@ Volnaiskra: You are right about Knight being the most polished Arkahm game yet, at least in terms of gameplay. It was a technical disaster however, as I'm sure you are aware. You will definitely get better FPS turning SLI off... dunno if you ever heard or not, but the devs gave up on supporting SLI a long time ago - they just couldn't get it to work for some reason. As far as my opinion of it goes, it MAY end up being my favorite Arkham game, but I'll have to reserve judgement until I complete it. Right now, I'd say.... nah,... I'm just not sure yet.
@ Lohan: Yes, I would love to play Arkham VR in person. I will probably buy a VR setup if and when they become mainstream. I simply do not have enough time or funds to invest in PSVR just to play it however. The next thing I will need to invest in is upgrading my aging GPU. With Arkham Knight I am finally seeing limitations to my 690GTX.
Since I don't ever plan on buying a PSVR, I watched a complete playthrough of the VR game on Youtube, and I thought it was fantastic. If only it was longer! I could tell from the video the lower resolution of the headset however, and it made me anxious to see the day when headsets can push at least 1080p. We know it will happen eventually, and that's when I will jump on the bandwagon.
P.S. - Yep, the Deathstroke boss battle in Origins was awesome, no doubt!
@ Volnaiskra: You are right about Knight being the most polished Arkahm game yet, at least in terms of gameplay. It was a technical disaster however, as I'm sure you are aware. You will definitely get better FPS turning SLI off... dunno if you ever heard or not, but the devs gave up on supporting SLI a long time ago - they just couldn't get it to work for some reason. As far as my opinion of it goes, it MAY end up being my favorite Arkham game, but I'll have to reserve judgement until I complete it. Right now, I'd say.... nah,... I'm just not sure yet.
@ Lohan: Yes, I would love to play Arkham VR in person. I will probably buy a VR setup if and when they become mainstream. I simply do not have enough time or funds to invest in PSVR just to play it however. The next thing I will need to invest in is upgrading my aging GPU. With Arkham Knight I am finally seeing limitations to my 690GTX.
Since I don't ever plan on buying a PSVR, I watched a complete playthrough of the VR game on Youtube, and I thought it was fantastic. If only it was longer! I could tell from the video the lower resolution of the headset however, and it made me anxious to see the day when headsets can push at least 1080p. We know it will happen eventually, and that's when I will jump on the bandwagon.
P.S. - Yep, the Deathstroke boss battle in Origins was awesome, no doubt!
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
[quote="SnickerSnack"]I watched a complete playthrough of the VR game on Youtube, and I thought it was fantastic.[/quote]
If there is one thing that is safe to say concerning VR in general then this would be
Playing it in VR and watching it on a TV/monitor or Youtube is just not the same!
I have to admit that nearly nothing Playstation VR related that I just saw on a flat screen or on Youtube did impress me! For me everything including Arkham VR looks quite boring when just looking at it on the flat screen.
Put that VR headset on and it changes everything. While being not impressed watching it on the flat screen I couldn't get enough of Arkham VR when actually being there......
SnickerSnack said:I watched a complete playthrough of the VR game on Youtube, and I thought it was fantastic.
If there is one thing that is safe to say concerning VR in general then this would be
Playing it in VR and watching it on a TV/monitor or Youtube is just not the same!
I have to admit that nearly nothing Playstation VR related that I just saw on a flat screen or on Youtube did impress me! For me everything including Arkham VR looks quite boring when just looking at it on the flat screen.
Put that VR headset on and it changes everything. While being not impressed watching it on the flat screen I couldn't get enough of Arkham VR when actually being there......
^^^ I hear ya, of course it's not any different than with 3D Vision - you just can't picture it without experiencing it. But I think that years of 3D Vision experience has enabled me to appreciate the concept even if I don't actually have the device. I have no doubt that I would love it. But I DID notice that the picture was a little fuzzy like 720p. Again, I'm not knocking it... I mean, I understand why it's that way currently. If I had plenty of money and time to feel like I would get my money's worth, I would probably be an early adopter. As it is, I'm going to save for a new 1080ti or something, and when it looks like VR is here to stay, and can match the screen quality that I have grown accustomed to, then I will be all in.
^^^ I hear ya, of course it's not any different than with 3D Vision - you just can't picture it without experiencing it. But I think that years of 3D Vision experience has enabled me to appreciate the concept even if I don't actually have the device. I have no doubt that I would love it. But I DID notice that the picture was a little fuzzy like 720p. Again, I'm not knocking it... I mean, I understand why it's that way currently. If I had plenty of money and time to feel like I would get my money's worth, I would probably be an early adopter. As it is, I'm going to save for a new 1080ti or something, and when it looks like VR is here to stay, and can match the screen quality that I have grown accustomed to, then I will be all in.
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
Arkham Knight is still sitting in my HDD waiting for 3D. Meanwhile I went back and played the first three in chronological order and even Asylum still amazes me.
Arkham Knight is still sitting in my HDD waiting for 3D. Meanwhile I went back and played the first three in chronological order and even Asylum still amazes me.
[quote="zzzz111"]Arkham Knight is still sitting in my HDD waiting for 3D. Meanwhile I went back and played the first three in chronological order and even Asylum still amazes me.[/quote]
Guess what? It can be even MORE amazing. I am currently doing the exact same thing with a playthrough of the other Arkham games. But before I did, I spent hours tweaking graphics and I've managed to get Arkham City and Asylum looking nearly as good as Origins.
For Asylum and City, I've followed online tutorials to edit the config files for higher resolution textures and shadows. Then I injected a shader app called "GEMfx." This was originally designed for Rome: Total War II, however it works in any DX-based game. GEMfx includes SweetFx, and allows for fine-tuned adjustments to just about everything. It's hard to describe, but using an effect called "DaVinci," the textures have taken on more depth and definition that actually gives the remastered Arkham versions a run for their money. Due to the fine adjustments offered for lighting, etc. I was able to darken the image significantly, thus making it more realistic, and yet still maintain image detail even within the shadows so that nothing is lost.
Film grain, Chromatic Aberration, God Rays, etc... Some might cringe with the addition of some effects that aren't a personal preference, but the complete package really puts attractive lipstick on these otherwise aging gems, so much so that I'm going back through the games with a new excitement as if it were the first time!
zzzz111 said:Arkham Knight is still sitting in my HDD waiting for 3D. Meanwhile I went back and played the first three in chronological order and even Asylum still amazes me.
Guess what? It can be even MORE amazing. I am currently doing the exact same thing with a playthrough of the other Arkham games. But before I did, I spent hours tweaking graphics and I've managed to get Arkham City and Asylum looking nearly as good as Origins.
For Asylum and City, I've followed online tutorials to edit the config files for higher resolution textures and shadows. Then I injected a shader app called "GEMfx." This was originally designed for Rome: Total War II, however it works in any DX-based game. GEMfx includes SweetFx, and allows for fine-tuned adjustments to just about everything. It's hard to describe, but using an effect called "DaVinci," the textures have taken on more depth and definition that actually gives the remastered Arkham versions a run for their money. Due to the fine adjustments offered for lighting, etc. I was able to darken the image significantly, thus making it more realistic, and yet still maintain image detail even within the shadows so that nothing is lost.
Film grain, Chromatic Aberration, God Rays, etc... Some might cringe with the addition of some effects that aren't a personal preference, but the complete package really puts attractive lipstick on these otherwise aging gems, so much so that I'm going back through the games with a new excitement as if it were the first time!
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
I downloaded the shaders from github and copied the ShaderOverride sections to the ini file of the latest x64 3Dmigoto. There are a bit more than 100 warnings in "d3d11_log.txt" about not completely initialized outputs. Hunting mode (or any other 3Dmigoto hotkey) isn't working for me. Does anyone know why?
I downloaded the shaders from github and copied the ShaderOverride sections to the ini file of the latest x64 3Dmigoto. There are a bit more than 100 warnings in "d3d11_log.txt" about not completely initialized outputs. Hunting mode (or any other 3Dmigoto hotkey) isn't working for me. Does anyone know why?
Although I will be of little help, thanks for taking a look at it, this game remains top on my wish list for a 3d fix and I haven't been able to bring myself to play it in cm mode or 2d
Although I will be of little help, thanks for taking a look at it, this game remains top on my wish list for a 3d fix and I haven't been able to bring myself to play it in cm mode or 2d
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="masterotaku"]I downloaded the shaders from github and copied the ShaderOverride sections to the ini file of the latest x64 3Dmigoto. There are a bit more than 100 warnings in "d3d11_log.txt" about not completely initialized outputs. Hunting mode (or any other 3Dmigoto hotkey) isn't working for me. Does anyone know why?[/quote]
The not fully initialized outputs happens because of a bug in the fxc compiler, that will alter the layout of the outputs if they can be packed more 'efficiently'. I add artificial outputs that are unused to keep the packing straight. I'm not very happy about it though.
To get 3Dmigoto to run with this game, you need a special d3dcompiler_46 that I built for this game. The problem is that BAK loads d3d11 last, instead of first, like any other sensible game, so we get hooked too late to be able to grab dxgi access to Present().
You might try the hooking techniques in the d3dx.ini, those are new since I made this workaround.
If that doesn't work, you should be able to use the two d3dcompiler_46 from here: http://sg.bo3b.net/bak/
If those don't seem to work let me know, and I'll take another look.
masterotaku said:I downloaded the shaders from github and copied the ShaderOverride sections to the ini file of the latest x64 3Dmigoto. There are a bit more than 100 warnings in "d3d11_log.txt" about not completely initialized outputs. Hunting mode (or any other 3Dmigoto hotkey) isn't working for me. Does anyone know why?
The not fully initialized outputs happens because of a bug in the fxc compiler, that will alter the layout of the outputs if they can be packed more 'efficiently'. I add artificial outputs that are unused to keep the packing straight. I'm not very happy about it though.
To get 3Dmigoto to run with this game, you need a special d3dcompiler_46 that I built for this game. The problem is that BAK loads d3d11 last, instead of first, like any other sensible game, so we get hooked too late to be able to grab dxgi access to Present().
You might try the hooking techniques in the d3dx.ini, those are new since I made this workaround.
If that doesn't work, you should be able to use the two d3dcompiler_46 from here: http://sg.bo3b.net/bak/
If those don't seem to work let me know, and I'll take another look.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="necropants"]Although I will be of little help, thanks for taking a look at it, this game remains top on my wish list for a 3d fix and I haven't been able to bring myself to play it in cm mode or 2d[/quote]
I don't know how much I'll be able to help (there are big issues that are outside of my skills). For now, I have fixed two pairs of vertex and pixel shaders. Haloing problems right after entering the clock tower. I used the same method that I found in other haloing fixes in this game.
[quote="bo3b"]
You might try the hooking techniques in the d3dx.ini, those are new since I made this workaround.
If that doesn't work, you should be able to use the two d3dcompiler_46 from here: http://sg.bo3b.net/bak/
[/quote]
Those DLLs worked, but before that, the hooking methods didn't.
necropants said:Although I will be of little help, thanks for taking a look at it, this game remains top on my wish list for a 3d fix and I haven't been able to bring myself to play it in cm mode or 2d
I don't know how much I'll be able to help (there are big issues that are outside of my skills). For now, I have fixed two pairs of vertex and pixel shaders. Haloing problems right after entering the clock tower. I used the same method that I found in other haloing fixes in this game.
bo3b said:
You might try the hooking techniques in the d3dx.ini, those are new since I made this workaround.
If that doesn't work, you should be able to use the two d3dcompiler_46 from here: http://sg.bo3b.net/bak/
Those DLLs worked, but before that, the hooking methods didn't.
The shaders in github are not the latest - As I recall Mike had done quite a bit more work on them that he hadn't sent me yet, and last I heard was working on a script that could fix all the identified issues so far (except tile lighting - scripting that one is my job), but it was over correcting some things and still needed more work, plus we were hitting decompiler bugs in some of the autofixed shaders, and this game has a weird quirk where live reloading some shaders (even unchanged assembly shaders) will subtly break them and we have no idea why (fortunately that was pretty minor, and they don't break if they are replaced on initial load).
I would not recommend fixing the shaders in this game by hand - not when it has GPU specific shaders (fix it on Kepler and it won't work for anyone else and vice versa), and not considering how many of them there are. The fact that it uses deferred rendering also makes frame analysis useless for certain effects (e.g. decals). I might contact Mike and see where things are at - I must confess that although I was helping out with this fix I don't actually have much motivation to play the game (haven't finished either of the first two in the series yet), so it hasn't exactly been a high priority for me to finish, and Mike was really driving this one...
The shaders in github are not the latest - As I recall Mike had done quite a bit more work on them that he hadn't sent me yet, and last I heard was working on a script that could fix all the identified issues so far (except tile lighting - scripting that one is my job), but it was over correcting some things and still needed more work, plus we were hitting decompiler bugs in some of the autofixed shaders, and this game has a weird quirk where live reloading some shaders (even unchanged assembly shaders) will subtly break them and we have no idea why (fortunately that was pretty minor, and they don't break if they are replaced on initial load).
I would not recommend fixing the shaders in this game by hand - not when it has GPU specific shaders (fix it on Kepler and it won't work for anyone else and vice versa), and not considering how many of them there are. The fact that it uses deferred rendering also makes frame analysis useless for certain effects (e.g. decals). I might contact Mike and see where things are at - I must confess that although I was helping out with this fix I don't actually have much motivation to play the game (haven't finished either of the first two in the series yet), so it hasn't exactly been a high priority for me to finish, and Mike was really driving this one...
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
@Darkstarsword Hi, I left you a VM about this. My MBA is over now, and I would like to finish this game off, but I will need some time to revisit where we were at and get back into it, not least because of the all patches etc that have happened since last February. It'll be a week before I can do that though, I have a work deadline this week.
@Darkstarsword Hi, I left you a VM about this. My MBA is over now, and I would like to finish this game off, but I will need some time to revisit where we were at and get back into it, not least because of the all patches etc that have happened since last February. It'll be a week before I can do that though, I have a work deadline this week.
Thats awesome news guys! I've been waiting for a while to play this game. The earlier Batman games have been some of my favorite in 3D.
Congrats on your MBA mike!
About your PM, mike_ar69, I'm only 3% into the story mode. If someone else here has a more advanced save file, please share it.
If a script will get most of the work done, I don't know how I'll be able to help. Do you want me to rush through the game while dumping shaders and backing up saves? I don't mind starting over and playing it without fixed shaders, using G-Sync + ULMB in 2D while 3Dmigoto dumps stuff.
And after you use the script with them, will I do some testing and fixing individual issues? If you teach me fixing patterns (like the haloing ones I used to fix a bunch, but found some shaders that are slightly different that don't like it), I'll do all I can.
What surprises me about this game is how good it handles the camera in gameplay and cutscenes. It behaves like a 3D Vision Ready game. Convergence doesn't need to be changed most of the time.
About your PM, mike_ar69, I'm only 3% into the story mode. If someone else here has a more advanced save file, please share it.
If a script will get most of the work done, I don't know how I'll be able to help. Do you want me to rush through the game while dumping shaders and backing up saves? I don't mind starting over and playing it without fixed shaders, using G-Sync + ULMB in 2D while 3Dmigoto dumps stuff.
And after you use the script with them, will I do some testing and fixing individual issues? If you teach me fixing patterns (like the haloing ones I used to fix a bunch, but found some shaders that are slightly different that don't like it), I'll do all I can.
What surprises me about this game is how good it handles the camera in gameplay and cutscenes. It behaves like a 3D Vision Ready game. Convergence doesn't need to be changed most of the time.
@ Lohan: Yes, I would love to play Arkham VR in person. I will probably buy a VR setup if and when they become mainstream. I simply do not have enough time or funds to invest in PSVR just to play it however. The next thing I will need to invest in is upgrading my aging GPU. With Arkham Knight I am finally seeing limitations to my 690GTX.
Since I don't ever plan on buying a PSVR, I watched a complete playthrough of the VR game on Youtube, and I thought it was fantastic. If only it was longer! I could tell from the video the lower resolution of the headset however, and it made me anxious to see the day when headsets can push at least 1080p. We know it will happen eventually, and that's when I will jump on the bandwagon.
P.S. - Yep, the Deathstroke boss battle in Origins was awesome, no doubt!
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
If there is one thing that is safe to say concerning VR in general then this would be
Playing it in VR and watching it on a TV/monitor or Youtube is just not the same!
I have to admit that nearly nothing Playstation VR related that I just saw on a flat screen or on Youtube did impress me! For me everything including Arkham VR looks quite boring when just looking at it on the flat screen.
Put that VR headset on and it changes everything. While being not impressed watching it on the flat screen I couldn't get enough of Arkham VR when actually being there......
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
Guess what? It can be even MORE amazing. I am currently doing the exact same thing with a playthrough of the other Arkham games. But before I did, I spent hours tweaking graphics and I've managed to get Arkham City and Asylum looking nearly as good as Origins.
For Asylum and City, I've followed online tutorials to edit the config files for higher resolution textures and shadows. Then I injected a shader app called "GEMfx." This was originally designed for Rome: Total War II, however it works in any DX-based game. GEMfx includes SweetFx, and allows for fine-tuned adjustments to just about everything. It's hard to describe, but using an effect called "DaVinci," the textures have taken on more depth and definition that actually gives the remastered Arkham versions a run for their money. Due to the fine adjustments offered for lighting, etc. I was able to darken the image significantly, thus making it more realistic, and yet still maintain image detail even within the shadows so that nothing is lost.
Film grain, Chromatic Aberration, God Rays, etc... Some might cringe with the addition of some effects that aren't a personal preference, but the complete package really puts attractive lipstick on these otherwise aging gems, so much so that I'm going back through the games with a new excitement as if it were the first time!
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
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
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
The not fully initialized outputs happens because of a bug in the fxc compiler, that will alter the layout of the outputs if they can be packed more 'efficiently'. I add artificial outputs that are unused to keep the packing straight. I'm not very happy about it though.
To get 3Dmigoto to run with this game, you need a special d3dcompiler_46 that I built for this game. The problem is that BAK loads d3d11 last, instead of first, like any other sensible game, so we get hooked too late to be able to grab dxgi access to Present().
You might try the hooking techniques in the d3dx.ini, those are new since I made this workaround.
If that doesn't work, you should be able to use the two d3dcompiler_46 from here: http://sg.bo3b.net/bak/
If those don't seem to work let me know, and I'll take another look.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I don't know how much I'll be able to help (there are big issues that are outside of my skills). For now, I have fixed two pairs of vertex and pixel shaders. Haloing problems right after entering the clock tower. I used the same method that I found in other haloing fixes in this game.
Those DLLs worked, but before that, the hooking methods didn't.
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
I would not recommend fixing the shaders in this game by hand - not when it has GPU specific shaders (fix it on Kepler and it won't work for anyone else and vice versa), and not considering how many of them there are. The fact that it uses deferred rendering also makes frame analysis useless for certain effects (e.g. decals). I might contact Mike and see where things are at - I must confess that although I was helping out with this fix I don't actually have much motivation to play the game (haven't finished either of the first two in the series yet), so it hasn't exactly been a high priority for me to finish, and Mike was really driving this one...
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
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Congrats on your MBA mike!
Great news that you guys are taking a look at Arkham Knight
If a script will get most of the work done, I don't know how I'll be able to help. Do you want me to rush through the game while dumping shaders and backing up saves? I don't mind starting over and playing it without fixed shaders, using G-Sync + ULMB in 2D while 3Dmigoto dumps stuff.
And after you use the script with them, will I do some testing and fixing individual issues? If you teach me fixing patterns (like the haloing ones I used to fix a bunch, but found some shaders that are slightly different that don't like it), I'll do all I can.
What surprises me about this game is how good it handles the camera in gameplay and cutscenes. It behaves like a 3D Vision Ready game. Convergence doesn't need to be changed most of the time.
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