Rise of the Tomb Raider (3D Vision Ready Support)
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[quote="mgriggs22"] Totally understand, and did read this. I just thought it was odd since I was running SLI yesterday, same settings, profile provided with the updated flags, same everything, and the snow tracks looked perfect. All I did was put in the updated fix. Please know, not complaining at all, just trying to let you know what I was seeing.[/quote] Yupp;) Is not general. Sometimes on SOME locations/meshes it does that :-s WEIRD I KNOOOOOOW!!! :)) Sorry if I sounded too harsh, but I was typing the message in a bit of a rush;) (I know sometimes I may sound "mean":)) but is definitely not the intent;) As I wouldn't reply in the first place;)) )
mgriggs22 said:
Totally understand, and did read this. I just thought it was odd since I was running SLI yesterday, same settings, profile provided with the updated flags, same everything, and the snow tracks looked perfect. All I did was put in the updated fix. Please know, not complaining at all, just trying to let you know what I was seeing.


Yupp;) Is not general. Sometimes on SOME locations/meshes it does that :-s WEIRD I KNOOOOOOW!!! :))
Sorry if I sounded too harsh, but I was typing the message in a bit of a rush;)
(I know sometimes I may sound "mean":)) but is definitely not the intent;) As I wouldn't reply in the first place;)) )

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)

Posted 03/03/2016 01:32 AM   
[quote="DHR"][quote="helifax"]SOOOO QUESTION: How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those) Is there a possibility to add another IniParam that I can load in my shader?:) (A quick answer before I go to bed would be AWESOME;)) )[/quote] I think you can use x1, x2, x3,....... same with y,z, w For example: For SBS and TB mode DSS use x7=value for mode selection You can try that [/quote] Awesome! Will try that one;) Do you know (since the shader is in ASM) do I need to sample the IniParams texture the same way? [code] ld_indexable(texture2d)(float,float,float,float) r34.xyzw, l(0, 0, 0, 0), t120.xyzw [/code] Or do I need to do it somehow different?
DHR said:
helifax said:SOOOO QUESTION:

How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those)
Is there a possibility to add another IniParam that I can load in my shader?:)
(A quick answer before I go to bed would be AWESOME;)) )


I think you can use x1, x2, x3,....... same with y,z, w
For example: For SBS and TB mode DSS use x7=value for mode selection
You can try that


Awesome! Will try that one;)
Do you know (since the shader is in ASM) do I need to sample the IniParams texture the same way?
ld_indexable(texture2d)(float,float,float,float) r34.xyzw, l(0, 0, 0, 0), t120.xyzw


Or do I need to do it somehow different?

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)

Posted 03/03/2016 01:33 AM   
Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step. Thank you
Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step.


Thank you

Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10

Posted 03/03/2016 02:53 AM   
[quote="helifax"][quote="DHR"][quote="helifax"]SOOOO QUESTION: How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those) Is there a possibility to add another IniParam that I can load in my shader?:) (A quick answer before I go to bed would be AWESOME;)) )[/quote] I think you can use x1, x2, x3,....... same with y,z, w For example: For SBS and TB mode DSS use x7=value for mode selection You can try that [/quote] Awesome! Will try that one;) Do you know (since the shader is in ASM) do I need to sample the IniParams texture the same way? [code] ld_indexable(texture2d)(float,float,float,float) r34.xyzw, l(0, 0, 0, 0), t120.xyzw [/code] Or do I need to do it somehow different?[/quote]That should be texture1d for IniParams (I'm not certain of the rules as to what can safely be used as something that it is not - it's clear from my own testing that some combinations work, but better to use the correct type and be safe), and all you need to do is change the first number in the l(x, 0, 0, 0) part to whichever number you used in the ini file, e.g. [code] ld_indexable(texture1d)(float,float,float,float) r34.xyzw, l(7, 0, 0, 0), t120.xyzw [/code]
helifax said:
DHR said:
helifax said:SOOOO QUESTION:

How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those)
Is there a possibility to add another IniParam that I can load in my shader?:)
(A quick answer before I go to bed would be AWESOME;)) )


I think you can use x1, x2, x3,....... same with y,z, w
For example: For SBS and TB mode DSS use x7=value for mode selection
You can try that


Awesome! Will try that one;)
Do you know (since the shader is in ASM) do I need to sample the IniParams texture the same way?
ld_indexable(texture2d)(float,float,float,float) r34.xyzw, l(0, 0, 0, 0), t120.xyzw


Or do I need to do it somehow different?
That should be texture1d for IniParams (I'm not certain of the rules as to what can safely be used as something that it is not - it's clear from my own testing that some combinations work, but better to use the correct type and be safe), and all you need to do is change the first number in the l(x, 0, 0, 0) part to whichever number you used in the ini file, e.g.

ld_indexable(texture1d)(float,float,float,float) r34.xyzw, l(7, 0, 0, 0), t120.xyzw

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

Posted 03/03/2016 03:22 AM   
[quote="msm903"]Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step. Thank you[/quote]Make sure you've updated the the version released just a few hours ago - the crosshair was broken in the previous versions.
msm903 said:Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step.


Thank you
Make sure you've updated the the version released just a few hours ago - the crosshair was broken in the previous versions.

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

Posted 03/03/2016 03:25 AM   
[quote="helifax"]So I have a thing that bugs me now... PureHair Simulation works perfect in SINGLE GPU mode. But in SLI one eye is displaying frame1 for left eye and frame2 for right eye. Or it looks like this.[/quote]This is unfortunately where my expertise starts to run out - I know the theory of how hardware synchronisation all works (in my day job I regularly work on systems with 4 sockets x 8 cores x 8 threads and the L1 & L2 caches are not synchronised with each other because the speed of light is just too slow to have to wait for the cache coherency protocol between all those cores), but not the specific details of what they use in SLI, or how it interacts with 3D Vision. This is really why I want to get an SLI rig so I can try to understand what they are doing and how to resolve problems like this one. At a guess, it feels like the kind of problem that would be caused by a missing memory barrier and one GPU has started processing data that it was supposed to get from the other GPU before it has arrived. Compute shaders can certainly use memory barriers, but I don't know if that synchronises them between GPUs or only within a single GPU (I would bet that some of the SLI flags define that). On the other hand, if both GPUs perform the same calculations they can safely skip the memory barrier as they should both arrive at the same result given the same inputs. Possibly the problem is that they are only running for one eye on each GPU, and not getting the data for the other eye at all. All this is just speculation though - until I get an SLI rig I can only guess. Do you happen to know if nvidia provides an API for SLI, or are the SLI compatibility bits the only control we have? [quote]Now I identified the "problem" to be in the "StereoDX10" flag setting a value of "0x4000" makes the compute shaders run for each eye, but I remember you saying there was a bug in the driver in SLI.[/quote]I don't know the full details of that bug, only that the stereo compute enable bit 0x00004000 does not work correctly in SLI, and it was to be fixed soon as of December. I don't think you can turn that bit off since we do need some compute shaders to run for both eyes, and there is no way that I know of to do so selectively for individual compute shaders, but if the compute shaders process the same input for both eyes they should produce the same output for both eyes, so it might be worth trying to identify where/why those inputs have diverged. One long shot is to try the 0x8000 bit (I think it has to be combined as 0xc000), which will apply the same heuristics as the graphics pipeline to UAVs used in compute shaders. I don't think it will do anything useful in this case, but you never know. [quote]Now, what I tried was to add a section in d3dx.ini and declare "handling=mono" but on F10 I get an error noise...hmmm[/quote]Handling doesn't support mono, and even if it did all that does is set the separation to the minimum value of 1% for that draw call, so wouldn't prevent the compute shader running twice.
helifax said:So I have a thing that bugs me now... PureHair Simulation works perfect in SINGLE GPU mode.
But in SLI one eye is displaying frame1 for left eye and frame2 for right eye. Or it looks like this.
This is unfortunately where my expertise starts to run out - I know the theory of how hardware synchronisation all works (in my day job I regularly work on systems with 4 sockets x 8 cores x 8 threads and the L1 & L2 caches are not synchronised with each other because the speed of light is just too slow to have to wait for the cache coherency protocol between all those cores), but not the specific details of what they use in SLI, or how it interacts with 3D Vision. This is really why I want to get an SLI rig so I can try to understand what they are doing and how to resolve problems like this one.

At a guess, it feels like the kind of problem that would be caused by a missing memory barrier and one GPU has started processing data that it was supposed to get from the other GPU before it has arrived. Compute shaders can certainly use memory barriers, but I don't know if that synchronises them between GPUs or only within a single GPU (I would bet that some of the SLI flags define that). On the other hand, if both GPUs perform the same calculations they can safely skip the memory barrier as they should both arrive at the same result given the same inputs.

Possibly the problem is that they are only running for one eye on each GPU, and not getting the data for the other eye at all.

All this is just speculation though - until I get an SLI rig I can only guess.

Do you happen to know if nvidia provides an API for SLI, or are the SLI compatibility bits the only control we have?

Now I identified the "problem" to be in the "StereoDX10" flag setting a value of "0x4000" makes the compute shaders run for each eye, but I remember you saying there was a bug in the driver in SLI.
I don't know the full details of that bug, only that the stereo compute enable bit 0x00004000 does not work correctly in SLI, and it was to be fixed soon as of December.

I don't think you can turn that bit off since we do need some compute shaders to run for both eyes, and there is no way that I know of to do so selectively for individual compute shaders, but if the compute shaders process the same input for both eyes they should produce the same output for both eyes, so it might be worth trying to identify where/why those inputs have diverged.

One long shot is to try the 0x8000 bit (I think it has to be combined as 0xc000), which will apply the same heuristics as the graphics pipeline to UAVs used in compute shaders. I don't think it will do anything useful in this case, but you never know.

Now, what I tried was to add a section in d3dx.ini and declare "handling=mono" but on F10 I get an error noise...hmmm
Handling doesn't support mono, and even if it did all that does is set the separation to the minimum value of 1% for that draw call, so wouldn't prevent the compute shader running twice.

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

Posted 03/03/2016 03:52 AM   
[quote="DarkStarSword"][quote="msm903"]Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step. Thank you[/quote]Make sure you've updated the the version released just a few hours ago - the crosshair was broken in the previous versions.[/quote] I think it is a surround issue. Crosshair works fine once I am not using surround resolution. happened in the original game and some other game also.
DarkStarSword said:
msm903 said:Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step.


Thank you
Make sure you've updated the the version released just a few hours ago - the crosshair was broken in the previous versions.


I think it is a surround issue. Crosshair works fine once I am not using surround resolution. happened in the original game and some other game also.

Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10

Posted 03/03/2016 03:59 AM   
[quote="DHR"][quote="helifax"]SOOOO QUESTION: How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those) Is there a possibility to add another IniParam that I can load in my shader?:) (A quick answer before I go to bed would be AWESOME;)) )[/quote] I think you can use x1, x2, x3,....... same with y,z, w For example: For SBS and TB mode DSS use x7=value for mode selection You can try that[/quote] Yes, there is support for 8 sets of xyzw now. x,y,z,w, then up to x7,y7,z7,zw You access them by Load, but have to pass the set, like for x3, y3, z3, w3: [code]float4 params = IniParams.Load(int2(3, 0));[/code] 32 ought to hold you for awhile. :->
DHR said:
helifax said:SOOOO QUESTION:

How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those)
Is there a possibility to add another IniParam that I can load in my shader?:)
(A quick answer before I go to bed would be AWESOME;)) )


I think you can use x1, x2, x3,....... same with y,z, w
For example: For SBS and TB mode DSS use x7=value for mode selection
You can try that

Yes, there is support for 8 sets of xyzw now. x,y,z,w, then up to x7,y7,z7,zw

You access them by Load, but have to pass the set, like for x3, y3, z3, w3:

float4 params = IniParams.Load(int2(3, 0));


32 ought to hold you for awhile. :->

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

Posted 03/03/2016 07:38 AM   
[quote="msm903"][quote="DarkStarSword"][quote="msm903"]Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step. Thank you[/quote]Make sure you've updated the the version released just a few hours ago - the crosshair was broken in the previous versions.[/quote] I think it is a surround issue. Crosshair works fine once I am not using surround resolution. happened in the original game and some other game also.[/quote] Some people SHOULD really start reading the instructions;) ================================= Installing & Configuring the Fix: ================================= 3D Vision Surround: - Open "d3dx.ini" file - In this section modify "x=" to any value you want to use for the UI depth. - In this section set "y=1.0" to enable Surround scaling. [code] [Constants] ; UI depth factor x = 0.5 ; Surround = 1, Single Screen = 0 y = 1.0 ; DO NOT USE THIS; SEE BELLOW KEY SHORTCUTS z = 0.0 w = 0.0 [/code] - Scroll down and find the key bindings section and set "w=1.0" for correct crosshair scaling in Surround: [code] ; XBOX controller [KeyAimining1] Key = XB_LEFT_TRIGGER ; Single Screen 3D Vision = 0.0; Nvidia 3D Surround = 1.0; w = 1.0 ; DO NOT CHANGE z = 1.0 type=hold ; Mouse [KeyAimining2] Key = VK_RBUTTON ; Single Screen 3D Vision = 0.0; Nvidia 3D Surround = 1.0; w = 1.0 ; DO NOT CHANGE z = 1.0 type=hold [/code] - Do not modify any of the other constants!!! or the crosshair will be broken.
msm903 said:
DarkStarSword said:
msm903 said:Crosshair in Surround. I assume the same issue from Tombraider 2013 exist in ROTTR. For me the crosshair is stuck at one depth within the screen once using 3d vision surround. Just checking to see if that is what others are experiencing and I am not missing a step.


Thank you
Make sure you've updated the the version released just a few hours ago - the crosshair was broken in the previous versions.


I think it is a surround issue. Crosshair works fine once I am not using surround resolution. happened in the original game and some other game also.


Some people SHOULD really start reading the instructions;)

=================================
Installing & Configuring the Fix:
=================================


3D Vision Surround:
- Open "d3dx.ini" file
- In this section modify "x=" to any value you want to use for the UI depth.
- In this section set "y=1.0" to enable Surround scaling.
[Constants]
; UI depth factor
x = 0.5
; Surround = 1, Single Screen = 0
y = 1.0
; DO NOT USE THIS; SEE BELLOW KEY SHORTCUTS
z = 0.0
w = 0.0


- Scroll down and find the key bindings section and set "w=1.0" for correct crosshair scaling in Surround:
; XBOX controller
[KeyAimining1]
Key = XB_LEFT_TRIGGER
; Single Screen 3D Vision = 0.0; Nvidia 3D Surround = 1.0;
w = 1.0
; DO NOT CHANGE
z = 1.0
type=hold

; Mouse
[KeyAimining2]
Key = VK_RBUTTON
; Single Screen 3D Vision = 0.0; Nvidia 3D Surround = 1.0;
w = 1.0
; DO NOT CHANGE
z = 1.0
type=hold


- Do not modify any of the other constants!!! or the crosshair will be broken.

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)

Posted 03/03/2016 12:57 PM   
Big thanks bo3b and DarkStarSword! Yes, that definitely looks like a memory barrier not working properly there. I think that is what the bug is about actually (the other gpu starts processing the frame/data before the 1st one finished updating the data, or the other way around;))) I tried all the flags that I know;) 0x4000, 0x8000, 0xc000. Only 0x4000 solves the issues but introduces the SLI hair bug! In any case I was able to disable the calculation of the velocity vector from the CS and this solves the issue;) As a result PureHair is a bit stiffer or moves less but it also seems to give a performance boost as well;) I will add this option in the fix, later today that to allow disabling the PureHair Simulation (worth for gaining some FPS and also for SLI where it flickers;) ) Big thank you again!
Big thanks bo3b and DarkStarSword!

Yes, that definitely looks like a memory barrier not working properly there. I think that is what the bug is about actually (the other gpu starts processing the frame/data before the 1st one finished updating the data, or the other way around;)))

I tried all the flags that I know;) 0x4000, 0x8000, 0xc000. Only 0x4000 solves the issues but introduces the SLI hair bug!

In any case I was able to disable the calculation of the velocity vector from the CS and this solves the issue;)
As a result PureHair is a bit stiffer or moves less but it also seems to give a performance boost as well;)
I will add this option in the fix, later today that to allow disabling the PureHair Simulation (worth for gaining some FPS and also for SLI where it flickers;) )

Big thank you again!

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)

Posted 03/03/2016 01:03 PM   
[quote="helifax"] Some people SHOULD really start reading the instructions;) [/quote] Thanks helifax found the listed options. Sorry...I need to remember reading is fundamental
helifax said:

Some people SHOULD really start reading the instructions;)



Thanks helifax found the listed options. Sorry...I need to remember reading is fundamental

Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10

Posted 03/03/2016 02:17 PM   
[quote="msm903"][quote="helifax"] Some people SHOULD really start reading the instructions;) [/quote] Thanks helifax found the listed options. Sorry...I need to remember reading is fundamental[/quote] Hehe;) Not a problem;) Glad is working now;) I know the instructions are pretty long but are there for a reason;)
msm903 said:
helifax said:

Some people SHOULD really start reading the instructions;)



Thanks helifax found the listed options. Sorry...I need to remember reading is fundamental


Hehe;) Not a problem;) Glad is working now;) I know the instructions are pretty long but are there for a reason;)

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)

Posted 03/03/2016 02:52 PM   
Hi Sorry, I'm new to this. I've had an Asus VG 27 inch screen for about a year now and never used it for 3D before because the game I mostly play doesn't support it very well (GW2). I was intrigued tonight loading up ROTTR through Steam and seeing it had 3D support. But it has SBS, which I don't think is meant for nVidia 3D vision. So i googled and found this forum. You guys seem to have found a way to get this working in glorious 3D but I'm afriad I don't understand any of what you're talking about - I know nothing about shaders and scripts etc. Is there a simplified method to getting this game working with 3d vision? Its all enabeld on my PC, the 3d test in the nVidia Control Panel looks good. Can i get ROTTR in this same 3D without having to learn all about shaders and a forum language I don't follow as its just too techy :) Thanks for your help.
Hi

Sorry, I'm new to this. I've had an Asus VG 27 inch screen for about a year now and never used it for 3D before because the game I mostly play doesn't support it very well (GW2). I was intrigued tonight loading up ROTTR through Steam and seeing it had 3D support. But it has SBS, which I don't think is meant for nVidia 3D vision. So i googled and found this forum. You guys seem to have found a way to get this working in glorious 3D but I'm afriad I don't understand any of what you're talking about - I know nothing about shaders and scripts etc.

Is there a simplified method to getting this game working with 3d vision? Its all enabeld on my PC, the 3d test in the nVidia Control Panel looks good. Can i get ROTTR in this same 3D without having to learn all about shaders and a forum language I don't follow as its just too techy :)

Thanks for your help.

Posted 03/04/2016 11:48 PM   
@Jazzy747 you need to... Follow "ALL THE STEPS" from the [color="green"]"Installing & Configuring the Fix"[/color]!!! found at http://helixmod.blogspot.com/2016/02/rise-of-tomb-raider-3d-vision-fix.html [quote="helifax"][color="orange"] NEW UPDATE PUSHED !!![/color] Fixed: [b]- 4th of March 2016 - Added toggle for PureHair Animation[/b] [b]- 4th of March 2016 - FIXED a Bug related to Space Screen Reflections that was present in Single Screen Systems, but not under Surround [/b] [b]- 4th of March 2016 - Fixed another Screen Effect in the Baba Yaga DLC[/b] Re-posting here for simplicity: ================================== UPGRADING from a previous version: ================================== - Navigate to the Game Folder - Run "uninstall.bat" - Download the archive again - Follow "ALL THE STEPS" from the [color="green"]"Installing & Configuring the Fix"[/color] section above!!![/quote] The more complicated the game, the more steps that are needed sometimes. There are a lot of games that simply require you to drag and drop files into the existing game directory. check out this list http://helixmod.blogspot.com/2013/10/game-list-automatically-updated.html
@Jazzy747 you need to... Follow "ALL THE STEPS" from the "Installing & Configuring the Fix"!!!

found at http://helixmod.blogspot.com/2016/02/rise-of-tomb-raider-3d-vision-fix.html

helifax said: NEW UPDATE PUSHED !!!

Fixed:
- 4th of March 2016 - Added toggle for PureHair Animation
- 4th of March 2016 - FIXED a Bug related to Space Screen Reflections that was present in Single Screen Systems, but not under Surround
- 4th of March 2016 - Fixed another Screen Effect in the Baba Yaga DLC

Re-posting here for simplicity:

==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!


The more complicated the game, the more steps that are needed sometimes.

There are a lot of games that simply require you to drag and drop files into the existing game directory.

check out this list http://helixmod.blogspot.com/2013/10/game-list-automatically-updated.html

Posted 03/05/2016 12:02 AM   
[quote="D-Man11"]@Jazzy747 you need to... Follow "ALL THE STEPS" from the [color="green"]"Installing & Configuring the Fix"[/color] section above!!! [quote="helifax"][color="orange"] NEW UPDATE PUSHED !!![/color] Fixed: [b]- 4th of March 2016 - Added toggle for PureHair Animation[/b] [b]- 4th of March 2016 - FIXED a Bug related to Space Screen Reflections that was present in Single Screen Systems, but not under Surround [/b] [b]- 4th of March 2016 - Fixed another Screen Effect in the Baba Yaga DLC[/b] Re-posting here for simplicity: ================================== UPGRADING from a previous version: ================================== - Navigate to the Game Folder - Run "uninstall.bat" - Download the archive again - Follow "ALL THE STEPS" from the [color="green"]"Installing & Configuring the Fix"[/color] section above!!![/quote][/quote] Here is the fix: [url]https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/[/url] Also set your game to run in Exclusive Fullscreen MODE! Otherwise 3D will not start.
D-Man11 said:@Jazzy747 you need to... Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!
helifax said: NEW UPDATE PUSHED !!!

Fixed:
- 4th of March 2016 - Added toggle for PureHair Animation
- 4th of March 2016 - FIXED a Bug related to Space Screen Reflections that was present in Single Screen Systems, but not under Surround
- 4th of March 2016 - Fixed another Screen Effect in the Baba Yaga DLC

Re-posting here for simplicity:

==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!


Here is the fix:
https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/

Also set your game to run in Exclusive Fullscreen MODE! Otherwise 3D will not start.

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)

Posted 03/05/2016 12:04 AM   
  39 / 41    
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