Project Cars 2 3D fix
  6 / 6    
ok so not a good sign that I can't even figure out posting S3D screenshots, they look fine in SBS before posting and look fine if you download from the attachment link - but double up once in the post. So I tried the DHR fix and it did not work, but this is because DHR was right and this shader is not responsible for the halo. I had MSAA on, which was cleaning up the halo for all situations except when the spray made it visible. So when I disabled the spray. the Halo was still there I just could not see it. So I turned MSAA off and parked near the white lines so I could clearly see halo, and hunted all VS and PS shaders and found none that turned it white or black. Unless it is one of the shaders that turned the whole screen black or scrambled, I am stumped. So I decided to post screenshots of the other issues, visible only in 3D. Notice the hills and grass in the distance: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75049/[/img] I experimented with graphical settings to see if those areas were linked to anything, and they were tied to shadows. When I turn shadows off it looks like this: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75050/[/img] Is it some kind of OA or something? definitely not playing with it off, but just curious if that helps determine what is causing these areas. The other issue is reflections or something that looks off, mostly in the distance seen at night: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75051/[/img] As you get closer, it gets easier on the eyes: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75052/[/img] I tried researching some of these issues, but have to say it might be over my head. seems very dependent on engine too, and this Madness engine has issues even in 2D...
ok so not a good sign that I can't even figure out posting S3D screenshots, they look fine in SBS before posting and look fine if you download from the attachment link - but double up once in the post.

So I tried the DHR fix and it did not work, but this is because DHR was right and this shader is not responsible for the halo. I had MSAA on, which was cleaning up the halo for all situations except when the spray made it visible. So when I disabled the spray. the Halo was still there I just could not see it. So I turned MSAA off and parked near the white lines so I could clearly see halo, and hunted all VS and PS shaders and found none that turned it white or black. Unless it is one of the shaders that turned the whole screen black or scrambled, I am stumped.

So I decided to post screenshots of the other issues, visible only in 3D. Notice the hills and grass in the distance:

Image

I experimented with graphical settings to see if those areas were linked to anything, and they were tied to shadows. When I turn shadows off it looks like this:

Image

Is it some kind of OA or something? definitely not playing with it off, but just curious if that helps determine what is causing these areas.

The other issue is reflections or something that looks off, mostly in the distance seen at night:

Image

As you get closer, it gets easier on the eyes:

Image


I tried researching some of these issues, but have to say it might be over my head. seems very dependent on engine too, and this Madness engine has issues even in 2D...

#76
Posted 05/05/2018 09:56 PM   
I don't konw !!!??? when i display with 3Dvision viewer (1.2.1) your files .jps, i see a double image ???
I don't konw !!!??? when i display with 3Dvision viewer (1.2.1) your files .jps, i see a double image ???

#77
Posted 05/06/2018 10:56 AM   
@Shift-E In those last screenshots, seems 1 or 2 shaders for shadow/light are not grabbed by the Regex. The first one is the shadows of the clouds and the one at night may also be an Halo effect. Those screenshots looks like that because is playing using SBS Mode (custom shader in 3Dmigoto)...so when you ALT+F1 there are double.
@Shift-E
In those last screenshots, seems 1 or 2 shaders for shadow/light are not grabbed by the Regex. The first one is the shadows of the clouds and the one at night may also be an Halo effect.


Those screenshots looks like that because is playing using SBS Mode (custom shader in 3Dmigoto)...so when you ALT+F1 there are double.

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#78
Posted 05/06/2018 11:07 AM   
@DHR: I dumped all 957 shaders for the game using 3DMigoto and ran a search for o0.xyzw = r0.xyzw in any of the files, it found 8 PS and 1 VS. Here is the VS shader: [code] // ---- Created with 3Dmigoto v1.3.10 on Sat May 12 17:44:07 2018 cbuffer COMMON_BUFFER1 : register(b13) { row_major float4x4 worldViewProj : packoffset(c0); float4 encryptionKey : packoffset(c4); row_major float4x4 world : packoffset(c5); row_major float4x4 worldView : packoffset(c9); row_major float4x4 worldI : packoffset(c13); } cbuffer COMMON_BUFFER2 : register(b12) { row_major float4x4 view : packoffset(c0); row_major float4x4 viewI : packoffset(c4); row_major float4x4 projMatrix : packoffset(c8); row_major float4x4 viewProj : packoffset(c12); row_major float4x4 viewProjI : packoffset(c16); row_major float4x4 globalMatrix0 : packoffset(c20); float4 screenSpaceDimensions : packoffset(c24); float4 frustumDimensions : packoffset(c25); float4 depthTranslation : packoffset(c26); float4 cLightingTransitionValues : packoffset(c27); float4 treeAmbientBoost : packoffset(c28); float4 viewportPixelDimensions : packoffset(c29); float4 globalVector4 : packoffset(c30); float4 globalVector6 : packoffset(c31); float4 globalVector7 : packoffset(c32); float4 globalVector8 : packoffset(c33); float4 fog_colour_towards : packoffset(c34); float4 fog_colour_away : packoffset(c35); float4 fogLightDir : packoffset(c36); float4 keyLightDir : packoffset(c37); float4 fog_min_inv_fog1_fog2 : packoffset(c38); float4 keyLightColour : packoffset(c39); float4 msaaMode : packoffset(c40); float4 heightFogVector0 : packoffset(c41); float4 heightFogVector1 : packoffset(c42); float4 bonnetReflectionAndClamp : packoffset(c43); float4 miscPhase2Flags : packoffset(c44); float3 keyLightDirVS : packoffset(c45); float3 worldCameraPos : packoffset(c46); float emissiveTextureControl : packoffset(c46.w); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : POSITION0, out float4 o0 : SV_POSITION0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD1) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = worldViewProj._m10_m11_m12_m13 * v0.yyyy; r0.xyzw = v0.xxxx * worldViewProj._m00_m01_m02_m03 + r0.xyzw; r0.xyzw = v0.zzzz * worldViewProj._m20_m21_m22_m23 + r0.xyzw; r0.xyzw = worldViewProj._m30_m31_m32_m33 + r0.xyzw; o0.xyzw = r0.xyzw; r1.x = r0.x + r0.w; r1.y = r0.w + -r0.y; o1.zw = r0.zw; r0.xy = screenSpaceDimensions.xy * r1.xy; o1.xy = float2(0.5,0.5) * r0.xy; r0.xyz = worldView._m10_m11_m12 * v0.yyy; r0.xyz = v0.xxx * worldView._m00_m01_m02 + r0.xyz; r0.xyz = v0.zzz * worldView._m20_m21_m22 + r0.xyz; r0.xyz = worldView._m30_m31_m32 + r0.xyz; o2.xyz = r0.xyz / frustumDimensions.www; o2.w = r0.z; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: // // cbuffer COMMON_BUFFER1 // { // // row_major float4x4 worldViewProj; // Offset: 0 Size: 64 // float4 encryptionKey; // Offset: 64 Size: 16 [unused] // row_major float4x4 world; // Offset: 80 Size: 64 [unused] // row_major float4x4 worldView; // Offset: 144 Size: 64 // row_major float4x4 worldI; // Offset: 208 Size: 64 [unused] // // } // // cbuffer COMMON_BUFFER2 // { // // row_major float4x4 view; // Offset: 0 Size: 64 [unused] // row_major float4x4 viewI; // Offset: 64 Size: 64 [unused] // row_major float4x4 projMatrix; // Offset: 128 Size: 64 [unused] // row_major float4x4 viewProj; // Offset: 192 Size: 64 [unused] // row_major float4x4 viewProjI; // Offset: 256 Size: 64 [unused] // row_major float4x4 globalMatrix0; // Offset: 320 Size: 64 [unused] // float4 screenSpaceDimensions; // Offset: 384 Size: 16 // float4 frustumDimensions; // Offset: 400 Size: 16 // float4 depthTranslation; // Offset: 416 Size: 16 [unused] // float4 cLightingTransitionValues; // Offset: 432 Size: 16 [unused] // float4 treeAmbientBoost; // Offset: 448 Size: 16 [unused] // float4 viewportPixelDimensions; // Offset: 464 Size: 16 [unused] // float4 globalVector4; // Offset: 480 Size: 16 [unused] // float4 globalVector6; // Offset: 496 Size: 16 [unused] // float4 globalVector7; // Offset: 512 Size: 16 [unused] // float4 globalVector8; // Offset: 528 Size: 16 [unused] // float4 fog_colour_towards; // Offset: 544 Size: 16 [unused] // float4 fog_colour_away; // Offset: 560 Size: 16 [unused] // float4 fogLightDir; // Offset: 576 Size: 16 [unused] // float4 keyLightDir; // Offset: 592 Size: 16 [unused] // float4 fog_min_inv_fog1_fog2; // Offset: 608 Size: 16 [unused] // float4 keyLightColour; // Offset: 624 Size: 16 [unused] // float4 msaaMode; // Offset: 640 Size: 16 [unused] // float4 heightFogVector0; // Offset: 656 Size: 16 [unused] // float4 heightFogVector1; // Offset: 672 Size: 16 [unused] // float4 bonnetReflectionAndClamp; // Offset: 688 Size: 16 [unused] // float4 miscPhase2Flags; // Offset: 704 Size: 16 [unused] // float3 keyLightDirVS; // Offset: 720 Size: 12 [unused] // float3 worldCameraPos; // Offset: 736 Size: 12 [unused] // float emissiveTextureControl; // Offset: 748 Size: 4 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // COMMON_BUFFER2 cbuffer NA NA 12 1 // COMMON_BUFFER1 cbuffer NA NA 13 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyzw 2 NONE float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb13[13], immediateIndexed dcl_constantbuffer cb12[26], immediateIndexed dcl_input v0.xyz dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_temps 2 mul r0.xyzw, v0.yyyy, cb13[1].xyzw mad r0.xyzw, v0.xxxx, cb13[0].xyzw, r0.xyzw mad r0.xyzw, v0.zzzz, cb13[2].xyzw, r0.xyzw add r0.xyzw, r0.xyzw, cb13[3].xyzw mov o0.xyzw, r0.xyzw add r1.x, r0.w, r0.x add r1.y, -r0.y, r0.w mov o1.zw, r0.zzzw mul r0.xy, r1.xyxx, cb12[24].xyxx mul o1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) mul r0.xyz, v0.yyyy, cb13[10].xyzx mad r0.xyz, v0.xxxx, cb13[9].xyzx, r0.xyzx mad r0.xyz, v0.zzzz, cb13[11].xyzx, r0.xyzx add r0.xyz, r0.xyzx, cb13[12].xyzx div o2.xyz, r0.xyzx, cb12[25].wwww mov o2.w, r0.z ret // Approximately 17 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] not sure if this would be the one responsible for the Halo, some of the PS look more suspicious than this one. From your post, you mention it could be any rX - meaning X could be any number, not just 0? so any string matching the pattern oX.xyzw = rX.xyzw where X is a number 0-9? are there any other clues in the shader code I could look for that would help identify it as being the source of the Halo?
@DHR: I dumped all 957 shaders for the game using 3DMigoto and ran a search for o0.xyzw = r0.xyzw in any of the files, it found 8 PS and 1 VS. Here is the VS shader:

// ---- Created with 3Dmigoto v1.3.10 on Sat May 12 17:44:07 2018

cbuffer COMMON_BUFFER1 : register(b13)
{
row_major float4x4 worldViewProj : packoffset(c0);
float4 encryptionKey : packoffset(c4);
row_major float4x4 world : packoffset(c5);
row_major float4x4 worldView : packoffset(c9);
row_major float4x4 worldI : packoffset(c13);
}

cbuffer COMMON_BUFFER2 : register(b12)
{
row_major float4x4 view : packoffset(c0);
row_major float4x4 viewI : packoffset(c4);
row_major float4x4 projMatrix : packoffset(c8);
row_major float4x4 viewProj : packoffset(c12);
row_major float4x4 viewProjI : packoffset(c16);
row_major float4x4 globalMatrix0 : packoffset(c20);
float4 screenSpaceDimensions : packoffset(c24);
float4 frustumDimensions : packoffset(c25);
float4 depthTranslation : packoffset(c26);
float4 cLightingTransitionValues : packoffset(c27);
float4 treeAmbientBoost : packoffset(c28);
float4 viewportPixelDimensions : packoffset(c29);
float4 globalVector4 : packoffset(c30);
float4 globalVector6 : packoffset(c31);
float4 globalVector7 : packoffset(c32);
float4 globalVector8 : packoffset(c33);
float4 fog_colour_towards : packoffset(c34);
float4 fog_colour_away : packoffset(c35);
float4 fogLightDir : packoffset(c36);
float4 keyLightDir : packoffset(c37);
float4 fog_min_inv_fog1_fog2 : packoffset(c38);
float4 keyLightColour : packoffset(c39);
float4 msaaMode : packoffset(c40);
float4 heightFogVector0 : packoffset(c41);
float4 heightFogVector1 : packoffset(c42);
float4 bonnetReflectionAndClamp : packoffset(c43);
float4 miscPhase2Flags : packoffset(c44);
float3 keyLightDirVS : packoffset(c45);
float3 worldCameraPos : packoffset(c46);
float emissiveTextureControl : packoffset(c46.w);
}



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


void main(
float3 v0 : POSITION0,
out float4 o0 : SV_POSITION0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD1)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = worldViewProj._m10_m11_m12_m13 * v0.yyyy;
r0.xyzw = v0.xxxx * worldViewProj._m00_m01_m02_m03 + r0.xyzw;
r0.xyzw = v0.zzzz * worldViewProj._m20_m21_m22_m23 + r0.xyzw;
r0.xyzw = worldViewProj._m30_m31_m32_m33 + r0.xyzw;
o0.xyzw = r0.xyzw;
r1.x = r0.x + r0.w;
r1.y = r0.w + -r0.y;
o1.zw = r0.zw;
r0.xy = screenSpaceDimensions.xy * r1.xy;
o1.xy = float2(0.5,0.5) * r0.xy;
r0.xyz = worldView._m10_m11_m12 * v0.yyy;
r0.xyz = v0.xxx * worldView._m00_m01_m02 + r0.xyz;
r0.xyz = v0.zzz * worldView._m20_m21_m22 + r0.xyz;
r0.xyz = worldView._m30_m31_m32 + r0.xyz;
o2.xyz = r0.xyz / frustumDimensions.www;
o2.w = r0.z;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer COMMON_BUFFER1
// {
//
// row_major float4x4 worldViewProj; // Offset: 0 Size: 64
// float4 encryptionKey; // Offset: 64 Size: 16 [unused]
// row_major float4x4 world; // Offset: 80 Size: 64 [unused]
// row_major float4x4 worldView; // Offset: 144 Size: 64
// row_major float4x4 worldI; // Offset: 208 Size: 64 [unused]
//
// }
//
// cbuffer COMMON_BUFFER2
// {
//
// row_major float4x4 view; // Offset: 0 Size: 64 [unused]
// row_major float4x4 viewI; // Offset: 64 Size: 64 [unused]
// row_major float4x4 projMatrix; // Offset: 128 Size: 64 [unused]
// row_major float4x4 viewProj; // Offset: 192 Size: 64 [unused]
// row_major float4x4 viewProjI; // Offset: 256 Size: 64 [unused]
// row_major float4x4 globalMatrix0; // Offset: 320 Size: 64 [unused]
// float4 screenSpaceDimensions; // Offset: 384 Size: 16
// float4 frustumDimensions; // Offset: 400 Size: 16
// float4 depthTranslation; // Offset: 416 Size: 16 [unused]
// float4 cLightingTransitionValues; // Offset: 432 Size: 16 [unused]
// float4 treeAmbientBoost; // Offset: 448 Size: 16 [unused]
// float4 viewportPixelDimensions; // Offset: 464 Size: 16 [unused]
// float4 globalVector4; // Offset: 480 Size: 16 [unused]
// float4 globalVector6; // Offset: 496 Size: 16 [unused]
// float4 globalVector7; // Offset: 512 Size: 16 [unused]
// float4 globalVector8; // Offset: 528 Size: 16 [unused]
// float4 fog_colour_towards; // Offset: 544 Size: 16 [unused]
// float4 fog_colour_away; // Offset: 560 Size: 16 [unused]
// float4 fogLightDir; // Offset: 576 Size: 16 [unused]
// float4 keyLightDir; // Offset: 592 Size: 16 [unused]
// float4 fog_min_inv_fog1_fog2; // Offset: 608 Size: 16 [unused]
// float4 keyLightColour; // Offset: 624 Size: 16 [unused]
// float4 msaaMode; // Offset: 640 Size: 16 [unused]
// float4 heightFogVector0; // Offset: 656 Size: 16 [unused]
// float4 heightFogVector1; // Offset: 672 Size: 16 [unused]
// float4 bonnetReflectionAndClamp; // Offset: 688 Size: 16 [unused]
// float4 miscPhase2Flags; // Offset: 704 Size: 16 [unused]
// float3 keyLightDirVS; // Offset: 720 Size: 12 [unused]
// float3 worldCameraPos; // Offset: 736 Size: 12 [unused]
// float emissiveTextureControl; // Offset: 748 Size: 4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// COMMON_BUFFER2 cbuffer NA NA 12 1
// COMMON_BUFFER1 cbuffer NA NA 13 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// TEXCOORD 1 xyzw 2 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb13[13], immediateIndexed
dcl_constantbuffer cb12[26], immediateIndexed
dcl_input v0.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb13[1].xyzw
mad r0.xyzw, v0.xxxx, cb13[0].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb13[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb13[3].xyzw
mov o0.xyzw, r0.xyzw
add r1.x, r0.w, r0.x
add r1.y, -r0.y, r0.w
mov o1.zw, r0.zzzw
mul r0.xy, r1.xyxx, cb12[24].xyxx
mul o1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.xyz, v0.yyyy, cb13[10].xyzx
mad r0.xyz, v0.xxxx, cb13[9].xyzx, r0.xyzx
mad r0.xyz, v0.zzzz, cb13[11].xyzx, r0.xyzx
add r0.xyz, r0.xyzx, cb13[12].xyzx
div o2.xyz, r0.xyzx, cb12[25].wwww
mov o2.w, r0.z
ret
// Approximately 17 instruction slots used

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


not sure if this would be the one responsible for the Halo, some of the PS look more suspicious than this one. From your post, you mention it could be any rX - meaning X could be any number, not just 0? so any string matching the pattern oX.xyzw = rX.xyzw where X is a number 0-9? are there any other clues in the shader code I could look for that would help identify it as being the source of the Halo?

#79
Posted 05/12/2018 10:19 PM   
That shader should be fixed on the fly with the [ShaderRegex_Halos1] Regex. And also fix the ones with the "o0.xyzw = r1.xyzw" ; "o0.xyzw = r2.xyzw".....and up. The fix in this post don't work? [url]https://forums.geforce.com/default/topic/1026902/3d-vision/project-cars-2-3d-fix/post/5338313/#5338313[/url] You can try also changing r2.w to r2.z in the fixing code.
That shader should be fixed on the fly with the [ShaderRegex_Halos1] Regex.
And also fix the ones with the "o0.xyzw = r1.xyzw" ; "o0.xyzw = r2.xyzw".....and up.

The fix in this post don't work?
https://forums.geforce.com/default/topic/1026902/3d-vision/project-cars-2-3d-fix/post/5338313/#5338313
You can try also changing r2.w to r2.z in the fixing code.

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#80
Posted 05/13/2018 11:53 AM   
[quote="DHR"]That shader should be fixed on the fly with the [ShaderRegex_Halos1] Regex. And also fix the ones with the "o0.xyzw = r1.xyzw" ; "o0.xyzw = r2.xyzw".....and up. The fix in this post don't work? [url]https://forums.geforce.com/default/topic/1026902/3d-vision/project-cars-2-3d-fix/post/5338313/#5338313[/url] You can try also changing r2.w to r2.z in the fixing code. [/quote] That fix did not work, but that's because I had the wrong shader. I had been focused on the water spray, as that's the only time I saw the halo and disabling the spray seemingly disabled the halo -- but the halo was always there, MSAA was just cleaning it up so I could not see it. I noticed the halo appearing in the rear view mirrors too (which does not have AA), so I turned off all AA and hunted the halo but could not find a shader that affects it. I see now what you mean about the regex should find those ones anyway, I assumed fixed on the fly shaders would still end up in the shaderfixes folder but that is not the case. So if there is no way to identify the Halo shader without hunting it, then I will have to give up. I went through all VS and PS slowly more than once and never saw a change in the halo (tried both hot pink and skip). I assume the shadow and reflection issues need an even more advanced knowledge to fix too, so I will enjoy the WIP fix as is. Its still awesome, and I can never go back to racing in 2D thats for sure - so thanks for sharing it!!! and if anyone is really bored and wants to take a crack at the Halo/remaining issues, and fix a game they have no interest in lol...I will leave the link to the Steam Demo of this game: [url]https://store.steampowered.com/app/378860/Project_CARS_2/[/url] I assume the fix works the same on the Demo, although I could not confirm since it will not allow me to download if I already own the game. make sure AA is off, and drive over to the white lines on the side of the road and you should easily see the halo issue. Also visible in rainy weather/wet tracks and rear view mirrors.
DHR said:That shader should be fixed on the fly with the [ShaderRegex_Halos1] Regex.
And also fix the ones with the "o0.xyzw = r1.xyzw" ; "o0.xyzw = r2.xyzw".....and up.

The fix in this post don't work?
https://forums.geforce.com/default/topic/1026902/3d-vision/project-cars-2-3d-fix/post/5338313/#5338313
You can try also changing r2.w to r2.z in the fixing code.


That fix did not work, but that's because I had the wrong shader. I had been focused on the water spray, as that's the only time I saw the halo and disabling the spray seemingly disabled the halo -- but the halo was always there, MSAA was just cleaning it up so I could not see it. I noticed the halo appearing in the rear view mirrors too (which does not have AA), so I turned off all AA and hunted the halo but could not find a shader that affects it.

I see now what you mean about the regex should find those ones anyway, I assumed fixed on the fly shaders would still end up in the shaderfixes folder but that is not the case. So if there is no way to identify the Halo shader without hunting it, then I will have to give up. I went through all VS and PS slowly more than once and never saw a change in the halo (tried both hot pink and skip). I assume the shadow and reflection issues need an even more advanced knowledge to fix too, so I will enjoy the WIP fix as is. Its still awesome, and I can never go back to racing in 2D thats for sure - so thanks for sharing it!!!





and if anyone is really bored and wants to take a crack at the Halo/remaining issues, and fix a game they have no interest in lol...I will leave the link to the Steam Demo of this game:

https://store.steampowered.com/app/378860/Project_CARS_2/

I assume the fix works the same on the Demo, although I could not confirm since it will not allow me to download if I already own the game. make sure AA is off, and drive over to the white lines on the side of the road and you should easily see the halo issue. Also visible in rainy weather/wet tracks and rear view mirrors.

#81
Posted 05/13/2018 02:06 PM   
It's really cool to have tried and spend time, I'm unable to do that, it's a shame. Thank you !!! I will also enjoy the WIP ;-) until an experienced user finds the solution so that we all benefit from pcars2
It's really cool to have tried and spend time, I'm unable to do that, it's a shame. Thank you !!!
I will also enjoy the WIP ;-) until an experienced user finds the solution so that we all benefit from pcars2

#82
Posted 05/13/2018 06:54 PM   
hello, did you all stop the fix for pcars2?
hello, did you all stop the fix for pcars2?

#83
Posted 06/24/2018 11:13 AM   
yeah, I do not think its being actively worked on by anyone. I would definitely donate again to anyone that could improve on DHR's WIP fix, but I think we just have to enjoy the fix as is..
yeah, I do not think its being actively worked on by anyone. I would definitely donate again to anyone that could improve on DHR's WIP fix, but I think we just have to enjoy the fix as is..

#84
Posted 06/25/2018 05:02 PM   
Sorry...i'm not planning to look this game soon. But looking the logs you can see how the Regex applied the fixes and replicate with other broken shaders....probably there are some shaders that the Regex don't catch.
Sorry...i'm not planning to look this game soon. But looking the logs you can see how the Regex applied the fixes and replicate with other broken shaders....probably there are some shaders that the Regex don't catch.

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#85
Posted 06/25/2018 09:21 PM   
ok, thank you for the news Sometimes with the DHR's WIP fix, I have a huge problem of convergence, the two images are too far apart, even changing with the CTRL + 6 key, I see double, I am forced to restart pcars2. It's very random. The fix is almost good, but it persists visual discomfort, a pity that I do not have the knowledge and time to devote myself to it and try to improve. The vision3D with pcars2 adds a lot of feeling and immersion.
ok, thank you for the news

Sometimes with the DHR's WIP fix, I have a huge problem of convergence, the two images are too far apart, even changing with the CTRL + 6 key, I see double, I am forced to restart pcars2. It's very random.

The fix is almost good, but it persists visual discomfort, a pity that I do not have the knowledge and time to devote myself to it and try to improve. The vision3D with pcars2 adds a lot of feeling and immersion.

#86
Posted 06/26/2018 04:09 PM   
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