 // // } [/code] 2) Change the struct to match proper definition (delete resource bind and $element): [code]struct GpuBoneData { float4 mat[3]; // Offset: 0 float4 extra; // Offset: 48 }; // Offset: 0 Size: 64 [/code] 3) Change the texture definition to match struct name (in <>): [code]StructuredBuffer<GpuBoneData> boneMatrixBuffer : register(t5); [/code] 4) Use that struct for each use of texture. Form is: ld_structured_indexable (...) assignmentReg.swiz, textureIndex, structOffset, textureName.swiz assignmentReg.swiz = textureName[textureIndex].structOffset.swiz [code]// ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, l(0), t5.xyzw r1.xyzw = boneMatrixBuffer[r0.y].mat[0].xyzw; [/code] Let me know if that doesn't work for you.
@DHR: OK, here is a manually fixed shader for the one posted above:

https://github.com/bo3b/3Dmigoto/blob/051de089003c5a1f47b4a8a9f5e2371ba8e6084d/BO3/01501aee6c950942-vs_replace.txt

This has diffs that match the original.


If you have a lot of these shaders to fix, I can prioritize that ld_structured_indexable fix sooner. It's not super hard to follow the pattern here, but you do need to copy the missing structs from the ASM up to the HLSL. That's the part we presently don't have in the Decompiler, a way to generate these structs properly.

So, it's:

1) Copy structs from ASM to HLSL.
// Resource bind info for boneMatrixBuffer
// {
//
// struct GpuBoneData
// {
//
// float4 mat[3]; // Offset: 0
// float4 extra; // Offset: 48
//
// } $Element; // Offset: 0 Size: 64
//
// }


2) Change the struct to match proper definition (delete resource bind and $element):
struct GpuBoneData
{

float4 mat[3]; // Offset: 0
float4 extra; // Offset: 48

}; // Offset: 0 Size: 64


3) Change the texture definition to match struct name (in <>):
StructuredBuffer<GpuBoneData> boneMatrixBuffer : register(t5);


4) Use that struct for each use of texture.
Form is:
ld_structured_indexable (...) assignmentReg.swiz, textureIndex, structOffset, textureName.swiz
assignmentReg.swiz = textureName[textureIndex].structOffset.swiz

//    ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, l(0), t5.xyzw
r1.xyzw = boneMatrixBuffer[r0.y].mat[0].xyzw;


Let me know if that doesn't work for you.

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
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#15
Posted 11/09/2015 01:21 AM   
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