[quote="Darkstarsword"]
[quote="mike_ar69"]
Working for me - I tried all quality settings.
[/quote]
That's because I fixed that one in alpha 0.08 following your pattern for decals ;-)
[/quote]
Cool :-) I had a quick look at the blood problem. For some reason the standard pattern is not working (I also have to use the asm as there is a decompile issue in the hlsl), so I need to think about it a bit more. I was looking at 6ce2c03908cb5cc3-ps.txt if you want to have a look - it's more like a shadow shader actually. It's also really long, like 1200 lines.
**EDIT I fixed it. Had to stereoize the VS, which was non-standard and not using a matrix transformation (so Nvidia automatic would not pick it up).
mike_ar69 said:
Working for me - I tried all quality settings.
That's because I fixed that one in alpha 0.08 following your pattern for decals ;-)
Cool :-) I had a quick look at the blood problem. For some reason the standard pattern is not working (I also have to use the asm as there is a decompile issue in the hlsl), so I need to think about it a bit more. I was looking at 6ce2c03908cb5cc3-ps.txt if you want to have a look - it's more like a shadow shader actually. It's also really long, like 1200 lines.
**EDIT I fixed it. Had to stereoize the VS, which was non-standard and not using a matrix transformation (so Nvidia automatic would not pick it up).
[quote="DarkStarSword"][quote="Flugan"]Been working on the long standing precision problem with MS disassembler.
Replacing text with better precision from the binary file.
Currently in beta state and not integrated with either wrapper but rather found in my shader tool.
Takes *.bin and returns altered assembler and the original MS disassembler.
I'm not stating it will be binary perfect after all the conversion and rounding but it will be a fault in the least significant bits compared to current situation where numbers can be converted to plain old zero.
Managed to throw away my first copy so there was some rewriting done along with improvements.[/quote]Cool :)
The trick I used in my hacked up script was to try converting the float to a string using every precision from 1 to 32 (use a format string with an asterisk to pass the precision in as a parameter - like snprintf("%.*f", buf_len, precision, float)) and then convert that back to a float and stop when the binary representation matched the original. If anything took more than 32 precision I just used scientific notation instead (nothing in the hairworks shader did).
[/quote]
After running a couple of tests I believe that the format string "%.9g" should have sufficient precision to encode any 32bit float (regardless of mantissa, exponent and sign) and always parse back to match the original binary encoding (note - this test was based on the floating point conversion in GNU libc that Python uses on Linux. It is possible that subtle differences in Microsoft's libc could throw this out, so maybe bump the precision up a little more to be safe).
The difference between this and my above approach is that "%.9g" may include more decimal digits than is strictly necessary for numbers that were already not an exact representation, but they won't hurt either as they will always round the right way (e.g. my approach will return 0.3 for 0x3e99999a, while %.9g will return 0.300000012 - my approach essentially undoes the inexact representation of storing 0.3 in binary in the first place).
Flugan said:Been working on the long standing precision problem with MS disassembler.
Replacing text with better precision from the binary file.
Currently in beta state and not integrated with either wrapper but rather found in my shader tool.
Takes *.bin and returns altered assembler and the original MS disassembler.
I'm not stating it will be binary perfect after all the conversion and rounding but it will be a fault in the least significant bits compared to current situation where numbers can be converted to plain old zero.
Managed to throw away my first copy so there was some rewriting done along with improvements.
Cool :)
The trick I used in my hacked up script was to try converting the float to a string using every precision from 1 to 32 (use a format string with an asterisk to pass the precision in as a parameter - like snprintf("%.*f", buf_len, precision, float)) and then convert that back to a float and stop when the binary representation matched the original. If anything took more than 32 precision I just used scientific notation instead (nothing in the hairworks shader did).
After running a couple of tests I believe that the format string "%.9g" should have sufficient precision to encode any 32bit float (regardless of mantissa, exponent and sign) and always parse back to match the original binary encoding (note - this test was based on the floating point conversion in GNU libc that Python uses on Linux. It is possible that subtle differences in Microsoft's libc could throw this out, so maybe bump the precision up a little more to be safe).
The difference between this and my above approach is that "%.9g" may include more decimal digits than is strictly necessary for numbers that were already not an exact representation, but they won't hurt either as they will always round the right way (e.g. my approach will return 0.3 for 0x3e99999a, while %.9g will return 0.300000012 - my approach essentially undoes the inexact representation of storing 0.3 in binary in the first place).
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
Hi guys, bravo for your hard work.
I have some questions regarding the latest fixes you provided.
My config is asus rog with gtx 980m, 3dtv play with passive 3d. latest nvidia driver 352.86 and patch 1.05. I'm playing in 720p 60hz.
I've tested flugan 0.6update and alpha0.8, and still I have the same issues with halo surrounding characters, with or without fix.
Is there any settings I can change to get rid of this halo?Also increasing convergence doesn't give out of screen effect, but instead objects on foreground are flattened.
Hi guys, bravo for your hard work.
I have some questions regarding the latest fixes you provided.
My config is asus rog with gtx 980m, 3dtv play with passive 3d. latest nvidia driver 352.86 and patch 1.05. I'm playing in 720p 60hz.
I've tested flugan 0.6update and alpha0.8, and still I have the same issues with halo surrounding characters, with or without fix.
Is there any settings I can change to get rid of this halo?Also increasing convergence doesn't give out of screen effect, but instead objects on foreground are flattened.
[quote=""]Hi guys, bravo for your hard work.
I have some questions regarding the latest fixes you provided.
My config is asus rog with gtx 980m, 3dtv play with passive 3d. latest nvidia driver 352.86 and patch 1.05. I'm playing in 720p 60hz.
I've tested flugan 0.6update and alpha0.8, and still I have the same issues with halo surrounding characters, with or without fix.
Is there any settings I can change to get rid of this halo?Also increasing convergence doesn't give out of screen effect, but instead objects on foreground are flattened.[/quote]
Hi,
You have nvidia compatibility mode on. Hit control+alt+f11 to toggle it on or off.
said:Hi guys, bravo for your hard work.
I have some questions regarding the latest fixes you provided.
My config is asus rog with gtx 980m, 3dtv play with passive 3d. latest nvidia driver 352.86 and patch 1.05. I'm playing in 720p 60hz.
I've tested flugan 0.6update and alpha0.8, and still I have the same issues with halo surrounding characters, with or without fix.
Is there any settings I can change to get rid of this halo?Also increasing convergence doesn't give out of screen effect, but instead objects on foreground are flattened.
Hi,
You have nvidia compatibility mode on. Hit control+alt+f11 to toggle it on or off.
[quote=""]
Hi,
You have nvidia compatibility mode on. Hit control+alt+f11 to toggle it on or off.[/quote]
I'll check this out , thanks !
I've read on page 39 that update KB2670838 was required on windows 8.1 to get the fixes work right?
[quote=""]I've read on page 39 that update KB2670838 was required on windows 8.1 to get the fixes work right?[/quote]
Waaaaaayyyy outdated information! Not required anymore (seriously, no one should read more than a few pages back).
Edit: Or is it? Now I'm second guessing myself. I'm sure I saw bo3b mention he had resolved this, but I can't find the reference... Bo3b?
Edit 2: Ahh, found it (different thread):
[quote=Bo3b]Also of note, I just pushed up a fix for the crashes when the evil-update is NOT installed. Was passing a HackerDevice to create the real SwapChain, and it wasn't too happy. The big surprise is that the platform update/evil update actually made that work.[/quote]
said:I've read on page 39 that update KB2670838 was required on windows 8.1 to get the fixes work right?
Waaaaaayyyy outdated information! Not required anymore (seriously, no one should read more than a few pages back).
Edit: Or is it? Now I'm second guessing myself. I'm sure I saw bo3b mention he had resolved this, but I can't find the reference... Bo3b?
Edit 2: Ahh, found it (different thread):
Bo3b said:Also of note, I just pushed up a fix for the crashes when the evil-update is NOT installed. Was passing a HackerDevice to create the real SwapChain, and it wasn't too happy. The big surprise is that the platform update/evil update actually made that work.
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
[quote="mike_ar69"][img]http://web396.inetseite.de/witcher313_50.jps[/img]
(look @ the left and the right side from the road infront of geralt)
[b]Savegame:[/b] [url]http://web396.inetseite.de/TWWH-106_3DVF-007a_road-problem.rar[/url][/quote]
Working for me - I tried all quality settings.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65048/[/img]
[/quote]
Yes, working with 0.08 now !! THX !!
I have found an other broken shader (water reflection if you look down with geralt), i dont know if this is realy an issue in other locations:
[img]http://web396.inetseite.de/witcher316_50.jps[/img]
[b]Savegame:[/b] [url]http://web396.inetseite.de/TWWH-106_3DVF-008a_CaveWater.zip[/url]
has someone this problem : when i play TW3 on my asus vg248QE got no problem (with this awesome last 0.08 patch!) but when i put the same pc on my samsung 3D active LED TV (720p 60Hz) i've got hard slow-down at every start of a cinematic, when i enter house, change quarter...
have i to disable something ?
has someone this problem : when i play TW3 on my asus vg248QE got no problem (with this awesome last 0.08 patch!) but when i put the same pc on my samsung 3D active LED TV (720p 60Hz) i've got hard slow-down at every start of a cinematic, when i enter house, change quarter...
have i to disable something ?
[quote=""]has someone this problem : when i play TW3 on my asus vg248QE got no problem (with this awesome last 0.08 patch!) but when i put the same pc on my samsung 3D active LED TV (720p 60Hz) i've got hard slow-down at every start of a cinematic, when i enter house, change quarter...
have i to disable something ?[/quote]
Try locking framerate to 60 or 30 fps depending of your system's performance.
said:has someone this problem : when i play TW3 on my asus vg248QE got no problem (with this awesome last 0.08 patch!) but when i put the same pc on my samsung 3D active LED TV (720p 60Hz) i've got hard slow-down at every start of a cinematic, when i enter house, change quarter...
have i to disable something ?
Try locking framerate to 60 or 30 fps depending of your system's performance.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
[center]Attached Alpha 0.09 (3DMigoto)[/center]
Fixes the blood decals (thanks Mike!) and includes a new highly experimental feature I'd like some feedback on:
The UI depth can now be cycled between three modes with ~ (tilde/grave)
1. Existing fixed depth configurable with [Constants] x=... (default)
2. Adjust each UI element using the depth buffer and their position matrix
3. Adjust each UI element's individual vertices using the depth buffer
2 & 3 are an attempt to see what would happen if I adapted my auto crosshair depth code to UI elements, and I'm not entirely happy with the result, but wanted some feedback of what others think.
Mode 2 will keep each UI individual element flat, but a lot of the UI is built up of many elements and they won't always match each other. Additionally, some of the UI elements (particularly text) has an offset in their matrices that cause them to respond to the depth information from the wrong part of the frame (notably, text slightly to Geralt's right will behave as though it was over Geralt).
Mode 3 can distort UI elements (it is similar in appearance to UI elements in compatibility mode), though the offset won't apply so their overall depth will be about right.
Either mode does nasty things to the map, though potentially we can blacklist adjustments in the corner of the screen or add texture matching or something... not sure, will need to experiment.
Fixes the blood decals (thanks Mike!) and includes a new highly experimental feature I'd like some feedback on:
The UI depth can now be cycled between three modes with ~ (tilde/grave)
1. Existing fixed depth configurable with [Constants] x=... (default)
2. Adjust each UI element using the depth buffer and their position matrix
3. Adjust each UI element's individual vertices using the depth buffer
2 & 3 are an attempt to see what would happen if I adapted my auto crosshair depth code to UI elements, and I'm not entirely happy with the result, but wanted some feedback of what others think.
Mode 2 will keep each UI individual element flat, but a lot of the UI is built up of many elements and they won't always match each other. Additionally, some of the UI elements (particularly text) has an offset in their matrices that cause them to respond to the depth information from the wrong part of the frame (notably, text slightly to Geralt's right will behave as though it was over Geralt).
Mode 3 can distort UI elements (it is similar in appearance to UI elements in compatibility mode), though the offset won't apply so their overall depth will be about right.
Either mode does nasty things to the map, though potentially we can blacklist adjustments in the corner of the screen or add texture matching or something... not sure, will need to experiment.
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
[quote=""]
I have found an other broken shader (water reflection if you look down with geralt), i dont know if this is realy an issue in other locations:
[img]http://web396.inetseite.de/witcher316_50.jps[/img]
[b]Savegame:[/b] [url]http://web396.inetseite.de/TWWH-106_3DVF-008a_CaveWater.zip[/url][/quote]
I'll have a look tonight. Thanks for the save game.
I was just about to post some screenshots with this broken water reflection. It is happening with every water located in caves and also in normal lakes when you look at water from far away with small angle - like from top of a hill.
If we already discussing some issues - what about this green lamp light or this stupid rain drops on my screen
:)
I was just about to post some screenshots with this broken water reflection. It is happening with every water located in caves and also in normal lakes when you look at water from far away with small angle - like from top of a hill.
If we already discussing some issues - what about this green lamp light or this stupid rain drops on my screen
:)
[quote=""]I was just about to post some screenshots with this broken water reflection. It is happening with every water located in caves and also in normal lakes when you look at water from far away with small angle - like from top of a hill.
If we already discussing some issues - what about this green lamp light or this stupid rain drops on my screen
:)[/quote]
Hi - I will look at raindrops, I remember you mentioning this, but then I forgot again... No idea what the green lamp light is though?
said:I was just about to post some screenshots with this broken water reflection. It is happening with every water located in caves and also in normal lakes when you look at water from far away with small angle - like from top of a hill.
If we already discussing some issues - what about this green lamp light or this stupid rain drops on my screen
:)
Hi - I will look at raindrops, I remember you mentioning this, but then I forgot again... No idea what the green lamp light is though?
Cool :-) I had a quick look at the blood problem. For some reason the standard pattern is not working (I also have to use the asm as there is a decompile issue in the hlsl), so I need to think about it a bit more. I was looking at 6ce2c03908cb5cc3-ps.txt if you want to have a look - it's more like a shadow shader actually. It's also really long, like 1200 lines.
**EDIT I fixed it. Had to stereoize the VS, which was non-standard and not using a matrix transformation (so Nvidia automatic would not pick it up).
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
After running a couple of tests I believe that the format string "%.9g" should have sufficient precision to encode any 32bit float (regardless of mantissa, exponent and sign) and always parse back to match the original binary encoding (note - this test was based on the floating point conversion in GNU libc that Python uses on Linux. It is possible that subtle differences in Microsoft's libc could throw this out, so maybe bump the precision up a little more to be safe).
The difference between this and my above approach is that "%.9g" may include more decimal digits than is strictly necessary for numbers that were already not an exact representation, but they won't hurt either as they will always round the right way (e.g. my approach will return 0.3 for 0x3e99999a, while %.9g will return 0.300000012 - my approach essentially undoes the inexact representation of storing 0.3 in binary in the first place).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
I have some questions regarding the latest fixes you provided.
My config is asus rog with gtx 980m, 3dtv play with passive 3d. latest nvidia driver 352.86 and patch 1.05. I'm playing in 720p 60hz.
I've tested flugan 0.6update and alpha0.8, and still I have the same issues with halo surrounding characters, with or without fix.
Is there any settings I can change to get rid of this halo?Also increasing convergence doesn't give out of screen effect, but instead objects on foreground are flattened.
Hi,
You have nvidia compatibility mode on. Hit control+alt+f11 to toggle it on or off.
I'll check this out , thanks !
I've read on page 39 that update KB2670838 was required on windows 8.1 to get the fixes work right?
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
Waaaaaayyyy outdated information! Not required anymore (seriously, no one should read more than a few pages back).
Edit: Or is it? Now I'm second guessing myself. I'm sure I saw bo3b mention he had resolved this, but I can't find the reference... Bo3b?
Edit 2: Ahh, found it (different thread):
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Working for me - I tried all quality settings.
Yes, working with 0.08 now !! THX !!
I have found an other broken shader (water reflection if you look down with geralt), i dont know if this is realy an issue in other locations:
Savegame: http://web396.inetseite.de/TWWH-106_3DVF-008a_CaveWater.zip
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
have i to disable something ?
Core i7-4700 HQ - GTX 970 - Windows 7 - VG248QE - 3Dvision 2
Try locking framerate to 60 or 30 fps depending of your system's performance.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
Fixes the blood decals (thanks Mike!) and includes a new highly experimental feature I'd like some feedback on:
The UI depth can now be cycled between three modes with ~ (tilde/grave)
1. Existing fixed depth configurable with [Constants] x=... (default)
2. Adjust each UI element using the depth buffer and their position matrix
3. Adjust each UI element's individual vertices using the depth buffer
2 & 3 are an attempt to see what would happen if I adapted my auto crosshair depth code to UI elements, and I'm not entirely happy with the result, but wanted some feedback of what others think.
Mode 2 will keep each UI individual element flat, but a lot of the UI is built up of many elements and they won't always match each other. Additionally, some of the UI elements (particularly text) has an offset in their matrices that cause them to respond to the depth information from the wrong part of the frame (notably, text slightly to Geralt's right will behave as though it was over Geralt).
Mode 3 can distort UI elements (it is similar in appearance to UI elements in compatibility mode), though the offset won't apply so their overall depth will be about right.
Either mode does nasty things to the map, though potentially we can blacklist adjustments in the corner of the screen or add texture matching or something... not sure, will need to experiment.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I'll have a look tonight. Thanks for the save game.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
If we already discussing some issues - what about this green lamp light or this stupid rain drops on my screen
:)
https://steamcommunity.com/profiles/76561198014296177/
Hi - I will look at raindrops, I remember you mentioning this, but then I forgot again... No idea what the green lamp light is though?
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278