[quote="MilkManEX"]Gave the pre-release build a shot to see if it's any better with that. No luck. Same issues.[/quote]I was referring to an earlier post in the thread, although necropants had no luck with that same build.
[quote="lenyskills"][quote="4everAwake"][quote="Shitgoesdown"]Dont understand why everyone says 3D is excellent. For me, its totally messed up. In one eye, the polygons are heavy distorted. The other eye "only" shadows are broken.
Assigned it to Max Payne 3 Profile and set Stereo to ON.
Any Help?[/quote]
I'm getting the same problem as Shitgoesdown. This is probably a SLI / non-SLI issue that's present, somewhat similarly, in other MT Framework games such as RE Revelations 2 & RE6. (I'm currently running the game on a single GPU).
I tried various graphics settings. Also experimented with & without a profile & Config.ini flags- but no help. I was able to make the problem go away by using the debug Helixmod DLL and cycling to PS 3CC1B769. Strangely, if I try to disable the outputs inside the shader, the problem still remains. [/quote]
I have the same problem. It does not work on all systems . Driver update , i tested Profil RE 6 and max payne 3, i have windows 7, i tested stereo on and off, I tested sli on and off . I have one eye issue[/quote]
Yes, its a projector (Laser/LED from Casio). But i dont think thats the reason. Everything else works perfect. In the jps-screenshots you see my problem much better. It depends on the angle of the camera to a certain point (maybe the sun?).
Shitgoesdown said:Dont understand why everyone says 3D is excellent. For me, its totally messed up. In one eye, the polygons are heavy distorted. The other eye "only" shadows are broken.
Assigned it to Max Payne 3 Profile and set Stereo to ON.
Any Help?
I'm getting the same problem as Shitgoesdown. This is probably a SLI / non-SLI issue that's present, somewhat similarly, in other MT Framework games such as RE Revelations 2 & RE6. (I'm currently running the game on a single GPU).
I tried various graphics settings. Also experimented with & without a profile & Config.ini flags- but no help. I was able to make the problem go away by using the debug Helixmod DLL and cycling to PS 3CC1B769. Strangely, if I try to disable the outputs inside the shader, the problem still remains.
I have the same problem. It does not work on all systems . Driver update , i tested Profil RE 6 and max payne 3, i have windows 7, i tested stereo on and off, I tested sli on and off . I have one eye issue
Yes, its a projector (Laser/LED from Casio). But i dont think thats the reason. Everything else works perfect. In the jps-screenshots you see my problem much better. It depends on the angle of the camera to a certain point (maybe the sun?).
[quote="Losti"]@ Necropants:
why do you use
[code]vs_3_0
dcl_position v0
dcl_position o0[/code]
in the pixelshader files ? Shouldn it be
[code]ps_3_0
dcl_texcoord v0[/code]
i have plant shadows using ENB and some not fitting shadow down under my feets. So i have identifyed it and disabled it. But i cant get any shader for a strange indoor lightening shadow.
ENB is much usefull wihout shadows because of the AO it did not looks that static, even without shadow. But the strange INDOR shadow kills me. I have added my save game. This is not ENB related. May be profile related? I am using the whole config from RE5. May be Necro can post his Profile (Geforce 3D Profile Manager) and SettingsConfig for the game?
I have also updated ENB profile to a much more smooth inside outside viewing on a bright day. Rest can be done adjust contrast and light boost in 3D Vision Monitor settings.
All together attached, rename to .rar and copy all files over.
SLI or non SLI did not make any difference for me.
[/quote]
Simply because I am an amateur, and I tried the "correct" method and it wasn't working for some reason. I am just using the method on the guide on the helix mod site. I haven't actually touched any pixel shaders from memory.
As I mentioned I just did this to test and didn't really want to push it. I am certain there are more issues particularly at night which I haven't looked at. I am barely into the game.
I have looked at stereoising the HUD as well but it's a bit beyond me at this stage.
Ultimately I uploaded my rudimentary fix here just in case someone wanted to have a proper look at it, and a lot of the shader hunting work for the shadows I have already done.
I am actually not playing the game, at this point. I have plenty on my plate and I'm waiting for someone with more skill to take a look. I had another look for a few hours last night but made no significant progress. I would say this is due to my ineptitude rather than it being out of the ordinarily difficult.
If and when this happens I may use this game as an example to analyse the code and learn more about the process.
As for my settings I have already outlined exactly what I am using.
Stereo=on
SLI=on
In the appdata config file.
Resident evil 6 profile. (no changes)
All graphics on max in game running at 1980x1080p 120hz
latest driver.
Everything else is default.
At this point I would suggest patience. Mike has started to have a look at this, but he has his hands full at this point. The game is available to any shader hacker who wants to have a look at it. So it's probably just a matter of time.
i have plant shadows using ENB and some not fitting shadow down under my feets. So i have identifyed it and disabled it. But i cant get any shader for a strange indoor lightening shadow.
ENB is much usefull wihout shadows because of the AO it did not looks that static, even without shadow. But the strange INDOR shadow kills me. I have added my save game. This is not ENB related. May be profile related? I am using the whole config from RE5. May be Necro can post his Profile (Geforce 3D Profile Manager) and SettingsConfig for the game?
I have also updated ENB profile to a much more smooth inside outside viewing on a bright day. Rest can be done adjust contrast and light boost in 3D Vision Monitor settings.
All together attached, rename to .rar and copy all files over.
SLI or non SLI did not make any difference for me.
Simply because I am an amateur, and I tried the "correct" method and it wasn't working for some reason. I am just using the method on the guide on the helix mod site. I haven't actually touched any pixel shaders from memory.
As I mentioned I just did this to test and didn't really want to push it. I am certain there are more issues particularly at night which I haven't looked at. I am barely into the game.
I have looked at stereoising the HUD as well but it's a bit beyond me at this stage.
Ultimately I uploaded my rudimentary fix here just in case someone wanted to have a proper look at it, and a lot of the shader hunting work for the shadows I have already done.
I am actually not playing the game, at this point. I have plenty on my plate and I'm waiting for someone with more skill to take a look. I had another look for a few hours last night but made no significant progress. I would say this is due to my ineptitude rather than it being out of the ordinarily difficult.
If and when this happens I may use this game as an example to analyse the code and learn more about the process.
As for my settings I have already outlined exactly what I am using.
Stereo=on
SLI=on
In the appdata config file.
Resident evil 6 profile. (no changes)
All graphics on max in game running at 1980x1080p 120hz
latest driver.
Everything else is default.
At this point I would suggest patience. Mike has started to have a look at this, but he has his hands full at this point. The game is available to any shader hacker who wants to have a look at it. So it's probably just a matter of time.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I'm taking a look at this to see if it's something I can fix. Will report back with any updates if I make any progress
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="Losti"]Just a little UPDATE for the shadow remove fix using ENB (included)
For me it is working realy nice !!
(SLI / RE5 Profile)[/quote]
hmmm. I gave your archive a shot, and for some reason it looks a hell of a lot worse on my build, everything really washed out and gaudy looking with insane amounts of bloom.
You are also using the enb profile that has the load time bug cause it takes forever to load anything. I suggest updating that at least. version 0296 of the DD enb which fixes it.
But this could also be why it looks bad on my machine. because there have been some extra features added that may mean your profile needs adjustment.
Losti said:Just a little UPDATE for the shadow remove fix using ENB (included)
For me it is working realy nice !!
(SLI / RE5 Profile)
hmmm. I gave your archive a shot, and for some reason it looks a hell of a lot worse on my build, everything really washed out and gaudy looking with insane amounts of bloom.
You are also using the enb profile that has the load time bug cause it takes forever to load anything. I suggest updating that at least. version 0296 of the DD enb which fixes it.
But this could also be why it looks bad on my machine. because there have been some extra features added that may mean your profile needs adjustment.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="necropants"]Simply because I am an amateur, and I tried the "correct" method and it wasn't working for some reason. I am just using the method on the guide on the helix mod site. I haven't actually touched any pixel shaders from memory.
As I mentioned I just did this to test and didn't really want to push it. I am certain there are more issues particularly at night which I haven't looked at. I am barely into the game.
I have looked at stereoising the HUD as well but it's a bit beyond me at this stage.
Ultimately I uploaded my rudimentary fix here just in case someone wanted to have a proper look at it, and a lot of the shader hunting work for the shadows I have already done.
I am actually not playing the game, at this point. I have plenty on my plate and I'm waiting for someone with more skill to take a look. I had another look for a few hours last night but made no significant progress. I would say this is due to my ineptitude rather than it being out of the ordinarily difficult.
If and when this happens I may use this game as an example to analyse the code and learn more about the process.
As for my settings I have already outlined exactly what I am using.
Stereo=on
SLI=on
In the appdata config file.
Resident evil 6 profile. (no changes)
All graphics on max in game running at 1980x1080p 120hz
latest driver.
Everything else is default.
At this point I would suggest patience. Mike has started to have a look at this, but he has his hands full at this point. The game is available to any shader hacker who wants to have a look at it. So it's probably just a matter of time.
[/quote]You put out a quick fix where none previously existed, I'd say that counts for a lot.
I took a brief look at what you did (keeping in mind I know *nothing* about shaders) and it looks like you stripped them of the shadow effect calculations. I get what you mean by "dirty" in that there's no way of knowing what else that shader was doing; if anything.
Regardless of the result, you identified the problem shaders and whoever comes in after you knows where to start!
I need to try your fix on mine to see if it works on my system. I don't know if mine will load the D3D9.DLL since it says its running in DX12. It would be a good test.
By the way, anyone know a site with a list of shader operators/functons (ie. mul, add, etc.)? Not promising anything, but I think it'd be a little fun to mess with it. Like poking a bear with a stick :)
necropants said:Simply because I am an amateur, and I tried the "correct" method and it wasn't working for some reason. I am just using the method on the guide on the helix mod site. I haven't actually touched any pixel shaders from memory.
As I mentioned I just did this to test and didn't really want to push it. I am certain there are more issues particularly at night which I haven't looked at. I am barely into the game.
I have looked at stereoising the HUD as well but it's a bit beyond me at this stage.
Ultimately I uploaded my rudimentary fix here just in case someone wanted to have a proper look at it, and a lot of the shader hunting work for the shadows I have already done.
I am actually not playing the game, at this point. I have plenty on my plate and I'm waiting for someone with more skill to take a look. I had another look for a few hours last night but made no significant progress. I would say this is due to my ineptitude rather than it being out of the ordinarily difficult.
If and when this happens I may use this game as an example to analyse the code and learn more about the process.
As for my settings I have already outlined exactly what I am using.
Stereo=on
SLI=on
In the appdata config file.
Resident evil 6 profile. (no changes)
All graphics on max in game running at 1980x1080p 120hz
latest driver.
Everything else is default.
At this point I would suggest patience. Mike has started to have a look at this, but he has his hands full at this point. The game is available to any shader hacker who wants to have a look at it. So it's probably just a matter of time.
You put out a quick fix where none previously existed, I'd say that counts for a lot.
I took a brief look at what you did (keeping in mind I know *nothing* about shaders) and it looks like you stripped them of the shadow effect calculations. I get what you mean by "dirty" in that there's no way of knowing what else that shader was doing; if anything.
Regardless of the result, you identified the problem shaders and whoever comes in after you knows where to start!
I need to try your fix on mine to see if it works on my system. I don't know if mine will load the D3D9.DLL since it says its running in DX12. It would be a good test.
By the way, anyone know a site with a list of shader operators/functons (ie. mul, add, etc.)? Not promising anything, but I think it'd be a little fun to mess with it. Like poking a bear with a stick :)
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
[quote="Omega_Syrus"]Regardless of the result, you already identified the problem shaders and whoever comes in after you knows where to start![/quote]Not in any way trying to devalue your work, and I've been busy with 3DMigoto and MGSV so I haven't had a chance to look at this game yet and don't know the specific quirks of hunting in this game, but I thought I would throw in a little pro-tip:
There's often two (or more) shaders that will remove a broken shadow when hunting. If you are just trying to disable the shadow you might disable one that removes the shadow and leaves the light in place (and if that looks good then it may be the best choice), but when fixing a shadow you always want the one that removes the effect of the light (effectively putting everything in shadow). This is a bit of a trap when learning shaderhacking as it is very easy to end up spending time trying to fix the wrong shader.
Omega_Syrus said:Regardless of the result, you already identified the problem shaders and whoever comes in after you knows where to start!
Not in any way trying to devalue your work, and I've been busy with 3DMigoto and MGSV so I haven't had a chance to look at this game yet and don't know the specific quirks of hunting in this game, but I thought I would throw in a little pro-tip:
There's often two (or more) shaders that will remove a broken shadow when hunting. If you are just trying to disable the shadow you might disable one that removes the shadow and leaves the light in place (and if that looks good then it may be the best choice), but when fixing a shadow you always want the one that removes the effect of the light (effectively putting everything in shadow). This is a bit of a trap when learning shaderhacking as it is very easy to end up spending time trying to fix the wrong shader.
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"][quote="Omega_Syrus"]Regardless of the result, you already identified the problem shaders and whoever comes in after you knows where to start![/quote]Not in any way trying to devalue your work, and I've been busy with 3DMigoto and MGSV so I haven't had a chance to look at this game yet and don't know the specific quirks of hunting in this game, but I thought I would throw in a little pro-tip:
There's often two (or more) shaders that will remove a broken shadow when hunting. If you are just trying to disable the shadow you might disable one that removes the shadow and leaves the light in place (and if that looks good then it may be the best choice), but when fixing a shadow you always want the one that removes the effect of the light (effectively putting everything in shadow). This is a bit of a trap when learning shaderhacking as it is very easy to end up spending time trying to fix the wrong shader.
[/quote]Again, I know nothing about shaders, but I know world placement. If fixing the light fixes the shadow, that would mean the light is offset based on the camera angle... ewww.
Omega_Syrus said:Regardless of the result, you already identified the problem shaders and whoever comes in after you knows where to start!
Not in any way trying to devalue your work, and I've been busy with 3DMigoto and MGSV so I haven't had a chance to look at this game yet and don't know the specific quirks of hunting in this game, but I thought I would throw in a little pro-tip:
There's often two (or more) shaders that will remove a broken shadow when hunting. If you are just trying to disable the shadow you might disable one that removes the shadow and leaves the light in place (and if that looks good then it may be the best choice), but when fixing a shadow you always want the one that removes the effect of the light (effectively putting everything in shadow). This is a bit of a trap when learning shaderhacking as it is very easy to end up spending time trying to fix the wrong shader.
Again, I know nothing about shaders, but I know world placement. If fixing the light fixes the shadow, that would mean the light is offset based on the camera angle... ewww.
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
For my own purpose and in case anyone else is looking for an easy spot to find it... has a list of shader operators/functions (right-side, page 1). Looks a bit out of date, missing a few... but better than nothing.
http://www.renderguild.com/gpuguide.pdf
My problem is time (job, wife, 2yo), but something to play with I suppose.
For my own purpose and in case anyone else is looking for an easy spot to find it... has a list of shader operators/functions (right-side, page 1). Looks a bit out of date, missing a few... but better than nothing.
http://www.renderguild.com/gpuguide.pdf
My problem is time (job, wife, 2yo), but something to play with I suppose.
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
[quote="Omega_Syrus"]Again, I know nothing about shaders, but I know world placement. If fixing the light fixes the shadow, that would mean the light is offset based on the camera angle... ewww.[/quote]The problem is more to do with reverse projection used in deferred rendering - games will typically derive a view or world space coordinate based on the screen coordinate and the depth buffer, but in 3D Vision the screen coordinate will have been offset, so we need to inject code to undo that in the reverse projection.
The difference between the two types of shaders I mentioned is their perspective - shaders that remove shadows but leave the light are actually "shadow casters" - they are drawing a solid object from the POV of a light source onto a shadow map. The one that removes the light is the deferred shader that draws the light (and shadows) to the screen from the POV of the camera.
[quote="Omega_Syrus"]For my own purpose and in case anyone else is looking for an easy spot to find it... has a list of shader operators/functions (right-side, page 1). Looks a bit out of date, missing a few... but better than nothing.[/quote]That's an OpenGL guide - for DirectX shaders you are better off using MSDN as there are differences between the two. If you're keen, bo3b set up a school to teach the art of shaderhacking: http://wiki.bo3b.net
Omega_Syrus said:Again, I know nothing about shaders, but I know world placement. If fixing the light fixes the shadow, that would mean the light is offset based on the camera angle... ewww.
The problem is more to do with reverse projection used in deferred rendering - games will typically derive a view or world space coordinate based on the screen coordinate and the depth buffer, but in 3D Vision the screen coordinate will have been offset, so we need to inject code to undo that in the reverse projection.
The difference between the two types of shaders I mentioned is their perspective - shaders that remove shadows but leave the light are actually "shadow casters" - they are drawing a solid object from the POV of a light source onto a shadow map. The one that removes the light is the deferred shader that draws the light (and shadows) to the screen from the POV of the camera.
Omega_Syrus said:For my own purpose and in case anyone else is looking for an easy spot to find it... has a list of shader operators/functions (right-side, page 1). Looks a bit out of date, missing a few... but better than nothing.
That's an OpenGL guide - for DirectX shaders you are better off using MSDN as there are differences between the two. If you're keen, bo3b set up a school to teach the art of shaderhacking: http://wiki.bo3b.net
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
Since I said I would look at this, I have not yet been able to do so beyond an initial install and look for shaders. If anyone else wants to look at it, don't let me hold you up.
Since I said I would look at this, I have not yet been able to do so beyond an initial install and look for shaders. If anyone else wants to look at it, don't let me hold you up.
[quote="Omega_Syrus"]I found out this is a [b]*DX12*[/b] game according to Nvidia control panel (I tried to force ambient occlusion in-game).[/quote]
I'm not sure what you are looking at, but I doubt that this game has dx12 support.
You can use MSI Afterburner and enable it's FPS overlay feature to see what it's using.
[img]http://www.overclockers.com/forums/attachment.php?attachmentid=151616[/img]
[quote="DarkStarSword"]That's an OpenGL guide - for DirectX shaders you are better off using MSDN as there are differences between the two. If you're keen, bo3b set up a school to teach the art of shaderhacking: http://wiki.bo3b.net
[/quote]Thank you Dark, I'll look into it. My concepts of shaders seem to be a bit off. Part of learning though.
[quote="D-Man11"][quote="Omega_Syrus"]I found out this is a [b]*DX12*[/b] game according to Nvidia control panel (I tried to force ambient occlusion in-game).[/quote]
I'm not sure what you are looking at, but I doubt that this game has dx12 support.
You can use MSI Afterburner and enable it's FPS overlay feature to see what it's using.
[img]http://www.overclockers.com/forums/attachment.php?attachmentid=151616[/img][/quote]
When I tried to change the settings for DDDA in the NVidia control panel, it greyed out numerous settings (ambient occlusion being one of them) and said that I could not change them for a DirectX 12 application. I will post a screenshot when I get home if I can (have to watch daughter tonight). Wednesday at the latest.
Possibly something wrong with the profile on mine; running 361.43
EDIT: I can't find anything online to show why it would be reading DX12 on mine. No announcement of support for it and no one else mentioning it... grr, will try to at least hop on when I get home.
EDIT2: Walking back the steps in my head, I had manually added the exe file through Nvidia Control Panel. Something wrong probably happened at that point. I've got an innocent thread on Steam asking if anyone else on 10 and GTX 970 can add the game from the control panel and set ambient occlusion.
DarkStarSword said:That's an OpenGL guide - for DirectX shaders you are better off using MSDN as there are differences between the two. If you're keen, bo3b set up a school to teach the art of shaderhacking: http://wiki.bo3b.net
Thank you Dark, I'll look into it. My concepts of shaders seem to be a bit off. Part of learning though.
D-Man11 said:
Omega_Syrus said:I found out this is a *DX12* game according to Nvidia control panel (I tried to force ambient occlusion in-game).
I'm not sure what you are looking at, but I doubt that this game has dx12 support.
You can use MSI Afterburner and enable it's FPS overlay feature to see what it's using.
When I tried to change the settings for DDDA in the NVidia control panel, it greyed out numerous settings (ambient occlusion being one of them) and said that I could not change them for a DirectX 12 application. I will post a screenshot when I get home if I can (have to watch daughter tonight). Wednesday at the latest.
Possibly something wrong with the profile on mine; running 361.43
EDIT: I can't find anything online to show why it would be reading DX12 on mine. No announcement of support for it and no one else mentioning it... grr, will try to at least hop on when I get home.
EDIT2: Walking back the steps in my head, I had manually added the exe file through Nvidia Control Panel. Something wrong probably happened at that point. I've got an innocent thread on Steam asking if anyone else on 10 and GTX 970 can add the game from the control panel and set ambient occlusion.
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
Currently Playing: Dragon's Dogma · Elder Scrolls Online · Elite Horizons · Fallout 4 · GTA V
Steam Profile: http://steamcommunity.com/id/Omega_Syrus/
Yes, its a projector (Laser/LED from Casio). But i dont think thats the reason. Everything else works perfect. In the jps-screenshots you see my problem much better. It depends on the angle of the camera to a certain point (maybe the sun?).
Simply because I am an amateur, and I tried the "correct" method and it wasn't working for some reason. I am just using the method on the guide on the helix mod site. I haven't actually touched any pixel shaders from memory.
As I mentioned I just did this to test and didn't really want to push it. I am certain there are more issues particularly at night which I haven't looked at. I am barely into the game.
I have looked at stereoising the HUD as well but it's a bit beyond me at this stage.
Ultimately I uploaded my rudimentary fix here just in case someone wanted to have a proper look at it, and a lot of the shader hunting work for the shadows I have already done.
I am actually not playing the game, at this point. I have plenty on my plate and I'm waiting for someone with more skill to take a look. I had another look for a few hours last night but made no significant progress. I would say this is due to my ineptitude rather than it being out of the ordinarily difficult.
If and when this happens I may use this game as an example to analyse the code and learn more about the process.
As for my settings I have already outlined exactly what I am using.
Stereo=on
SLI=on
In the appdata config file.
Resident evil 6 profile. (no changes)
All graphics on max in game running at 1980x1080p 120hz
latest driver.
Everything else is default.
At this point I would suggest patience. Mike has started to have a look at this, but he has his hands full at this point. The game is available to any shader hacker who wants to have a look at it. So it's probably just a matter of time.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
For me it is working realy nice !!
(SLI / RE5 Profile)
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hmmm. I gave your archive a shot, and for some reason it looks a hell of a lot worse on my build, everything really washed out and gaudy looking with insane amounts of bloom.
You are also using the enb profile that has the load time bug cause it takes forever to load anything. I suggest updating that at least. version 0296 of the DD enb which fixes it.
But this could also be why it looks bad on my machine. because there have been some extra features added that may mean your profile needs adjustment.
i7-4790K CPU 4.8Ghz stable overclock.
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ASUS Z97-WS3D
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I took a brief look at what you did (keeping in mind I know *nothing* about shaders) and it looks like you stripped them of the shadow effect calculations. I get what you mean by "dirty" in that there's no way of knowing what else that shader was doing; if anything.
Regardless of the result, you identified the problem shaders and whoever comes in after you knows where to start!
I need to try your fix on mine to see if it works on my system. I don't know if mine will load the D3D9.DLL since it says its running in DX12. It would be a good test.
By the way, anyone know a site with a list of shader operators/functons (ie. mul, add, etc.)? Not promising anything, but I think it'd be a little fun to mess with it. Like poking a bear with a stick :)
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
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Currently Playing: Dragon's Dogma · Elder Scrolls Online · Elite Horizons · Fallout 4 · GTA V
Steam Profile: http://steamcommunity.com/id/Omega_Syrus/
There's often two (or more) shaders that will remove a broken shadow when hunting. If you are just trying to disable the shadow you might disable one that removes the shadow and leaves the light in place (and if that looks good then it may be the best choice), but when fixing a shadow you always want the one that removes the effect of the light (effectively putting everything in shadow). This is a bit of a trap when learning shaderhacking as it is very easy to end up spending time trying to fix the wrong shader.
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
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Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
Currently Playing: Dragon's Dogma · Elder Scrolls Online · Elite Horizons · Fallout 4 · GTA V
Steam Profile: http://steamcommunity.com/id/Omega_Syrus/
http://www.renderguild.com/gpuguide.pdf
My problem is time (job, wife, 2yo), but something to play with I suppose.
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
Currently Playing: Dragon's Dogma · Elder Scrolls Online · Elite Horizons · Fallout 4 · GTA V
Steam Profile: http://steamcommunity.com/id/Omega_Syrus/
The difference between the two types of shaders I mentioned is their perspective - shaders that remove shadows but leave the light are actually "shadow casters" - they are drawing a solid object from the POV of a light source onto a shadow map. The one that removes the light is the deferred shader that draws the light (and shadows) to the screen from the POV of the camera.
That's an OpenGL guide - for DirectX shaders you are better off using MSDN as there are differences between the two. If you're keen, bo3b set up a school to teach the art of shaderhacking: http://wiki.bo3b.net
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
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I'm not sure what you are looking at, but I doubt that this game has dx12 support.
You can use MSI Afterburner and enable it's FPS overlay feature to see what it's using.
When I tried to change the settings for DDDA in the NVidia control panel, it greyed out numerous settings (ambient occlusion being one of them) and said that I could not change them for a DirectX 12 application. I will post a screenshot when I get home if I can (have to watch daughter tonight). Wednesday at the latest.
Possibly something wrong with the profile on mine; running 361.43
EDIT: I can't find anything online to show why it would be reading DX12 on mine. No announcement of support for it and no one else mentioning it... grr, will try to at least hop on when I get home.
EDIT2: Walking back the steps in my head, I had manually added the exe file through Nvidia Control Panel. Something wrong probably happened at that point. I've got an innocent thread on Steam asking if anyone else on 10 and GTX 970 can add the game from the control panel and set ambient occlusion.
Windows 10 x64 · MSI GTX 970 · Asus VG248QE · 3D Vision 2 · AMD FX-8350 · Asus M5A97 Evo R2 · 12GB RAM
Realtek Network-Sound · Samsung 850 Evo · OCZ Vertex 4 · Logitech G510 · Logitech G502 · Logitech F310 · Hotas X
Currently Playing: Dragon's Dogma · Elder Scrolls Online · Elite Horizons · Fallout 4 · GTA V
Steam Profile: http://steamcommunity.com/id/Omega_Syrus/
DELETE ALL PREV. FILES/folders !!!
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