NieR:Automata - 3D Vision Fix
  5 / 10    
Also, I think the game should have "rasterizer_disable_scissor=0", otherwise there are a lot of artifacts in the menu, texts and images are often drawn out of bounds. I will play with rasterizer_disable_scissor=0 for some time and report back if this is causing any other issue in main game.
Also, I think the game should have "rasterizer_disable_scissor=0", otherwise there are a lot of artifacts in the menu, texts and images are often drawn out of bounds. I will play with rasterizer_disable_scissor=0 for some time and report back if this is causing any other issue in main game.

#61
Posted 07/05/2017 06:23 PM   
[quote="llyzs"]Also, I think the game should have "rasterizer_disable_scissor=0", otherwise there are a lot of artifacts in the menu, texts and images are often drawn out of bounds. I will play with rasterizer_disable_scissor=0 for some time and report back if this is causing any other issue in main game.[/quote] The only "problem" that makes in some menu... That's it! Setting it to Zero will induce more problem in the "actual game"... But surely, is up to you to experiment;)
llyzs said:Also, I think the game should have "rasterizer_disable_scissor=0", otherwise there are a lot of artifacts in the menu, texts and images are often drawn out of bounds. I will play with rasterizer_disable_scissor=0 for some time and report back if this is causing any other issue in main game.


The only "problem" that makes in some menu... That's it! Setting it to Zero will induce more problem in the "actual game"...

But surely, is up to you to experiment;)

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)

#62
Posted 07/05/2017 10:39 PM   
[quote="helifax"]The only "problem" that makes in some menu... That's it! Setting it to Zero will induce more problem in the "actual game"... But surely, is up to you to experiment;)[/quote] I have played some hours but I do not see any issue in actual game yet with rasterizer_disable_scissor=0. However I understand that scissor generally causes problems in 3D, so maybe we get lucky that this game only uses scissor in menu; or maybe I am wrong and you could point out the issue if you remember? I don't like the current situation that you have to either enable or disable scissor altogether for the whole game. And thus I think I can add some improvement to 3Dmigoto to conditionally enable or disable scissor based on existing ShaderOverride rules. It would be good if this game has the need and test case for this kind of requirement.
helifax said:The only "problem" that makes in some menu... That's it! Setting it to Zero will induce more problem in the "actual game"...

But surely, is up to you to experiment;)


I have played some hours but I do not see any issue in actual game yet with rasterizer_disable_scissor=0. However I understand that scissor generally causes problems in 3D, so maybe we get lucky that this game only uses scissor in menu; or maybe I am wrong and you could point out the issue if you remember?

I don't like the current situation that you have to either enable or disable scissor altogether for the whole game. And thus I think I can add some improvement to 3Dmigoto to conditionally enable or disable scissor based on existing ShaderOverride rules. It would be good if this game has the need and test case for this kind of requirement.

#63
Posted 07/06/2017 12:35 PM   
[quote="llyzs"][quote="helifax"]The only "problem" that makes in some menu... That's it! Setting it to Zero will induce more problem in the "actual game"... But surely, is up to you to experiment;)[/quote] I have played some hours but I do not see any issue in actual game yet with rasterizer_disable_scissor=0. However I understand that scissor generally causes problems in 3D, so maybe we get lucky that this game only uses scissor in menu; or maybe I am wrong and you could point out the issue if you remember? I don't like the current situation that you have to either enable or disable scissor altogether for the whole game. And thus I think I can add some improvement to 3Dmigoto to conditionally enable or disable scissor based on existing ShaderOverride rules. It would be good if this game has the need and test case for this kind of requirement.[/quote] That sound like an awesome idea! I can't remember exactly what the other problems were, but from the top of my head, I think it was to do with some light clipping...
llyzs said:
helifax said:The only "problem" that makes in some menu... That's it! Setting it to Zero will induce more problem in the "actual game"...

But surely, is up to you to experiment;)


I have played some hours but I do not see any issue in actual game yet with rasterizer_disable_scissor=0. However I understand that scissor generally causes problems in 3D, so maybe we get lucky that this game only uses scissor in menu; or maybe I am wrong and you could point out the issue if you remember?

I don't like the current situation that you have to either enable or disable scissor altogether for the whole game. And thus I think I can add some improvement to 3Dmigoto to conditionally enable or disable scissor based on existing ShaderOverride rules. It would be good if this game has the need and test case for this kind of requirement.


That sound like an awesome idea!
I can't remember exactly what the other problems were, but from the top of my head, I think it was to do with some light clipping...

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)

#64
Posted 07/06/2017 06:18 PM   
[quote="helifax"] That sound like an awesome idea! I can't remember exactly what the other problems were, but from the top of my head, I think it was to do with some light clipping...[/quote] I'm getting some Dark Souls 3 hype here. No clipping would be great for its lighting, or at least the fire/fog wall heatwave effects I fixed (and still didn't release).
helifax said:
That sound like an awesome idea!
I can't remember exactly what the other problems were, but from the top of my head, I think it was to do with some light clipping...


I'm getting some Dark Souls 3 hype here. No clipping would be great for its lighting, or at least the fire/fog wall heatwave effects I fixed (and still didn't release).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#65
Posted 07/06/2017 09:50 PM   
OK I created a proposal on 3Dmigoto and will take a look this weekend. https://github.com/bo3b/3Dmigoto/issues/68 @masterotaku : so are you also on board to test my mess? :)
OK I created a proposal on 3Dmigoto and will take a look this weekend.


https://github.com/bo3b/3Dmigoto/issues/68


@masterotaku : so are you also on board to test my mess? :)

#66
Posted 07/07/2017 03:08 AM   
[quote="llyzs"] @masterotaku : so are you also on board to test my mess? :)[/quote] Of course! I want to use that for Dark Souls 3. I don't know if it will be possible for lighting (I don't know if those shaders are what break the game and its fps when clipping is disabled), but I want it at least for the few extra shaders that I fixed. If everything can be done, then better :).
llyzs said:
@masterotaku : so are you also on board to test my mess? :)


Of course! I want to use that for Dark Souls 3. I don't know if it will be possible for lighting (I don't know if those shaders are what break the game and its fps when clipping is disabled), but I want it at least for the few extra shaders that I fixed. If everything can be done, then better :).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#67
Posted 07/07/2017 07:36 AM   
[quote="kalhohan"]Hello, first of all thanks for the fix ! Did someone manage to make the param CustomShader3DVision2SBS work? I like to try the game on my dlp with the top/bottom (over/under) option? Thanks by advance. every time the game crash when I enable the param. [/quote] I will chime in saying I'm also experiencing this issue when attempting to use any of the CustomShader3DVision2SBS settings. I'm able to get normal 3D Vision to kick in, but trying to do any sort of SBS or TaB doesn't work. I have everything set correctly, as per the setup post. I'm going out on a limb and saying that the FAR fix is crashing, given that I hear the Metal Gear Solid alert sound before the game crashes. There are logs from FAR that I can post if that'll help.
kalhohan said:Hello, first of all thanks for the fix !
Did someone manage to make the param CustomShader3DVision2SBS work? I like to try the game on my dlp with the top/bottom (over/under) option?
Thanks by advance.

every time the game crash when I enable the param.


I will chime in saying I'm also experiencing this issue when attempting to use any of the CustomShader3DVision2SBS settings. I'm able to get normal 3D Vision to kick in, but trying to do any sort of SBS or TaB doesn't work. I have everything set correctly, as per the setup post.

I'm going out on a limb and saying that the FAR fix is crashing, given that I hear the Metal Gear Solid alert sound before the game crashes. There are logs from FAR that I can post if that'll help.

#68
Posted 07/07/2017 09:48 PM   
[quote="BigRobotBil"][quote="kalhohan"]Hello, first of all thanks for the fix ! Did someone manage to make the param CustomShader3DVision2SBS work? I like to try the game on my dlp with the top/bottom (over/under) option? Thanks by advance. every time the game crash when I enable the param. [/quote] I will chime in saying I'm also experiencing this issue when attempting to use any of the CustomShader3DVision2SBS settings. I'm able to get normal 3D Vision to kick in, but trying to do any sort of SBS or TaB doesn't work. I have everything set correctly, as per the setup post.[/quote] This is generic 3Dmigoto issue but not game specific issue, so I suggest you go to 3Dmigito on github, you will probably have better luck there. EDIT: sorry this issue seems really is this game specific, but read on my following comments.
BigRobotBil said:
kalhohan said:Hello, first of all thanks for the fix !
Did someone manage to make the param CustomShader3DVision2SBS work? I like to try the game on my dlp with the top/bottom (over/under) option?
Thanks by advance.

every time the game crash when I enable the param.


I will chime in saying I'm also experiencing this issue when attempting to use any of the CustomShader3DVision2SBS settings. I'm able to get normal 3D Vision to kick in, but trying to do any sort of SBS or TaB doesn't work. I have everything set correctly, as per the setup post.


This is generic 3Dmigoto issue but not game specific issue, so I suggest you go to 3Dmigito on github, you will probably have better luck there.

EDIT: sorry this issue seems really is this game specific, but read on my following comments.

#69
Posted 07/08/2017 04:45 AM   
Some lights in some scene are on screen depth. I managed to capture one, is it possible to fix? VS: [code]// ---- Created with 3Dmigoto v1.2.61 on Sat Jul 08 11:57:43 2017 cbuffer SceneBuffer : register(b0) { float4x4 g_View : packoffset(c0); float4x4 g_Proj : packoffset(c4); float4x4 g_ViewProjection : packoffset(c8); float4x4 g_ViewInverseMatrix : packoffset(c12); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, out float4 o0 : SV_POSITION0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.x = dot(v0.xyz, g_ViewInverseMatrix._m00_m10_m20); r0.y = dot(v0.xyz, g_ViewInverseMatrix._m01_m11_m21); r0.z = dot(v0.xyz, g_ViewInverseMatrix._m02_m12_m22); r0.xyz = r0.xyz * v1.www + v1.xyz; r0.w = v0.w; o0.x = dot(r0.xyzw, g_ViewProjection._m00_m10_m20_m30); o0.y = dot(r0.xyzw, g_ViewProjection._m01_m11_m21_m31); o0.z = dot(r0.xyzw, g_ViewProjection._m02_m12_m22_m32); o0.w = dot(r0.xyzw, g_ViewProjection._m03_m13_m23_m33); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.61 on Sat Jul 08 11:57:43 2017 // // // Buffer Definitions: // // cbuffer SceneBuffer // { // // float4x4 g_View; // Offset: 0 Size: 64 [unused] // float4x4 g_Proj; // Offset: 64 Size: 64 [unused] // float4x4 g_ViewProjection; // Offset: 128 Size: 64 // float4x4 g_ViewInverseMatrix; // Offset: 192 Size: 64 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // SceneBuffer cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[15], immediateIndexed dcl_input v0.xyzw dcl_input v1.xyzw dcl_output_siv o0.xyzw, position dcl_temps 1 dp3 r0.x, v0.xyzx, cb0[12].xyzx dp3 r0.y, v0.xyzx, cb0[13].xyzx dp3 r0.z, v0.xyzx, cb0[14].xyzx mad r0.xyz, r0.xyzx, v1.wwww, v1.xyzx mov r0.w, v0.w dp4 o0.x, r0.xyzw, cb0[8].xyzw dp4 o0.y, r0.xyzw, cb0[9].xyzw dp4 o0.z, r0.xyzw, cb0[10].xyzw dp4 o0.w, r0.xyzw, cb0[11].xyzw ret // Approximately 10 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] PS: [code]// ---- Created with 3Dmigoto v1.2.61 on Sat Jul 08 11:58:34 2017 // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( out float4 o0 : SV_Target0) { o0.xyzw = float4(0,0,0,0); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.61 on Sat Jul 08 11:58:34 2017 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Input // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_output o0.xyzw mov o0.xyzw, l(0,0,0,0) ret // Approximately 2 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] EDIT: Unfortunately I just found out this this vs/ps pair is the same one as the one drawing the enemy data (level/hp) and other indicators HUD. @helifax : this was probably the reason you disabled the vs in the first place.
Some lights in some scene are on screen depth. I managed to capture one, is it possible to fix?

VS:
// ---- Created with 3Dmigoto v1.2.61 on Sat Jul 08 11:57:43 2017

cbuffer SceneBuffer : register(b0)
{
float4x4 g_View : packoffset(c0);
float4x4 g_Proj : packoffset(c4);
float4x4 g_ViewProjection : packoffset(c8);
float4x4 g_ViewInverseMatrix : packoffset(c12);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float4 o0 : SV_POSITION0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = dot(v0.xyz, g_ViewInverseMatrix._m00_m10_m20);
r0.y = dot(v0.xyz, g_ViewInverseMatrix._m01_m11_m21);
r0.z = dot(v0.xyz, g_ViewInverseMatrix._m02_m12_m22);
r0.xyz = r0.xyz * v1.www + v1.xyz;
r0.w = v0.w;
o0.x = dot(r0.xyzw, g_ViewProjection._m00_m10_m20_m30);
o0.y = dot(r0.xyzw, g_ViewProjection._m01_m11_m21_m31);
o0.z = dot(r0.xyzw, g_ViewProjection._m02_m12_m22_m32);
o0.w = dot(r0.xyzw, g_ViewProjection._m03_m13_m23_m33);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.61 on Sat Jul 08 11:57:43 2017
//
//
// Buffer Definitions:
//
// cbuffer SceneBuffer
// {
//
// float4x4 g_View; // Offset: 0 Size: 64 [unused]
// float4x4 g_Proj; // Offset: 64 Size: 64 [unused]
// float4x4 g_ViewProjection; // Offset: 128 Size: 64
// float4x4 g_ViewInverseMatrix; // Offset: 192 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneBuffer cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[15], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_temps 1
dp3 r0.x, v0.xyzx, cb0[12].xyzx
dp3 r0.y, v0.xyzx, cb0[13].xyzx
dp3 r0.z, v0.xyzx, cb0[14].xyzx
mad r0.xyz, r0.xyzx, v1.wwww, v1.xyzx
mov r0.w, v0.w
dp4 o0.x, r0.xyzw, cb0[8].xyzw
dp4 o0.y, r0.xyzw, cb0[9].xyzw
dp4 o0.z, r0.xyzw, cb0[10].xyzw
dp4 o0.w, r0.xyzw, cb0[11].xyzw
ret
// Approximately 10 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


PS:
// ---- Created with 3Dmigoto v1.2.61 on Sat Jul 08 11:58:34 2017



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
out float4 o0 : SV_Target0)
{
o0.xyzw = float4(0,0,0,0);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.61 on Sat Jul 08 11:58:34 2017
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_output o0.xyzw
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 2 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


EDIT: Unfortunately I just found out this this vs/ps pair is the same one as the one drawing the enemy data (level/hp) and other indicators HUD. @helifax : this was probably the reason you disabled the vs in the first place.

#70
Posted 07/08/2017 05:01 AM   
And the conditional scissor clipping is done! Now I am just waiting for bo3b's review of my PRs. I used the following and it is enough to fix the clipping issue in menu while leaving rasterizer_disable_scissor=1: [code][ShaderOverrideMenuScissor1] Hash = cbaf6aac06d6d3c3 disable_scissor = 0 [ShaderOverrideMenuScissor2] Hash = 5bf88b7c63ea3d15 disable_scissor = 0 [ShaderOverrideMenuScissor3] Hash = 5cb30fdcba8da77c disable_scissor = 0 [/code]
And the conditional scissor clipping is done! Now I am just waiting for bo3b's review of my PRs. I used the following and it is enough to fix the clipping issue in menu while leaving rasterizer_disable_scissor=1:

[ShaderOverrideMenuScissor1]
Hash = cbaf6aac06d6d3c3
disable_scissor = 0

[ShaderOverrideMenuScissor2]
Hash = 5bf88b7c63ea3d15
disable_scissor = 0

[ShaderOverrideMenuScissor3]
Hash = 5cb30fdcba8da77c
disable_scissor = 0

#71
Posted 07/08/2017 05:49 AM   
Yesterday i try to play this game, i need to play a game with some action!...BUT was impossible to enable 3D in this game. I just follow all the steps. Since i can't play in TaB mode 1080p (Custom SBS shader don't work in this game), i just have to use 3DTV Play at 720p....but the game always start in 1280x748 or something, so no 3D :( - I have to install another version of FAR (last one), because the one shipped in the fix...crash the game for me. - I use the same resolution in-game and desktop (1280x720) --> Still don't work - Also use the resolution override from 3Dmigoto...same issue. - I put the 1280x720 in FAR, the game still start in another resolution - And one time, the game start in 3D but with the same issue described by sgsrules, with a black screen, etc. - I follow the instruction by helifax to disable 3D on start....same issue. - Also tested without FAR, same issue. Any other suggestions??
Yesterday i try to play this game, i need to play a game with some action!...BUT was impossible to enable 3D in this game. I just follow all the steps.
Since i can't play in TaB mode 1080p (Custom SBS shader don't work in this game), i just have to use 3DTV Play at 720p....but the game always start in 1280x748 or something, so no 3D :(

- I have to install another version of FAR (last one), because the one shipped in the fix...crash the game for me.
- I use the same resolution in-game and desktop (1280x720) --> Still don't work
- Also use the resolution override from 3Dmigoto...same issue.
- I put the 1280x720 in FAR, the game still start in another resolution
- And one time, the game start in 3D but with the same issue described by sgsrules, with a black screen, etc.
- I follow the instruction by helifax to disable 3D on start....same issue.
- Also tested without FAR, same issue.

Any other suggestions??

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My 3D Screenshot Gallery

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

#72
Posted 07/09/2017 12:17 PM   
[quote="DHR"]Yesterday i try to play this game, i need to play a game with some action!...BUT was impossible to enable 3D in this game. I just follow all the steps. Since i can't play in TaB mode 1080p (Custom SBS shader don't work in this game), i just have to use 3DTV Play at 720p....but the game always start in 1280x748 or something, so no 3D :( - I have to install another version of FAR (last one), because the one shipped in the fix...crash the game for me. - I use the same resolution in-game and desktop (1280x720) --> Still don't work - Also use the resolution override from 3Dmigoto...same issue. - I put the 1280x720 in FAR, the game still start in another resolution - And one time, the game start in 3D but with the same issue described by sgsrules, with a black screen, etc. - I follow the instruction by helifax to disable 3D on start....same issue. - Also tested without FAR, same issue. Any other suggestions??[/quote] You get the elevated prompt to install the NVidia profile when you first start right? Also, I am wondering what monitor are you using?
DHR said:Yesterday i try to play this game, i need to play a game with some action!...BUT was impossible to enable 3D in this game. I just follow all the steps.
Since i can't play in TaB mode 1080p (Custom SBS shader don't work in this game), i just have to use 3DTV Play at 720p....but the game always start in 1280x748 or something, so no 3D :(

- I have to install another version of FAR (last one), because the one shipped in the fix...crash the game for me.
- I use the same resolution in-game and desktop (1280x720) --> Still don't work
- Also use the resolution override from 3Dmigoto...same issue.
- I put the 1280x720 in FAR, the game still start in another resolution
- And one time, the game start in 3D but with the same issue described by sgsrules, with a black screen, etc.
- I follow the instruction by helifax to disable 3D on start....same issue.
- Also tested without FAR, same issue.

Any other suggestions??


You get the elevated prompt to install the NVidia profile when you first start right? Also, I am wondering what monitor are you using?

#73
Posted 07/09/2017 12:43 PM   
I have black screen issue, but when I use "ctrl+T", 3D activates and everything is ok. [s]Try to disable automatic 3D Vision activation, instead activate manually with ctrl+T after the game starts.[/s] Also you can try to use a crack, you can find at GCW, it may help. For my 4K TV with EDID I can use any resolution without an issue, currently my desktop is set to 2160p but game resolution is set to 1440p (OverrideRes=2560x1440 in dxgi.ini). Also try deleting Temp folder contents(for clearing Nvidia cache) in "C:\Users\user name\AppData\Local" and unistall/delete the fix and far and reinstall. I don't know why but first time I installed the fix I had issues. But after trying this method game worked. Maybe it's not related, I don't know. This game is very beautiful and extraordinary (as the first one), but it has also many problems with PC port. Even regular users have issues. Edit: You've already tried disabling auto activation... Did you try using an EDID override? Or your TV doesn't support it?
I have black screen issue, but when I use "ctrl+T", 3D activates and everything is ok. Try to disable automatic 3D Vision activation, instead activate manually with ctrl+T after the game starts.

Also you can try to use a crack, you can find at GCW, it may help.

For my 4K TV with EDID I can use any resolution without an issue, currently my desktop is set to 2160p but game resolution is set to 1440p (OverrideRes=2560x1440 in dxgi.ini).

Also try deleting Temp folder contents(for clearing Nvidia cache) in "C:\Users\user name\AppData\Local" and unistall/delete the fix and far and reinstall. I don't know why but first time I installed the fix I had issues. But after trying this method game worked. Maybe it's not related, I don't know.

This game is very beautiful and extraordinary (as the first one), but it has also many problems with PC port. Even regular users have issues.


Edit: You've already tried disabling auto activation...

Did you try using an EDID override? Or your TV doesn't support it?

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#74
Posted 07/09/2017 12:55 PM   
@llyzs Yes the prompt for override profile appear. I'm using a LG 3DTV, not a monitor. Now i try using Checkerboard 1080p and the game start in a lower resolution...WTF!. I can see the CB pattern in 3D, but i can't active in the TV...it need to be 1080p. I change the ingame and desktop resolution to 1080p, also override FAR with it...i will wait a couple of days to go back to this game...i'm really angry with this game right now....also i already waste like 3 hours try to enable 3D.
@llyzs
Yes the prompt for override profile appear.
I'm using a LG 3DTV, not a monitor.

Now i try using Checkerboard 1080p and the game start in a lower resolution...WTF!. I can see the CB pattern in 3D, but i can't active in the TV...it need to be 1080p. I change the ingame and desktop resolution to 1080p, also override FAR with it...i will wait a couple of days to go back to this game...i'm really angry with this game right now....also i already waste like 3 hours try to enable 3D.

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#75
Posted 07/09/2017 03:47 PM   
  5 / 10    
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