[quote="GibsonRed"]I might start having a go at fixing things myself. I'll check out bobs thread.
If I cannget my head around doing it how hard do you think it would be to do battlefield 4 as I play that game all the time?
Thanks a lot again. I've loved aliens since I was a kid and this is quite literally gaming nirvana![/quote]Glad you guys are liking this fix. It's freakin' scary in there.
For doing fixes on BF4, it depends upon what the problems are. Some things are easy like skybox too close, moving or hiding HUD. Some things are hard like shadows at screen depth.
Depending upon your personal criteria, disabling effects can generally be done (like disabling shadows), and disabling stuff is super easy.
I'd encourage you (and anyone) to run through the first few classes at least. The early stuff is all background and how it works, and I think is pretty interesting in general.
GibsonRed said:I might start having a go at fixing things myself. I'll check out bobs thread.
If I cannget my head around doing it how hard do you think it would be to do battlefield 4 as I play that game all the time?
Thanks a lot again. I've loved aliens since I was a kid and this is quite literally gaming nirvana!
Glad you guys are liking this fix. It's freakin' scary in there.
For doing fixes on BF4, it depends upon what the problems are. Some things are easy like skybox too close, moving or hiding HUD. Some things are hard like shadows at screen depth.
Depending upon your personal criteria, disabling effects can generally be done (like disabling shadows), and disabling stuff is super easy.
I'd encourage you (and anyone) to run through the first few classes at least. The early stuff is all background and how it works, and I think is pretty interesting in general.
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="helifax"]@bo3b: Sure I can do that easily;)) If I knew I would have done that already;)) Thing is the game only features 2 save slots (current and previous save slot) So, you can't exactly select what level to play (which is a bit a shame) but rest assured;)) I am playing the game again;)) Started yesterday the 2nd play-through;)) I should be able to finish the game somewhere in the weekend I guess;))[/quote]Great! Thanks for this, I think it will help nail down a lot more shaders.
BTW, you can start at the front of any given level directly- In the Start Game menu, the bottom menu option is select a level. 2nd level drops in to airlock arrival.
Another possibility I use is to set SugarSync to sync the game save directory. Then as things get stomped on, I can still restore from SugarSync saves. If you don't use SugarSync, you can use Windows Restore Previous Versions to fetch earlier versions of the save files.
helifax said:@bo3b: Sure I can do that easily;)) If I knew I would have done that already;)) Thing is the game only features 2 save slots (current and previous save slot) So, you can't exactly select what level to play (which is a bit a shame) but rest assured;)) I am playing the game again;)) Started yesterday the 2nd play-through;)) I should be able to finish the game somewhere in the weekend I guess;))
Great! Thanks for this, I think it will help nail down a lot more shaders.
BTW, you can start at the front of any given level directly- In the Start Game menu, the bottom menu option is select a level. 2nd level drops in to airlock arrival.
Another possibility I use is to set SugarSync to sync the game save directory. Then as things get stomped on, I can still restore from SugarSync saves. If you don't use SugarSync, you can use Windows Restore Previous Versions to fetch earlier versions of the save files.
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
OK folks, thanks again for your feedback and bug reports.
Here is an update to the fix that includes everything we talked about above. Please update to this. Run the uninstaller.bat in the game directory, which will cleanly excise the last version, then drop this new one in like usual.
[color="orange"]** Update ** [/color]
[url]http://helixmod.blogspot.com/2014/10/alien-isolation-dx11.html[/url]
[color="orange"]** Update **[/color]
This fixes the white-sky problem, the black-shadow problem.
I also set all of the shaders for HUD+UI to use the iniParams.x, and by default it is at zero. The problem is that the HUD and UI also affect in-game elements like monitor displays and other items. If you cannot aim without the cursor, you might want to set x=0.4.
Lensflares+bloom are off by default (see picture above). This is on iniParams.w. If you prefer to have that on, just edit the d3dx.ini file and set the w parameter to 1.
For profile- the default profile is lame. It has no help-text, it has the wrong SLI bits, and it won't let you save convergence setting. I used Aliens:Colonial Marines profile, and it seemed to work fine. There might be others that are better.
Known problems are the planar reflections on the floor after you ride the shuttle. And other planar reflections in the machine room seem off. Always an option to disable planar reflections in the game UI.
Please let us know what you find.
OK folks, thanks again for your feedback and bug reports.
Here is an update to the fix that includes everything we talked about above. Please update to this. Run the uninstaller.bat in the game directory, which will cleanly excise the last version, then drop this new one in like usual.
This fixes the white-sky problem, the black-shadow problem.
I also set all of the shaders for HUD+UI to use the iniParams.x, and by default it is at zero. The problem is that the HUD and UI also affect in-game elements like monitor displays and other items. If you cannot aim without the cursor, you might want to set x=0.4.
Lensflares+bloom are off by default (see picture above). This is on iniParams.w. If you prefer to have that on, just edit the d3dx.ini file and set the w parameter to 1.
For profile- the default profile is lame. It has no help-text, it has the wrong SLI bits, and it won't let you save convergence setting. I used Aliens:Colonial Marines profile, and it seemed to work fine. There might be others that are better.
Known problems are the planar reflections on the floor after you ride the shuttle. And other planar reflections in the machine room seem off. Always an option to disable planar reflections in the game UI.
Please let us know what you find.
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
Update is great!
I'm trying to find a sweet spot between depth and minimal ghosting. I'm curious to know what kind of values most of you might be playing on (depth and convergence). It seems no matter how much I tune, ghosting is unavoidable on white lights.
Update is great!
I'm trying to find a sweet spot between depth and minimal ghosting. I'm curious to know what kind of values most of you might be playing on (depth and convergence). It seems no matter how much I tune, ghosting is unavoidable on white lights.
[quote="tauren"]Update is great!
I'm trying to find a sweet spot between depth and minimal ghosting. I'm curious to know what kind of values most of you might be playing on (depth and convergence). It seems no matter how much I tune, ghosting is unavoidable on white lights.[/quote]
Unless you play using a DLP projector you are almost guaranteed to get some kind of ghosting on high-contrast scenes. Games like Portal are notorious for ghosting because there are so many high-contrast areas white walls, white portal gun and cubes etc. Bright lights in games are also another cause. Bright lights in dark games are even worse.
The way to try and minimise ghosting is to alter your brightness and contrast. If you are playing on a monitor that has lightboost try altering that too.
tauren said:Update is great!
I'm trying to find a sweet spot between depth and minimal ghosting. I'm curious to know what kind of values most of you might be playing on (depth and convergence). It seems no matter how much I tune, ghosting is unavoidable on white lights.
Unless you play using a DLP projector you are almost guaranteed to get some kind of ghosting on high-contrast scenes. Games like Portal are notorious for ghosting because there are so many high-contrast areas white walls, white portal gun and cubes etc. Bright lights in games are also another cause. Bright lights in dark games are even worse.
The way to try and minimise ghosting is to alter your brightness and contrast. If you are playing on a monitor that has lightboost try altering that too.
Little question:
I have 337.88 driver (this is the best driver for me from all the drivers i tested)
Will i need to upgrade to the last driver in order to enjoy this fix?
I have 337.88 driver (this is the best driver for me from all the drivers i tested)
Will i need to upgrade to the last driver in order to enjoy this fix?
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
[quote="mindw0rk"]Anyone else has ghosting problems with illuminated sources?[/quote]
Yes, almost like a halo but ghosting is the right term and its faded as if the camera is offset. I removed the old fix with the uninstall and applied the latest and same problem, this is from any save game I use as well. Happens around structures and lights.
mindw0rk said:Anyone else has ghosting problems with illuminated sources?
Yes, almost like a halo but ghosting is the right term and its faded as if the camera is offset. I removed the old fix with the uninstall and applied the latest and same problem, this is from any save game I use as well. Happens around structures and lights.
Just so everyone is clear - "ghosting" is an issue with your display device (monitor etc). Don't confuse it with "haloing" or "double imaging" that occurs because of incorrect rendering. I get bad ghosting on my VG278, but none at all on my projector for instance. In fact I get ghosting so bad, I was trying to fix an issue at one point that I thought was a shader problem... I am going to play this game on my projector only I think.
The image posted by Baumpforte has no ghosting when I do cross-eye view or look on my projector. BUT - it does have what looks like color banding on the doorway posts which is different in each eye. I guess this is what Baumpforte meant by "wierd shadow lines"? That might be a shader problem, but the game has a lot of color banding problems - in the options there is a 30bit color depth option which I assume is included because of the generally low light atmosphere of the game. I have not seen the issue in that image so could you please let me know what your graphical settings are, driver version, and profile? Also, where did you take that screenshot? Thanks.
Just so everyone is clear - "ghosting" is an issue with your display device (monitor etc). Don't confuse it with "haloing" or "double imaging" that occurs because of incorrect rendering. I get bad ghosting on my VG278, but none at all on my projector for instance. In fact I get ghosting so bad, I was trying to fix an issue at one point that I thought was a shader problem... I am going to play this game on my projector only I think.
The image posted by Baumpforte has no ghosting when I do cross-eye view or look on my projector. BUT - it does have what looks like color banding on the doorway posts which is different in each eye. I guess this is what Baumpforte meant by "wierd shadow lines"? That might be a shader problem, but the game has a lot of color banding problems - in the options there is a 30bit color depth option which I assume is included because of the generally low light atmosphere of the game. I have not seen the issue in that image so could you please let me know what your graphical settings are, driver version, and profile? Also, where did you take that screenshot? Thanks.
[quote="dekgol"]Little question:
I have 337.88 driver (this is the best driver for me from all the drivers i tested)
Will i need to upgrade to the last driver in order to enjoy this fix?
[/quote]
No - I rolled right back to 320.42 and it worked exactly the same. In fact I think I am still on this version, though I am going to roll forward again to 344.11 (I do this a lot to track down issues and problems with the fixes).
I have 337.88 driver (this is the best driver for me from all the drivers i tested)
Will i need to upgrade to the last driver in order to enjoy this fix?
No - I rolled right back to 320.42 and it worked exactly the same. In fact I think I am still on this version, though I am going to roll forward again to 344.11 (I do this a lot to track down issues and problems with the fixes).
[quote="helifax"]Awesome!!! Thx DHR for the crosshair fix. Will look at it in 5 secs;))
EDIT: Same thing. However I managed to find the VS+PS for the crosshair (at least for the gun) and is inside the attached archive.
Mike: I will try to hunt down the culprit for the reflections there;))
Also, the DOF should be a RT normally. (I forgot that in DX you can't render to textures directly and use that as an attachment to a FBO, but you use Render Targets;)) )
Edit: Mike I found quite a few PS shaders that deal with the reflections there. All of them are in the attached archive (Hope I managed to find the usable ones;)) )
[/quote]
Hi Helifax - I had a real quick look, but these are not the correct shaders. There are lots of shaders that disable multiple lights but the ones that work out the actual reflections have a "reflection sampler" in them.
helifax said:Awesome!!! Thx DHR for the crosshair fix. Will look at it in 5 secs;))
EDIT: Same thing. However I managed to find the VS+PS for the crosshair (at least for the gun) and is inside the attached archive.
Mike: I will try to hunt down the culprit for the reflections there;))
Also, the DOF should be a RT normally. (I forgot that in DX you can't render to textures directly and use that as an attachment to a FBO, but you use Render Targets;)) )
Edit: Mike I found quite a few PS shaders that deal with the reflections there. All of them are in the attached archive (Hope I managed to find the usable ones;)) )
Hi Helifax - I had a real quick look, but these are not the correct shaders. There are lots of shaders that disable multiple lights but the ones that work out the actual reflections have a "reflection sampler" in them.
[quote="mike_ar69"][quote="helifax"]Awesome!!! Thx DHR for the crosshair fix. Will look at it in 5 secs;))
EDIT: Same thing. However I managed to find the VS+PS for the crosshair (at least for the gun) and is inside the attached archive.
Mike: I will try to hunt down the culprit for the reflections there;))
Also, the DOF should be a RT normally. (I forgot that in DX you can't render to textures directly and use that as an attachment to a FBO, but you use Render Targets;)) )
Edit: Mike I found quite a few PS shaders that deal with the reflections there. All of them are in the attached archive (Hope I managed to find the usable ones;)) )
[/quote]
Hi Helifax - I had a real quick look, but these are not the correct shaders. There are lots of shaders that disable multiple lights but the ones that work out the actual reflections have a "reflection sampler" in them. [/quote]
Cool! I'll take another look and keep an eye for the reflection sampler. Hopefully I will find it/them;)) I had a feeling those might not be the correct ones;)) I'll post them here what I find;))
Also, regarding the "wierd shadow lines" reported above, I noticed this is a problem in some conditions triggered by HDAO+ and not SSAO (Standard Ambient Occlusion), which mostly means a different shader;))
helifax said:Awesome!!! Thx DHR for the crosshair fix. Will look at it in 5 secs;))
EDIT: Same thing. However I managed to find the VS+PS for the crosshair (at least for the gun) and is inside the attached archive.
Mike: I will try to hunt down the culprit for the reflections there;))
Also, the DOF should be a RT normally. (I forgot that in DX you can't render to textures directly and use that as an attachment to a FBO, but you use Render Targets;)) )
Edit: Mike I found quite a few PS shaders that deal with the reflections there. All of them are in the attached archive (Hope I managed to find the usable ones;)) )
Hi Helifax - I had a real quick look, but these are not the correct shaders. There are lots of shaders that disable multiple lights but the ones that work out the actual reflections have a "reflection sampler" in them.
Cool! I'll take another look and keep an eye for the reflection sampler. Hopefully I will find it/them;)) I had a feeling those might not be the correct ones;)) I'll post them here what I find;))
Also, regarding the "wierd shadow lines" reported above, I noticed this is a problem in some conditions triggered by HDAO+ and not SSAO (Standard Ambient Occlusion), which mostly means a different shader;))
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
[quote="helifax"]
Also, regarding the "wierd shadow lines" reported above, I noticed this is a problem in some conditions triggered by HDAO+ and not SSAO (Standard Ambient Occlusion), which mostly means a different shader;))[/quote]
Thanks, that's worth knowing.
On a different note has anyone managed to find a decent AA setting that removes the really bad effects where light reflects off long edges and "travels along" the edge. In game AA does not seem to work at all, and setting AA in Control Panel did not do much either.
Also, regarding the "wierd shadow lines" reported above, I noticed this is a problem in some conditions triggered by HDAO+ and not SSAO (Standard Ambient Occlusion), which mostly means a different shader;))
Thanks, that's worth knowing.
On a different note has anyone managed to find a decent AA setting that removes the really bad effects where light reflects off long edges and "travels along" the edge. In game AA does not seem to work at all, and setting AA in Control Panel did not do much either.
For doing fixes on BF4, it depends upon what the problems are. Some things are easy like skybox too close, moving or hiding HUD. Some things are hard like shadows at screen depth.
Depending upon your personal criteria, disabling effects can generally be done (like disabling shadows), and disabling stuff is super easy.
I'd encourage you (and anyone) to run through the first few classes at least. The early stuff is all background and how it works, and I think is pretty interesting in general.
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
BTW, you can start at the front of any given level directly- In the Start Game menu, the bottom menu option is select a level. 2nd level drops in to airlock arrival.
Another possibility I use is to set SugarSync to sync the game save directory. Then as things get stomped on, I can still restore from SugarSync saves. If you don't use SugarSync, you can use Windows Restore Previous Versions to fetch earlier versions of the save files.
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
Here is an update to the fix that includes everything we talked about above. Please update to this. Run the uninstaller.bat in the game directory, which will cleanly excise the last version, then drop this new one in like usual.
** Update **
http://helixmod.blogspot.com/2014/10/alien-isolation-dx11.html
** Update **
This fixes the white-sky problem, the black-shadow problem.
I also set all of the shaders for HUD+UI to use the iniParams.x, and by default it is at zero. The problem is that the HUD and UI also affect in-game elements like monitor displays and other items. If you cannot aim without the cursor, you might want to set x=0.4.
Lensflares+bloom are off by default (see picture above). This is on iniParams.w. If you prefer to have that on, just edit the d3dx.ini file and set the w parameter to 1.
For profile- the default profile is lame. It has no help-text, it has the wrong SLI bits, and it won't let you save convergence setting. I used Aliens:Colonial Marines profile, and it seemed to work fine. There might be others that are better.
Known problems are the planar reflections on the floor after you ride the shuttle. And other planar reflections in the machine room seem off. Always an option to disable planar reflections in the game UI.
Please let us know what you find.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I'm trying to find a sweet spot between depth and minimal ghosting. I'm curious to know what kind of values most of you might be playing on (depth and convergence). It seems no matter how much I tune, ghosting is unavoidable on white lights.
i5 2500K/16gb/GTX 970/Asus VG278H + Sony HMZ-T1
Unless you play using a DLP projector you are almost guaranteed to get some kind of ghosting on high-contrast scenes. Games like Portal are notorious for ghosting because there are so many high-contrast areas white walls, white portal gun and cubes etc. Bright lights in games are also another cause. Bright lights in dark games are even worse.
The way to try and minimise ghosting is to alter your brightness and contrast. If you are playing on a monitor that has lightboost try altering that too.
i7 4790k @ 4.6 - 16GB RAM - 2x SLI Titan X
27" ASUS ROG SWIFT, 28" - 65" Samsung UHD8200 4k 3DTV - Oculus Rift CV1 - 34" Acer Predator X34 Ultrawide
Old kit:
i5 2500k @ 4.4 - 8gb RAM
Acer H5360BD projector
GTX 580, SLI 670, GTX 980 EVGA SC
Acer XB280HK 4k 60hz
Oculus DK2
I have 337.88 driver (this is the best driver for me from all the drivers i tested)
Will i need to upgrade to the last driver in order to enjoy this fix?
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
Yes i got ghosts too, and wierd shadow lines around the objects
Yes, almost like a halo but ghosting is the right term and its faded as if the camera is offset. I removed the old fix with the uninstall and applied the latest and same problem, this is from any save game I use as well. Happens around structures and lights.
My 3D Vision Gallery
Helix 3D Fixes
Win 7 x64
i7 4960X Extreme Edition
MSI Big Bang XPower II
2x EVGA Titan Z
Silverstone Evo 1200w
The image posted by Baumpforte has no ghosting when I do cross-eye view or look on my projector. BUT - it does have what looks like color banding on the doorway posts which is different in each eye. I guess this is what Baumpforte meant by "wierd shadow lines"? That might be a shader problem, but the game has a lot of color banding problems - in the options there is a 30bit color depth option which I assume is included because of the generally low light atmosphere of the game. I have not seen the issue in that image so could you please let me know what your graphical settings are, driver version, and profile? Also, where did you take that screenshot? Thanks.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
No - I rolled right back to 320.42 and it worked exactly the same. In fact I think I am still on this version, though I am going to roll forward again to 344.11 (I do this a lot to track down issues and problems with the fixes).
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Hi Helifax - I had a real quick look, but these are not the correct shaders. There are lots of shaders that disable multiple lights but the ones that work out the actual reflections have a "reflection sampler" in them.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Cool! I'll take another look and keep an eye for the reflection sampler. Hopefully I will find it/them;)) I had a feeling those might not be the correct ones;)) I'll post them here what I find;))
Also, regarding the "wierd shadow lines" reported above, I noticed this is a problem in some conditions triggered by HDAO+ and not SSAO (Standard Ambient Occlusion), which mostly means a different shader;))
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)
Thanks, that's worth knowing.
On a different note has anyone managed to find a decent AA setting that removes the really bad effects where light reflects off long edges and "travels along" the edge. In game AA does not seem to work at all, and setting AA in Control Panel did not do much either.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278