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
[quote="helifax"]Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
OGL renderer:
[url=http://www.iforce.co.nz/View.aspx?i=wpwybnph.s04.png][img]http://iforce.co.nz/i/wpwybnph.s04.png[/img][/url]
OGL in DX11 emulated renderer ( Lazy port?!?!?!)
[url=http://www.iforce.co.nz/View.aspx?i=qftdh13g.eme.png][img]http://iforce.co.nz/i/qftdh13g.eme.png[/img][/url]
Now I wish I haven't bought this ....[/quote]
As you can see in helifax's pic of the title screen, it builds the initial window in OpenGL. It also uses SwapInterval for V-Sync if I remember correctly.
alt+ins opens the console. r_fullscreen = 0 is windowed, 1 is fullscreen
helifax said:Gave a look..
Apparently is an OGL engine using a Dx11 context to draw...
I dunno who is playing here (either nvidia or the dev) but WHY THE FCK would you render an OpenGL context inside a DX11 one????
So unless we can make the engine render in OpenGL (the proper way) can't fix anything....
Btw CM mode is not working....
Looking in the dev console I see OGL calls...
My wrapper is being detected on launch but that's it.... it switches to DX11 after....
OGL renderer:
OGL in DX11 emulated renderer ( Lazy port?!?!?!)
Now I wish I haven't bought this ....
As you can see in helifax's pic of the title screen, it builds the initial window in OpenGL. It also uses SwapInterval for V-Sync if I remember correctly.
alt+ins opens the console. r_fullscreen = 0 is windowed, 1 is fullscreen
The first screenshot is for WOLF (OGL), not The Evil Within.
The real fact is that 3Dmigoto is wrapping the game, i can hunt and dump (the game is dumping +1.200 shaders in ShaderCache). I can fix shaders and all shaders are shader model 5.0 (DX11).
See the API info:
[url]http://pcgamingwiki.com/wiki/The_Evil_Within[/url]
I think something is getting in the way when the game enable fullscreen and the 3D is enabled. Someone like bo3b or DSS can help for sure and see what's happens. Maybe the final result is that the problem is unfixable, who know...i'm not a programmer.
If was for me, i can play the game like that in Checkerboard mode with the fixed shader without a problem....games looks great!....but the idea is to share with the community.....useless if only work in my Rig.
The first screenshot is for WOLF (OGL), not The Evil Within.
The real fact is that 3Dmigoto is wrapping the game, i can hunt and dump (the game is dumping +1.200 shaders in ShaderCache). I can fix shaders and all shaders are shader model 5.0 (DX11).
I think something is getting in the way when the game enable fullscreen and the 3D is enabled. Someone like bo3b or DSS can help for sure and see what's happens. Maybe the final result is that the problem is unfixable, who know...i'm not a programmer.
If was for me, i can play the game like that in Checkerboard mode with the fixed shader without a problem....games looks great!....but the idea is to share with the community.....useless if only work in my Rig.
[quote="DHR"]The first screenshot is for WOLF (OGL), not The Evil Within.
The real fact is that 3Dmigoto is wrapping the game, i can hunt and dump (the game is dumping +1.200 shaders in ShaderCache). I can fix shaders and all shaders are shader model 5.0 (DX11).
See the API info:
[url]http://pcgamingwiki.com/wiki/The_Evil_Within[/url]
I think something is getting in the way when the game enable fullscreen and the 3D is enabled. Someone like bo3b or DSS can help for sure and see what's happens. Maybe the final result is that the problem is unfixable, who know...i'm not a programmer.
If was for me, i can play the game like that in Checkerboard mode with the fixed shader without a problem....games looks great!....but the idea is to share with the community.....useless if only work in my Rig.[/quote]
Seems like in the worst case we always do a CB to side-by-side conversion at the last second, using a custom shader. Sort of the opposite of the current output shaders, but same principle.
I'll take a quick look with the demo, but can't promise anything. The logs were clean.
DHR said:The first screenshot is for WOLF (OGL), not The Evil Within.
The real fact is that 3Dmigoto is wrapping the game, i can hunt and dump (the game is dumping +1.200 shaders in ShaderCache). I can fix shaders and all shaders are shader model 5.0 (DX11).
I think something is getting in the way when the game enable fullscreen and the 3D is enabled. Someone like bo3b or DSS can help for sure and see what's happens. Maybe the final result is that the problem is unfixable, who know...i'm not a programmer.
If was for me, i can play the game like that in Checkerboard mode with the fixed shader without a problem....games looks great!....but the idea is to share with the community.....useless if only work in my Rig.
Seems like in the worst case we always do a CB to side-by-side conversion at the last second, using a custom shader. Sort of the opposite of the current output shaders, but same principle.
I'll take a quick look with the demo, but can't promise anything. The logs were clean.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"][quote="DHR"]The first screenshot is for WOLF (OGL), not The Evil Within.
The real fact is that 3Dmigoto is wrapping the game, i can hunt and dump (the game is dumping +1.200 shaders in ShaderCache). I can fix shaders and all shaders are shader model 5.0 (DX11).
See the API info:
[url]http://pcgamingwiki.com/wiki/The_Evil_Within[/url]
I think something is getting in the way when the game enable fullscreen and the 3D is enabled. Someone like bo3b or DSS can help for sure and see what's happens. Maybe the final result is that the problem is unfixable, who know...i'm not a programmer.
If was for me, i can play the game like that in Checkerboard mode with the fixed shader without a problem....games looks great!....but the idea is to share with the community.....useless if only work in my Rig.[/quote]
Seems like in the worst case we always do a CB to side-by-side conversion at the last second, using a customer shader. Sort of the opposite of the current output shaders, but same principle.
I'll take a quick look with the demo, but can't promise anything. The logs were clean.[/quote]
I don't know how relevant this is, but the game has received some pretty huge updates (to performance especially) since launch, and the demo didn't receive those same updates. That makes me think that fixes which work on the demo may not necessarily work on the final game.
DHR said:The first screenshot is for WOLF (OGL), not The Evil Within.
The real fact is that 3Dmigoto is wrapping the game, i can hunt and dump (the game is dumping +1.200 shaders in ShaderCache). I can fix shaders and all shaders are shader model 5.0 (DX11).
I think something is getting in the way when the game enable fullscreen and the 3D is enabled. Someone like bo3b or DSS can help for sure and see what's happens. Maybe the final result is that the problem is unfixable, who know...i'm not a programmer.
If was for me, i can play the game like that in Checkerboard mode with the fixed shader without a problem....games looks great!....but the idea is to share with the community.....useless if only work in my Rig.
Seems like in the worst case we always do a CB to side-by-side conversion at the last second, using a customer shader. Sort of the opposite of the current output shaders, but same principle.
I'll take a quick look with the demo, but can't promise anything. The logs were clean.
I don't know how relevant this is, but the game has received some pretty huge updates (to performance especially) since launch, and the demo didn't receive those same updates. That makes me think that fixes which work on the demo may not necessarily work on the final game.
@Alo81
The DEMO is for cath the issue preventing the game to enable Nvidia 3D. The shaders i fixed are with the game updated. This issue was present in the firt release and now with the game full updated.
@Alo81
The DEMO is for cath the issue preventing the game to enable Nvidia 3D. The shaders i fixed are with the game updated. This issue was present in the firt release and now with the game full updated.
@DHR
I can enable 3D vision and use CM mode on The Evil Within.
I using an EDID OVERRIDE (Acer HR274H 3D Monitor EDID Override) on both my Samsung 3DTV's.
Yep! i also can enable CM mode using AC3 profile. Disabling CM you will see in real3D, but totally broken.
Checkerboard and Interleave mode works in 3D, because don't need to go fullscreen to enable 3D.
Yep! i also can enable CM mode using AC3 profile. Disabling CM you will see in real3D, but totally broken.
Checkerboard and Interleave mode works in 3D, because don't need to go fullscreen to enable 3D.
I took a look at this one today using the demo, which seems to have similar characteristics to the main game.
Sorry to report that I don't think this can be fixed. As near as I can tell that retarded OpenGL wrapper they use at the start throws off 3D Vision Automatic, so that it never thinks the game can be 3D.
Since 3D Vision Automatic is a black-box, we don't have any way to know exactly what it requires. We know it needs 120Hz, and full screen mode, both of which are working OK here from 3Dmigoto overrides. However there is clearly something else that it needs that we are missing, and my speculation is that the OpenGL calls make 3D Vision think it's OpenGL and hence not 3D-able.
That's tempered slightly by being able to run it in CheckerBoard, and I also could get it to work with Discover mode. Again though, those modes might just be started later, or have unknown relaxed restrictions.
I took a look at this one today using the demo, which seems to have similar characteristics to the main game.
Sorry to report that I don't think this can be fixed. As near as I can tell that retarded OpenGL wrapper they use at the start throws off 3D Vision Automatic, so that it never thinks the game can be 3D.
Since 3D Vision Automatic is a black-box, we don't have any way to know exactly what it requires. We know it needs 120Hz, and full screen mode, both of which are working OK here from 3Dmigoto overrides. However there is clearly something else that it needs that we are missing, and my speculation is that the OpenGL calls make 3D Vision think it's OpenGL and hence not 3D-able.
That's tempered slightly by being able to run it in CheckerBoard, and I also could get it to work with Discover mode. Again though, those modes might just be started later, or have unknown relaxed restrictions.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Thank bo3b for looking....
In previous post i wrote about the 3 parts of the games:
1) Intro --> this part don't render in DX11....maybe OGL and can be skipped with the +skipintro command
2) Screen logos --> this part don't render in DX11....maybe OGL <----maybe this is the offending part
3) Game (Menus and game) --> render in DX11 for sure.
I have 2 ideas:
a) Maybe trying to blocking all OGL calls, so only DX11 calls are seeing?
b) Use both wrappers (Helix and 3Dmigoto)?
i still think this can be fixed...
@zig11727
Yeah, i can upload a WIP, but will probably work in the begining of the game....i only fix some shaders in about 15 min of gameplay....i need to play more to catch more issues and fix it. Yesterday i look a blood decal that is in 2D. At least Main shadows seems to be 1 shader deal, but lights are multiple shaders.
In previous post i wrote about the 3 parts of the games:
1) Intro --> this part don't render in DX11....maybe OGL and can be skipped with the +skipintro command
2) Screen logos --> this part don't render in DX11....maybe OGL <----maybe this is the offending part
3) Game (Menus and game) --> render in DX11 for sure.
I have 2 ideas:
a) Maybe trying to blocking all OGL calls, so only DX11 calls are seeing?
b) Use both wrappers (Helix and 3Dmigoto)?
i still think this can be fixed...
@zig11727
Yeah, i can upload a WIP, but will probably work in the begining of the game....i only fix some shaders in about 15 min of gameplay....i need to play more to catch more issues and fix it. Yesterday i look a blood decal that is in 2D. At least Main shadows seems to be 1 shader deal, but lights are multiple shaders.
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
As you can see in helifax's pic of the title screen, it builds the initial window in OpenGL. It also uses SwapInterval for V-Sync if I remember correctly.
alt+ins opens the console. r_fullscreen = 0 is windowed, 1 is fullscreen
The real fact is that 3Dmigoto is wrapping the game, i can hunt and dump (the game is dumping +1.200 shaders in ShaderCache). I can fix shaders and all shaders are shader model 5.0 (DX11).
See the API info:
http://pcgamingwiki.com/wiki/The_Evil_Within
I think something is getting in the way when the game enable fullscreen and the 3D is enabled. Someone like bo3b or DSS can help for sure and see what's happens. Maybe the final result is that the problem is unfixable, who know...i'm not a programmer.
If was for me, i can play the game like that in Checkerboard mode with the fixed shader without a problem....games looks great!....but the idea is to share with the community.....useless if only work in my Rig.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Wasn't fully awake yet, I just remembered the post :P
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/
Seems like in the worst case we always do a CB to side-by-side conversion at the last second, using a custom shader. Sort of the opposite of the current output shaders, but same principle.
I'll take a quick look with the demo, but can't promise anything. The logs were clean.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I don't know how relevant this is, but the game has received some pretty huge updates (to performance especially) since launch, and the demo didn't receive those same updates. That makes me think that fixes which work on the demo may not necessarily work on the final game.
The DEMO is for cath the issue preventing the game to enable Nvidia 3D. The shaders i fixed are with the game updated. This issue was present in the firt release and now with the game full updated.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I can enable 3D vision and use CM mode on The Evil Within.
I using an EDID OVERRIDE (Acer HR274H 3D Monitor EDID Override) on both my Samsung 3DTV's.
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
Checkerboard and Interleave mode works in 3D, because don't need to go fullscreen to enable 3D.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Sorry to report that I don't think this can be fixed. As near as I can tell that retarded OpenGL wrapper they use at the start throws off 3D Vision Automatic, so that it never thinks the game can be 3D.
Since 3D Vision Automatic is a black-box, we don't have any way to know exactly what it requires. We know it needs 120Hz, and full screen mode, both of which are working OK here from 3Dmigoto overrides. However there is clearly something else that it needs that we are missing, and my speculation is that the OpenGL calls make 3D Vision think it's OpenGL and hence not 3D-able.
That's tempered slightly by being able to run it in CheckerBoard, and I also could get it to work with Discover mode. Again though, those modes might just be started later, or have unknown relaxed restrictions.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Would it be possible to get a copy of the fix ?
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
In previous post i wrote about the 3 parts of the games:
1) Intro --> this part don't render in DX11....maybe OGL and can be skipped with the +skipintro command
2) Screen logos --> this part don't render in DX11....maybe OGL <----maybe this is the offending part
3) Game (Menus and game) --> render in DX11 for sure.
I have 2 ideas:
a) Maybe trying to blocking all OGL calls, so only DX11 calls are seeing?
b) Use both wrappers (Helix and 3Dmigoto)?
i still think this can be fixed...
@zig11727
Yeah, i can upload a WIP, but will probably work in the begining of the game....i only fix some shaders in about 15 min of gameplay....i need to play more to catch more issues and fix it. Yesterday i look a blood decal that is in 2D. At least Main shadows seems to be 1 shader deal, but lights are multiple shaders.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I can wait till your done but if you can't find a solution to full screen for other users. I would like WIP because I can still use it.
Thanks,
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