As Lara Croft and the Guardian of Light offered good S3D gameplay and Tomb Raider 2013 supported S3D I was looking forward for Lara Croft and the Temple of Osiris. So I was very disappointed when I discovered that the game is almost unplayable in S3D. In real 3D there are many lighting and other issues (even if You turn off shadows in the settings there are static shadows which cause issues).
I have made a profile for compatibility mode (see https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/) with
[code]Setting ID_0x709adada = 0x37f58257 InternalSettingFlag=V0 [/code]
But the game has almost no depth then (about 5-10%). Even less than other games in compatibility mode (e.g. Sacred 3 was far better!). I have tried different values for ID_0x709adada. But below 0x37f5817b (2.926657E-5) and above 0x37f5836a (2.926747E-5) I wasn't able to change convergence any more or the image was messed up. And the different values it didn't change the low separation. The problem seems to be that the ground level is very close to the layer when pop outs are cut in the compatibility mode.
I have tried 3dmigoto with the game. For the first run it took more than 1 hour until about 2000 shaders were cashed and I got into the level to play. Unfortunately I couldn't disable only the static shadows that still cause issues but only the complete lighting. So there is no easy way to make a hot fix for the game and I only can hope that someone who knows how to fix shadows takes a look at the game. Besides from that the game crashed when I started it with 3dmigoto and the already cashed shaders and tried to load a level.
So atm I only can recommend not to buy the game if You want to play it in S3D :(
As Lara Croft and the Guardian of Light offered good S3D gameplay and Tomb Raider 2013 supported S3D I was looking forward for Lara Croft and the Temple of Osiris. So I was very disappointed when I discovered that the game is almost unplayable in S3D. In real 3D there are many lighting and other issues (even if You turn off shadows in the settings there are static shadows which cause issues).
I have made a profile for compatibility mode (see https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/) with
But the game has almost no depth then (about 5-10%). Even less than other games in compatibility mode (e.g. Sacred 3 was far better!). I have tried different values for ID_0x709adada. But below 0x37f5817b (2.926657E-5) and above 0x37f5836a (2.926747E-5) I wasn't able to change convergence any more or the image was messed up. And the different values it didn't change the low separation. The problem seems to be that the ground level is very close to the layer when pop outs are cut in the compatibility mode.
I have tried 3dmigoto with the game. For the first run it took more than 1 hour until about 2000 shaders were cashed and I got into the level to play. Unfortunately I couldn't disable only the static shadows that still cause issues but only the complete lighting. So there is no easy way to make a hot fix for the game and I only can hope that someone who knows how to fix shadows takes a look at the game. Besides from that the game crashed when I started it with 3dmigoto and the already cashed shaders and tried to load a level.
So atm I only can recommend not to buy the game if You want to play it in S3D :(
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Big thanks for the heads up!
Real shame to see that the previous isometric-view engine worked mostly well in S3D. By the sounds of it is mostly broken in S3D :(
Maybe we can go on their forums and ask to add support for S3D? For Tomb Raider 2013 they fixed the crosshair for 3D if I remember correctly.
So maybe they are willing to help us out with the game;))
Real shame to see that the previous isometric-view engine worked mostly well in S3D. By the sounds of it is mostly broken in S3D :(
Maybe we can go on their forums and ask to add support for S3D? For Tomb Raider 2013 they fixed the crosshair for 3D if I remember correctly.
So maybe they are willing to help us out with the game;))
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[quote="3d4dd"]I have tried 3dmigoto with the game. For the first run it took more than 1 hour until about 2000 shaders were cashed and I got into the level to play.[/quote]
I experienced similar slowdown looking at Far Cry 4 with 3Dmigoto 0.99.6, which bo3b has fixed in the most recent release (0.99.11).
3d4dd said:I have tried 3dmigoto with the game. For the first run it took more than 1 hour until about 2000 shaders were cashed and I got into the level to play.
I experienced similar slowdown looking at Far Cry 4 with 3Dmigoto 0.99.6, which bo3b has fixed in the most recent release (0.99.11).
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@helifax:
I think the issue with the extremely low depth derives from the isometric-view. In cut scenes when You get a kind of 3rd person view there is significantly more depth. As I mentioned before the problem seems to be that the compatibility mode places the ground very close to the layer when pop outs are cut of. Maybe it even is interpreted as HUD? But changing the value for ID_0x709adada doesn't help. So far I only had a look at the first level. Maybe there are other levels that don't have the depth issue by chance... As IMHO the developer and the engine are (completely) different from Tomb Raider 2013 I don't expect support for S3D. Especially as there are many issues and not only a crosshair that needs to be fixed :(
@DarkStarSword:
In my test I have already used 0.99.11. Maybe my PC is just too slow...
@helifax:
I think the issue with the extremely low depth derives from the isometric-view. In cut scenes when You get a kind of 3rd person view there is significantly more depth. As I mentioned before the problem seems to be that the compatibility mode places the ground very close to the layer when pop outs are cut of. Maybe it even is interpreted as HUD? But changing the value for ID_0x709adada doesn't help. So far I only had a look at the first level. Maybe there are other levels that don't have the depth issue by chance... As IMHO the developer and the engine are (completely) different from Tomb Raider 2013 I don't expect support for S3D. Especially as there are many issues and not only a crosshair that needs to be fixed :(
@DarkStarSword:
In my test I have already used 0.99.11. Maybe my PC is just too slow...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote="3d4dd"]@helifax:
I think the issue with the extremely low depth derives from the isometric-view. In cut scenes when You get a kind of 3rd person view there is significantly more depth. As I mentioned before the problem seems to be that the compatibility mode places the ground very close to the layer when pop outs are cut of. Maybe it even is interpreted as HUD? But changing the value for ID_0x709adada doesn't help. So far I only had a look at the first level. Maybe there are other levels that don't have the depth issue by chance... As IMHO the developer and the engine are (completely) different from Tomb Raider 2013 I don't expect support for S3D. Especially as there are many issues and not only a crosshair that needs to be fixed :(
@DarkStarSword:
In my test I have already used 0.99.11. Maybe my PC is just too slow...[/quote]
Wait.. the Dev is not Crystal Dynamic?
Yeah, I think you are right about CM mode and depth. Have you tried this setting:
[code]
Setting ID_0x709adada = 0x37f58240 InternalSettingFlag=V0 // This value is used in Bioshock Infinite.
[/code]
?
Maybe this one will make things look better? (I don't have the game so I can't try it out:()
3d4dd said:@helifax:
I think the issue with the extremely low depth derives from the isometric-view. In cut scenes when You get a kind of 3rd person view there is significantly more depth. As I mentioned before the problem seems to be that the compatibility mode places the ground very close to the layer when pop outs are cut of. Maybe it even is interpreted as HUD? But changing the value for ID_0x709adada doesn't help. So far I only had a look at the first level. Maybe there are other levels that don't have the depth issue by chance... As IMHO the developer and the engine are (completely) different from Tomb Raider 2013 I don't expect support for S3D. Especially as there are many issues and not only a crosshair that needs to be fixed :(
@DarkStarSword:
In my test I have already used 0.99.11. Maybe my PC is just too slow...
Wait.. the Dev is not Crystal Dynamic?
Yeah, I think you are right about CM mode and depth. Have you tried this setting:
Setting ID_0x709adada = 0x37f58240 InternalSettingFlag=V0 // This value is used in Bioshock Infinite.
?
Maybe this one will make things look better? (I don't have the game so I can't try it out:()
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
The value from Bioshock Infinite didn't help :(
Of course the developer is Crystal Dynamics. But this little project was not made by the same team as TR 2013 and it doesn't use the Crystal Engine. The game uses the new "Foundation Engine" instead - the same engine that will be used for Rise of the Tomb Raider. So very bad news regarding future TR games and S3D :(
The value from Bioshock Infinite didn't help :(
Of course the developer is Crystal Dynamics. But this little project was not made by the same team as TR 2013 and it doesn't use the Crystal Engine. The game uses the new "Foundation Engine" instead - the same engine that will be used for Rise of the Tomb Raider. So very bad news regarding future TR games and S3D :(
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Yes, no idea why it would be that slow on 99.11. General speed is closer to 1000 shaders a minute. 2000 an hour is something broken.
Might be that there are a lot of exceptions for this game in the Decompiler. Sounds like a brand new game engine, and that tends to expose new weaknesses in the Decompiler.
If you can collect a d3dx_log.txt, I'll take a look.
Yes, no idea why it would be that slow on 99.11. General speed is closer to 1000 shaders a minute. 2000 an hour is something broken.
Might be that there are a lot of exceptions for this game in the Decompiler. Sounds like a brand new game engine, and that tends to expose new weaknesses in the Decompiler.
If you can collect a d3dx_log.txt, I'll take a look.
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
It took about 1h until the main menu was loaded. When I tried to enter a level the game crashed = d3d11_log_first start.txt The second time with the ShaderCache present (about 2000 shader) the game loaded very fast the main menu. When I tried to enter the level again the game loaded about 20 min and then crashed again before the level was entered = d3d11_log_second start.txt. Now there are about 2700 shaders in the cache. As mentioned above I managed to enter a level once (start without ShaderCache). Tell me if I should try it again later. Atm I need my PC to continue my FF XII-2 fix ;)
http://www66.zippyshare.com/v/69952655/file.html
http://www66.zippyshare.com/v/10937443/file.html
It took about 1h until the main menu was loaded. When I tried to enter a level the game crashed = d3d11_log_first start.txt The second time with the ShaderCache present (about 2000 shader) the game loaded very fast the main menu. When I tried to enter the level again the game loaded about 20 min and then crashed again before the level was entered = d3d11_log_second start.txt. Now there are about 2700 shaders in the cache. As mentioned above I managed to enter a level once (start without ShaderCache). Tell me if I should try it again later. Atm I need my PC to continue my FF XII-2 fix ;)
http://www66.zippyshare.com/v/69952655/file.html http://www66.zippyshare.com/v/10937443/file.html
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Just tried the game with 3dmigoto v0.99.11. I can verify that loading is very slow initially. But I was able to enter the first level & save a number of shaders without the game crashing.
Just tried the game with 3dmigoto v0.99.11. I can verify that loading is very slow initially. But I was able to enter the first level & save a number of shaders without the game crashing.
@3d4dd: Took a look at the log file there, and it looks pretty normal. Quite a few broken shaders because of Decompile errors, but very similar to stuff we see on every game, especially new engines.
I don't see anything that can explain the slowness of the dump.
With 3Dmigoto, dumping the ShaderCache is not strictly necessary, depending on what you want, and the problems seen.
You can set the 'export_hlsl=0' to disable dumping, and then use the 'hunting=1' to shader hunt. When you mark a shader it automatically gets copied to the ShaderFixes folder, live, so you can alt-tab and inspect it/fix it. Alt-tab back and F10 to reload any changes you made. No need to relaunch game.
If you use that approach, it should be fast and low impact.
If you want to use the approach of finding all the similar shaders offline, you'll need the ShaderCache.
For a brand new engine, I'd recommend starting with just 'hunting=1' and find and fix a specific effect/screen to be sure it's possible. Can sometimes have broken shaders that you need, and if so let me know, and I'll put in a quick-fix for what you need.
@3d4dd: Took a look at the log file there, and it looks pretty normal. Quite a few broken shaders because of Decompile errors, but very similar to stuff we see on every game, especially new engines.
I don't see anything that can explain the slowness of the dump.
With 3Dmigoto, dumping the ShaderCache is not strictly necessary, depending on what you want, and the problems seen.
You can set the 'export_hlsl=0' to disable dumping, and then use the 'hunting=1' to shader hunt. When you mark a shader it automatically gets copied to the ShaderFixes folder, live, so you can alt-tab and inspect it/fix it. Alt-tab back and F10 to reload any changes you made. No need to relaunch game.
If you use that approach, it should be fast and low impact.
If you want to use the approach of finding all the similar shaders offline, you'll need the ShaderCache.
For a brand new engine, I'd recommend starting with just 'hunting=1' and find and fix a specific effect/screen to be sure it's possible. Can sometimes have broken shaders that you need, and if so let me know, and I'll put in a quick-fix for what you need.
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 You for Your information! Atm I'm working on my fix for FF XIII-2 and I have no experiences with fixing shadows especially in Dx11 games. So it would be nice if someone else could take a look at it ;) 4everAwake...? Or I will come back to this game after I have finished FF XIII-2 which may take some days/weeks even when I use a trainer to rush through the game to find all its issues.
Thank You for Your information! Atm I'm working on my fix for FF XIII-2 and I have no experiences with fixing shadows especially in Dx11 games. So it would be nice if someone else could take a look at it ;) 4everAwake...? Or I will come back to this game after I have finished FF XIII-2 which may take some days/weeks even when I use a trainer to rush through the game to find all its issues.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@bo3b:
Now I had a second look at the game with 'export_hlsl=0'. Without dumping the game starts fast as usual and I can hunt the shaders.
I would be very happy if the game could be run without the shadows that cause issues. With minimum settings for shadows You still have this static shadows making it unplayable:
http://photos.3dvisionlive.com/3d4dd/image/549bdd43d475fe8a32000026/
I could find 1 PS and 2 VS that seem to have an influence on these shadows. Unfortunately they disable the light not the shadows:
7920b2b30f800d7c-ps disabled:
http://photos.3dvisionlive.com/3d4dd/image/549bdddbd475fe8d32000025/
8b91e9ec77f37f15-vs disabled:
http://photos.3dvisionlive.com/3d4dd/image/549bde3cd475fe8c32000028/
f8dc48de9e171903-vs disabled:
http://photos.3dvisionlive.com/3d4dd/image/549bde74d475feeb780000d1/
With 7920b2b30f800d7c-ps and f8dc48de9e171903-vs You still have some brightness whereas 8b91e9ec77f37f15-vs causes almost complete darkness.
The VS look (too?) simple. The PS very complicated with many lines like this:
// Known bad code for instruction (needs manual fix):
I have uploaded them here: http://www27.zippyshare.com/v/65332809/file.html
I have no experience with fixing light issues. Is there a way to fix or at least disable these remaining shadows without covering everything with darkness?
@bo3b:
Now I had a second look at the game with 'export_hlsl=0'. Without dumping the game starts fast as usual and I can hunt the shaders.
I would be very happy if the game could be run without the shadows that cause issues. With minimum settings for shadows You still have this static shadows making it unplayable:
http://photos.3dvisionlive.com/3d4dd/image/549bdd43d475fe8a32000026/
With 7920b2b30f800d7c-ps and f8dc48de9e171903-vs You still have some brightness whereas 8b91e9ec77f37f15-vs causes almost complete darkness.
The VS look (too?) simple. The PS very complicated with many lines like this:
// Known bad code for instruction (needs manual fix):
I have uploaded them here: http://www27.zippyshare.com/v/65332809/file.html
I have no experience with fixing light issues. Is there a way to fix or at least disable these remaining shadows without covering everything with darkness?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I have continued the game. I often had crashes when I tried to start the game but after 3-4 attempts it finally was running and I could load the level. But now I'm at a point where I only manage to get to the start menu (which already uses 3D graphic) and the game always crashes when I try to load the level. ShaderCache and ShaderFixes are empty. Without 3Dmigoto the game runs stable.
Here is the log: http://www16.zippyshare.com/v/18658279/file.html
Update:
I have completed the story and started again from the beginning. Now loading with 3Dmigoto was possible again. It seems to me that after a certain point in the story progression there is a shader (or another routine) that causes the game to crash with 3Dmigoto. Would be nice if someone else could confirm this...
I have also discovered that the issue with the soft/diffuse shadow covering a greater part of the scenery is quite rare in the game. There is another issue with pixelated shadows You can see on the left side of the first image (http://photos.3dvisionlive.com/3d4dd/image/549bdd43d475fe8a32000026/).
If You increase convergence this issue will disappear for most parts of the level. Only objects very close or very distant still have this issue but they often are at the edges of the screen and not very annoying. The problem with increasing the convergence is that the ground is almost at screen depth and You get a lot of pop outs. So You have to reduce depth to 30-40%. It's far from offering a good S3D experience but it is playable and much better than the almost 2D compatibility mode. You have to set shadows to minimum and disable ambient occlusion and bloom. A really annoying issue are water surfaces (especially reflections?) as they are 2D. Reducing reflections to minimum doesn't help. So in some levels with many water surfaces (25% of playtime?) it might be better to switch to 2D or reduce depth even more. I would not recommend to buy this game especially for S3D gameplay yet but with these settings it offers a fair S3D experience.
I discovered that alt+tab to desktop often caused the game to become 2D when switching back. Sometimes disabling and enabling "exclusive fullscreen" helped.
I have continued the game. I often had crashes when I tried to start the game but after 3-4 attempts it finally was running and I could load the level. But now I'm at a point where I only manage to get to the start menu (which already uses 3D graphic) and the game always crashes when I try to load the level. ShaderCache and ShaderFixes are empty. Without 3Dmigoto the game runs stable.
Here is the log: http://www16.zippyshare.com/v/18658279/file.html
Update:
I have completed the story and started again from the beginning. Now loading with 3Dmigoto was possible again. It seems to me that after a certain point in the story progression there is a shader (or another routine) that causes the game to crash with 3Dmigoto. Would be nice if someone else could confirm this...
I have also discovered that the issue with the soft/diffuse shadow covering a greater part of the scenery is quite rare in the game. There is another issue with pixelated shadows You can see on the left side of the first image (http://photos.3dvisionlive.com/3d4dd/image/549bdd43d475fe8a32000026/).
If You increase convergence this issue will disappear for most parts of the level. Only objects very close or very distant still have this issue but they often are at the edges of the screen and not very annoying. The problem with increasing the convergence is that the ground is almost at screen depth and You get a lot of pop outs. So You have to reduce depth to 30-40%. It's far from offering a good S3D experience but it is playable and much better than the almost 2D compatibility mode. You have to set shadows to minimum and disable ambient occlusion and bloom. A really annoying issue are water surfaces (especially reflections?) as they are 2D. Reducing reflections to minimum doesn't help. So in some levels with many water surfaces (25% of playtime?) it might be better to switch to 2D or reduce depth even more. I would not recommend to buy this game especially for S3D gameplay yet but with these settings it offers a fair S3D experience.
I discovered that alt+tab to desktop often caused the game to become 2D when switching back. Sometimes disabling and enabling "exclusive fullscreen" helped.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Sorry, I missed this one earlier.
The log you have there looks normal, I don't see anything going wrong. This looks like a game engine problem to me, and I'd expect it to happen in 3D mode even without 3Dmigoto installed.
For finding the shadow shaders, to just disable them, you'll want to find something other than the lights. If you want to fix them, going with the lights shaders is the right choice. Generally for disabling them, you can find something that will be a shadow mask, and disable that.
So, my suggestion would be to keep shader hunting, and be sure to wrap all the way around. Look for others that affect the shadows.
The log you have there looks normal, I don't see anything going wrong. This looks like a game engine problem to me, and I'd expect it to happen in 3D mode even without 3Dmigoto installed.
For finding the shadow shaders, to just disable them, you'll want to find something other than the lights. If you want to fix them, going with the lights shaders is the right choice. Generally for disabling them, you can find something that will be a shadow mask, and disable that.
So, my suggestion would be to keep shader hunting, and be sure to wrap all the way around. Look for others that affect the shadows.
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"]This looks like a game engine problem to me, and I'd expect it to happen in 3D mode even without 3Dmigoto installed.[/quote]
When 3Dmigoto is removed the game starts and loads the levels without a crash. Maybe the reason is my hardware or system configuration. 4everAwake seems to have less problems. Perhaps he can check if the game starts with 3Dmigoto in the later areas...
The shaders I have posted were the only ones that seemed to have an obvious impact on the shadows/lights. But I also had the feeling that only a few shaders could be hunted (felt like 30 or so, whereas dumping all the shaders provided about 2000 shaders before the game crashed). Anyway as long as I can't run the game with 3Dmigoto in all the levels fixing wouldn't make sense...
bo3b said:This looks like a game engine problem to me, and I'd expect it to happen in 3D mode even without 3Dmigoto installed.
When 3Dmigoto is removed the game starts and loads the levels without a crash. Maybe the reason is my hardware or system configuration. 4everAwake seems to have less problems. Perhaps he can check if the game starts with 3Dmigoto in the later areas...
The shaders I have posted were the only ones that seemed to have an obvious impact on the shadows/lights. But I also had the feeling that only a few shaders could be hunted (felt like 30 or so, whereas dumping all the shaders provided about 2000 shaders before the game crashed). Anyway as long as I can't run the game with 3Dmigoto in all the levels fixing wouldn't make sense...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I have made a profile for compatibility mode (see https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/) with
But the game has almost no depth then (about 5-10%). Even less than other games in compatibility mode (e.g. Sacred 3 was far better!). I have tried different values for ID_0x709adada. But below 0x37f5817b (2.926657E-5) and above 0x37f5836a (2.926747E-5) I wasn't able to change convergence any more or the image was messed up. And the different values it didn't change the low separation. The problem seems to be that the ground level is very close to the layer when pop outs are cut in the compatibility mode.
I have tried 3dmigoto with the game. For the first run it took more than 1 hour until about 2000 shaders were cashed and I got into the level to play. Unfortunately I couldn't disable only the static shadows that still cause issues but only the complete lighting. So there is no easy way to make a hot fix for the game and I only can hope that someone who knows how to fix shadows takes a look at the game. Besides from that the game crashed when I started it with 3dmigoto and the already cashed shaders and tried to load a level.
So atm I only can recommend not to buy the game if You want to play it in S3D :(
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Real shame to see that the previous isometric-view engine worked mostly well in S3D. By the sounds of it is mostly broken in S3D :(
Maybe we can go on their forums and ask to add support for S3D? For Tomb Raider 2013 they fixed the crosshair for 3D if I remember correctly.
So maybe they are willing to help us out with the game;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I experienced similar slowdown looking at Far Cry 4 with 3Dmigoto 0.99.6, which bo3b has fixed in the most recent release (0.99.11).
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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I think the issue with the extremely low depth derives from the isometric-view. In cut scenes when You get a kind of 3rd person view there is significantly more depth. As I mentioned before the problem seems to be that the compatibility mode places the ground very close to the layer when pop outs are cut of. Maybe it even is interpreted as HUD? But changing the value for ID_0x709adada doesn't help. So far I only had a look at the first level. Maybe there are other levels that don't have the depth issue by chance... As IMHO the developer and the engine are (completely) different from Tomb Raider 2013 I don't expect support for S3D. Especially as there are many issues and not only a crosshair that needs to be fixed :(
@DarkStarSword:
In my test I have already used 0.99.11. Maybe my PC is just too slow...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Wait.. the Dev is not Crystal Dynamic?
Yeah, I think you are right about CM mode and depth. Have you tried this setting:
?
Maybe this one will make things look better? (I don't have the game so I can't try it out:()
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3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
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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)
Of course the developer is Crystal Dynamics. But this little project was not made by the same team as TR 2013 and it doesn't use the Crystal Engine. The game uses the new "Foundation Engine" instead - the same engine that will be used for Rise of the Tomb Raider. So very bad news regarding future TR games and S3D :(
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Might be that there are a lot of exceptions for this game in the Decompiler. Sounds like a brand new game engine, and that tends to expose new weaknesses in the Decompiler.
If you can collect a d3dx_log.txt, I'll take a look.
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
http://www66.zippyshare.com/v/69952655/file.html
http://www66.zippyshare.com/v/10937443/file.html
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
I don't see anything that can explain the slowness of the dump.
With 3Dmigoto, dumping the ShaderCache is not strictly necessary, depending on what you want, and the problems seen.
You can set the 'export_hlsl=0' to disable dumping, and then use the 'hunting=1' to shader hunt. When you mark a shader it automatically gets copied to the ShaderFixes folder, live, so you can alt-tab and inspect it/fix it. Alt-tab back and F10 to reload any changes you made. No need to relaunch game.
If you use that approach, it should be fast and low impact.
If you want to use the approach of finding all the similar shaders offline, you'll need the ShaderCache.
For a brand new engine, I'd recommend starting with just 'hunting=1' and find and fix a specific effect/screen to be sure it's possible. Can sometimes have broken shaders that you need, and if so let me know, and I'll put in a quick-fix for what you need.
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
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Now I had a second look at the game with 'export_hlsl=0'. Without dumping the game starts fast as usual and I can hunt the shaders.
I would be very happy if the game could be run without the shadows that cause issues. With minimum settings for shadows You still have this static shadows making it unplayable:
http://photos.3dvisionlive.com/3d4dd/image/549bdd43d475fe8a32000026/
I could find 1 PS and 2 VS that seem to have an influence on these shadows. Unfortunately they disable the light not the shadows:
7920b2b30f800d7c-ps disabled:
http://photos.3dvisionlive.com/3d4dd/image/549bdddbd475fe8d32000025/
8b91e9ec77f37f15-vs disabled:
http://photos.3dvisionlive.com/3d4dd/image/549bde3cd475fe8c32000028/
f8dc48de9e171903-vs disabled:
http://photos.3dvisionlive.com/3d4dd/image/549bde74d475feeb780000d1/
With 7920b2b30f800d7c-ps and f8dc48de9e171903-vs You still have some brightness whereas 8b91e9ec77f37f15-vs causes almost complete darkness.
The VS look (too?) simple. The PS very complicated with many lines like this:
// Known bad code for instruction (needs manual fix):
I have uploaded them here: http://www27.zippyshare.com/v/65332809/file.html
I have no experience with fixing light issues. Is there a way to fix or at least disable these remaining shadows without covering everything with darkness?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Here is the log: http://www16.zippyshare.com/v/18658279/file.html
Update:
I have completed the story and started again from the beginning. Now loading with 3Dmigoto was possible again. It seems to me that after a certain point in the story progression there is a shader (or another routine) that causes the game to crash with 3Dmigoto. Would be nice if someone else could confirm this...
I have also discovered that the issue with the soft/diffuse shadow covering a greater part of the scenery is quite rare in the game. There is another issue with pixelated shadows You can see on the left side of the first image (http://photos.3dvisionlive.com/3d4dd/image/549bdd43d475fe8a32000026/).
If You increase convergence this issue will disappear for most parts of the level. Only objects very close or very distant still have this issue but they often are at the edges of the screen and not very annoying. The problem with increasing the convergence is that the ground is almost at screen depth and You get a lot of pop outs. So You have to reduce depth to 30-40%. It's far from offering a good S3D experience but it is playable and much better than the almost 2D compatibility mode. You have to set shadows to minimum and disable ambient occlusion and bloom. A really annoying issue are water surfaces (especially reflections?) as they are 2D. Reducing reflections to minimum doesn't help. So in some levels with many water surfaces (25% of playtime?) it might be better to switch to 2D or reduce depth even more. I would not recommend to buy this game especially for S3D gameplay yet but with these settings it offers a fair S3D experience.
I discovered that alt+tab to desktop often caused the game to become 2D when switching back. Sometimes disabling and enabling "exclusive fullscreen" helped.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
The log you have there looks normal, I don't see anything going wrong. This looks like a game engine problem to me, and I'd expect it to happen in 3D mode even without 3Dmigoto installed.
For finding the shadow shaders, to just disable them, you'll want to find something other than the lights. If you want to fix them, going with the lights shaders is the right choice. Generally for disabling them, you can find something that will be a shadow mask, and disable that.
So, my suggestion would be to keep shader hunting, and be sure to wrap all the way around. Look for others that affect the shadows.
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
When 3Dmigoto is removed the game starts and loads the levels without a crash. Maybe the reason is my hardware or system configuration. 4everAwake seems to have less problems. Perhaps he can check if the game starts with 3Dmigoto in the later areas...
The shaders I have posted were the only ones that seemed to have an obvious impact on the shadows/lights. But I also had the feeling that only a few shaders could be hunted (felt like 30 or so, whereas dumping all the shaders provided about 2000 shaders before the game crashed). Anyway as long as I can't run the game with 3Dmigoto in all the levels fixing wouldn't make sense...
My original display name is 3d4dd - for some reason Nvidia changed it..?!