I think I should do something right after "r0.xyz = r0.xyz / r0.www;" or right before "r1.xyz = r0.xxx * shadowProjMatrix0.xyz + r1.xyz;", but I can't figure out what yet. I tried some typical formulas, but I couldn't even make it OK at zero convergence.
Any ideas, maybe from other similar shaders?
By the way, one of the specular reflections shaders affects these shadows if I don't make a shader override to only use it with the reflections PS. If I let it affect the shadows PS, they are fixed to full depth, so only OK at 0 convergence. This is the corresponding VS with reflections fix:
//Surface reflections 2, and shadows.
// ---- Created with 3Dmigoto v1.2.71 on Fri Feb 02 19:35:29 2018
It's basically the same thing I did for Tekken 7 specular reflections.
This benchmark has some other problems, like grass and some smoke that only appear in the right eye (only in "high" settings), ice decals that are at screen depth, etc. But I want to get shadows right first.
I've fixed the skybox and specular reflections for now (and made a DoF toggle).
[quote="Helifax"][quote="DHR"][quote="DarkStarSword"]I see Bo3b has now released 1.3.1, so we will be looking for feedback on this new feature. I've tweaked the fonts a little since this screenshot, but essentially there are currently four levels of severity of different messages you may see - all of these will also be in the log file, so if they disappear too quickly you can still find them there.[/quote]This is a very nice feature...really great...many thanks!
The timing for show the message are ok for me.
2 things that may be good:
1) Is possible to put a black background on the messages, sometimes i can't read because the game have some similar colors (blue sky for example, HUD elements that share the same space in the screen).
2) Is possible to also have the beeps and boops....i really miss those sounds :) [/quote]I have to agree with both of them! (Bring back the beep/boop please ^_^)[/quote]
I've used this just a bit, and thought I'd add my impression.
Initially it was shocking to not have a beep sound on mark, but like you say that's mostly habit, so I worked on trying out the new flow.
After trying it for awhile, I think that the green 'success' text is superfluous and could be removed. The reason is that when I'm hunting a shader, I'm looking elsewhere on the screen for something to disappear. When I mark it, I'm still looking at that spot, and it breaks up the flow to look at the text. Also, if it works, the tag line out of the shader shows up under the counts, so I know it worked from that. Does it need a beep for success? Probably not anymore.
For failures, I think a boop sound is still better, because I'm looking at a different part of the screen, and an audio hint there tells me I need to refocus on the error text. So it seems to me that no success beep is necessary, but a boop error would be helpful. That would be more of notify only on error approach, which tends to be better for UI.
The font seems too unreadable as is. Either too small, low contrast, or it needs an outline of some form to make it stand out. It's hard to read when scribbled across a busy game screen. That is the reason I made the original courier font bold, because then normal font was too hard to read, even at that large font. A non-monospaced font seems right for this choice, it's mostly text, not numeric. It will make the hash codes weird and variable though.
Overall it seems like a great enhancement. With some more experience we can tune up the info and logs so that it is more concise.
DarkStarSword said:I see Bo3b has now released 1.3.1, so we will be looking for feedback on this new feature. I've tweaked the fonts a little since this screenshot, but essentially there are currently four levels of severity of different messages you may see - all of these will also be in the log file, so if they disappear too quickly you can still find them there.
This is a very nice feature...really great...many thanks!
The timing for show the message are ok for me.
2 things that may be good:
1) Is possible to put a black background on the messages, sometimes i can't read because the game have some similar colors (blue sky for example, HUD elements that share the same space in the screen).
2) Is possible to also have the beeps and boops....i really miss those sounds :)
I have to agree with both of them! (Bring back the beep/boop please ^_^)
I've used this just a bit, and thought I'd add my impression.
Initially it was shocking to not have a beep sound on mark, but like you say that's mostly habit, so I worked on trying out the new flow.
After trying it for awhile, I think that the green 'success' text is superfluous and could be removed. The reason is that when I'm hunting a shader, I'm looking elsewhere on the screen for something to disappear. When I mark it, I'm still looking at that spot, and it breaks up the flow to look at the text. Also, if it works, the tag line out of the shader shows up under the counts, so I know it worked from that. Does it need a beep for success? Probably not anymore.
For failures, I think a boop sound is still better, because I'm looking at a different part of the screen, and an audio hint there tells me I need to refocus on the error text. So it seems to me that no success beep is necessary, but a boop error would be helpful. That would be more of notify only on error approach, which tends to be better for UI.
The font seems too unreadable as is. Either too small, low contrast, or it needs an outline of some form to make it stand out. It's hard to read when scribbled across a busy game screen. That is the reason I made the original courier font bold, because then normal font was too hard to read, even at that large font. A non-monospaced font seems right for this choice, it's mostly text, not numeric. It will make the hash codes weird and variable though.
Overall it seems like a great enhancement. With some more experience we can tune up the info and logs so that it is more concise.
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[quote] Also, if it works, the tag line out of the shader shows up under the counts, so I know it worked from that.[/quote]Only if you use hunting=1, and only if this is a newly dumped shader. With hunting=2 or when editing and reloading a shader there may not be any other feedback that anything has changed, so we do need some notification, if for no other reason than to confirm you did indeed press the reload button and 3DMigoto did indeed do what you asked, and wasn't blocked because the game was stalled and not calling Present() to allow us to process the keys.
[quote] For failures, I think a boop sound is still better, because I'm looking at a different part of the screen, and an audio hint there tells me I need to refocus on the error text. So it seems to me that no success beep is necessary, but a boop error would be helpful. That would be more of notify only on error approach, which tends to be better for UI.[/quote]My own experience here is that I don't want to rely on audio notifications at all any more, and I want to unlearn the expectation of hearing them. I don't mind making these optional for people who do want them, but I'm often working at night with the sound low or off (if I'm not actually playing the game), so the visual feedback for both success & failure means I can now turn the sound completely off and not have to trip over headphone cables whenever I get up. There's also another minor advantage to having these off - the beeps stall the game, so it will actually reload faster without them. A boop on error would probably still be fine though, since it doesn't take anything away from the visual feedback and only stalls the game if something is wrong.
I have added an option in 1.3.2 to bring back just the shader reload confirmations for people who want them. I hadn't seen this reply by the time I did that, so I bought back both success & failure notifications, but we can certainly change that to just failure if that's better (and we probably don't need an option if we go with that).
[quote]The font seems too unreadable as is. Either too small, low contrast, or it needs an outline of some form to make it stand out. It's hard to read when scribbled across a busy game screen. That is the reason I made the original courier font bold, because then normal font was too hard to read, even at that large font. A non-monospaced font seems right for this choice, it's mostly text, not numeric. It will make the hash codes weird and variable though.[/quote]It definitely needs a dark background, and I'm not positive if the conversion to a bitmap font respected hinting making some of the lines in the font too thin. I'm a little annoyed that DirectXTK doesn't just have a parameter to set the background (nor an option to automatically wrap text, and can you believe their recommendation for adding an outline or drop shadow is to draw the text five times at slightly different positions? I'm rolling my eyes right now), but we should be able to [s]reinvent the wheel[/s] add something ourselves, and play around with the font to make it more readable.
Also, if it works, the tag line out of the shader shows up under the counts, so I know it worked from that.
Only if you use hunting=1, and only if this is a newly dumped shader. With hunting=2 or when editing and reloading a shader there may not be any other feedback that anything has changed, so we do need some notification, if for no other reason than to confirm you did indeed press the reload button and 3DMigoto did indeed do what you asked, and wasn't blocked because the game was stalled and not calling Present() to allow us to process the keys.
For failures, I think a boop sound is still better, because I'm looking at a different part of the screen, and an audio hint there tells me I need to refocus on the error text. So it seems to me that no success beep is necessary, but a boop error would be helpful. That would be more of notify only on error approach, which tends to be better for UI.
My own experience here is that I don't want to rely on audio notifications at all any more, and I want to unlearn the expectation of hearing them. I don't mind making these optional for people who do want them, but I'm often working at night with the sound low or off (if I'm not actually playing the game), so the visual feedback for both success & failure means I can now turn the sound completely off and not have to trip over headphone cables whenever I get up. There's also another minor advantage to having these off - the beeps stall the game, so it will actually reload faster without them. A boop on error would probably still be fine though, since it doesn't take anything away from the visual feedback and only stalls the game if something is wrong.
I have added an option in 1.3.2 to bring back just the shader reload confirmations for people who want them. I hadn't seen this reply by the time I did that, so I bought back both success & failure notifications, but we can certainly change that to just failure if that's better (and we probably don't need an option if we go with that).
The font seems too unreadable as is. Either too small, low contrast, or it needs an outline of some form to make it stand out. It's hard to read when scribbled across a busy game screen. That is the reason I made the original courier font bold, because then normal font was too hard to read, even at that large font. A non-monospaced font seems right for this choice, it's mostly text, not numeric. It will make the hash codes weird and variable though.
It definitely needs a dark background, and I'm not positive if the conversion to a bitmap font respected hinting making some of the lines in the font too thin. I'm a little annoyed that DirectXTK doesn't just have a parameter to set the background (nor an option to automatically wrap text, and can you believe their recommendation for adding an outline or drop shadow is to draw the text five times at slightly different positions? I'm rolling my eyes right now), but we should be able to reinvent the wheel add something ourselves, and play around with the font to make it more readable.
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[quote="Th3_N3philim"]DCS 2.5 Open Beta was released and I tried Migoto 1.2.71 I can get it working but ingame looks all Psychedelic colors..
Now sure what is going on but I was trying to make a fix.. I used on Older version of Migot and that worked fine but I would like to use the newer version of Migoto..
The version I used that worked was from DCS 1.5/2.2 fix from Lefuneste on the blog.. I tried several Previous version they all did the same thing with the colors..[/quote][quote="Th3_N3philim"]I am back and got Migoto 1.2.71 version to work with DCS.[/quote][quote="Th3_N3philim"]I forgot to mention the version of Migoto dated 10-1-2016 works perfectly with this version so somethong broke from that older version to this newer version of Migoto.. I posted a fix on the blog and that version runs it fine no missing light sources but shadows are still broke..
I wanted to use the newer version of Migoto to fix the one eye issues and some other things the newer version offers..[/quote][quote="Th3_N3philim"]OK ignore post 1843 by me ;) I got it working see my DCS thread Please..[/quote]I'm confused - is this working on the latest 3DMigoto or did you end up using an old version?
From what I can see it is working fine on 1.3.2 - colours look right to me.
BTW you really need to add instructions to the blog that the game must *NOT* be set to full screen, and instead use alt+enter to engage 3D, because that wasn't exactly intuitive.
Th3_N3philim said:DCS 2.5 Open Beta was released and I tried Migoto 1.2.71 I can get it working but ingame looks all Psychedelic colors..
Now sure what is going on but I was trying to make a fix.. I used on Older version of Migot and that worked fine but I would like to use the newer version of Migoto..
The version I used that worked was from DCS 1.5/2.2 fix from Lefuneste on the blog.. I tried several Previous version they all did the same thing with the colors..
Th3_N3philim said:I am back and got Migoto 1.2.71 version to work with DCS.
Th3_N3philim said:I forgot to mention the version of Migoto dated 10-1-2016 works perfectly with this version so somethong broke from that older version to this newer version of Migoto.. I posted a fix on the blog and that version runs it fine no missing light sources but shadows are still broke..
I wanted to use the newer version of Migoto to fix the one eye issues and some other things the newer version offers..
Th3_N3philim said:OK ignore post 1843 by me ;) I got it working see my DCS thread Please..
I'm confused - is this working on the latest 3DMigoto or did you end up using an old version?
From what I can see it is working fine on 1.3.2 - colours look right to me.
BTW you really need to add instructions to the blog that the game must *NOT* be set to full screen, and instead use alt+enter to engage 3D, because that wasn't exactly intuitive.
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OK the Migoto v1.3.2 also broke my warping program For my Projectors to preoject onto a curved screen I use SimPit Warp..
Does the v1.3.2 of Migot use some new Overlay system then before?? I also get the same issues with v1.3.2 that I did with 1.2.7 of Migoto see here:
the 1st screenshot was with Migoto 1.3.2 and the 2nd was with the older version dated 10/2016..
https://forums.geforce.com/default/topic/919034/3d-vision/dcs-world-3dmigoto-fix-help-needed-/post/5286209/#5286209
I tried version 1.3.2 and had weird colorations in the sky..
Oops, I had put 3DMigoto in the wrong directory - didn't notice the extra "bin" directory.
What is up with the 10+ minute loading times on this game? Making it very painful to test anything.
First note - you need to fix all the ini parse warnings that 3DMigoto is complaining about. Old versions had undefined behaviour in these cases, while newer versions try to catch these and make sure you know about it. Maybe this explains something, but I'll know more once this loading screen finishes... any day now... this century would be nice...
Oops, I had put 3DMigoto in the wrong directory - didn't notice the extra "bin" directory.
What is up with the 10+ minute loading times on this game? Making it very painful to test anything.
First note - you need to fix all the ini parse warnings that 3DMigoto is complaining about. Old versions had undefined behaviour in these cases, while newer versions try to catch these and make sure you know about it. Maybe this explains something, but I'll know more once this loading screen finishes... any day now... this century would be nice...
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[quote] OK the Migoto v1.3.2 also broke my warping program For my Projectors to preoject onto a curved screen I use SimPit Warp..[/quote][s]More details please - what's the program?[/s]
I must be blind - you had the name right there. That's something Bo3b and I will have to investigate.
Edit: Wow, $365? Is there a trial I can use or something? You might have to send us a 3DMigoto debug log to look at instead.
[quote] the 1st screenshot was with Migoto 1.3.2 and the 2nd was with the older version dated 10/2016..[/quote]What does the show_original key show (enable hunting then hold F9)?
[quote] I tried version 1.3.2 and had weird colorations in the sky.. [/quote]It finally got past the loading screen, and 3D Vision wasn't engaged and alt+enter didn't work, but FWIW the sky looked fine. I'm moving it to my SSD before I try again, these loading times are ridiculous.
OK the Migoto v1.3.2 also broke my warping program For my Projectors to preoject onto a curved screen I use SimPit Warp..
More details please - what's the program?
I must be blind - you had the name right there. That's something Bo3b and I will have to investigate.
Edit: Wow, $365? Is there a trial I can use or something? You might have to send us a 3DMigoto debug log to look at instead.
the 1st screenshot was with Migoto 1.3.2 and the 2nd was with the older version dated 10/2016..
What does the show_original key show (enable hunting then hold F9)?
I tried version 1.3.2 and had weird colorations in the sky..
It finally got past the loading screen, and 3D Vision wasn't engaged and alt+enter didn't work, but FWIW the sky looked fine. I'm moving it to my SSD before I try again, these loading times are ridiculous.
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The Program is SimPit Warp to warp the image on a curved screen with DLP PRojectors.. I can get you a link if you would like to see it..
In that link I showed 2 screenshots the 1st screenshot was with DCS 2.5 and Migoto 1.2.7 not the ground no shadows or light sources ground looks dark.. Sky is fine but that is not the problem here Please see this screenshot:
[URL=https://imageshack.com/i/pnhhGsFJj][IMG]https://imagizer.imageshack.com/v2/1280x1024q90/923/hhGsFJ.jpg[/IMG][/URL]
Now this next screenshot is the same game DCS 2.5 but with an Older version of Migoto the one I am currently using for DCS 2.5. note the ground and you can see shadows and in the above you don't:
[URL=https://imageshack.com/i/pmriRTjbj][IMG]https://imagizer.imageshack.com/v2/1280x1024q90/922/riRTjb.jpg[/IMG][/URL]
I hope you see it know ;)
The Program is SimPit Warp to warp the image on a curved screen with DLP PRojectors.. I can get you a link if you would like to see it..
In that link I showed 2 screenshots the 1st screenshot was with DCS 2.5 and Migoto 1.2.7 not the ground no shadows or light sources ground looks dark.. Sky is fine but that is not the problem here Please see this screenshot:
Now this next screenshot is the same game DCS 2.5 but with an Older version of Migoto the one I am currently using for DCS 2.5. note the ground and you can see shadows and in the above you don't:
Everything still seems fine in 1.3.2 - are there specific settings I need to be using or something?
show_original is showing that the handling=skip on 15df0cccbad97e19 is killing some shadows that seem to be rendering just fine without it, but otherwise it looks fine - I'm seeing shadows and so on, and they are rendering correctly. The reflection of the sun in water is broken, but that's about it.
Everything still seems fine in 1.3.2 - are there specific settings I need to be using or something?
show_original is showing that the handling=skip on 15df0cccbad97e19 is killing some shadows that seem to be rendering just fine without it, but otherwise it looks fine - I'm seeing shadows and so on, and they are rendering correctly. The reflection of the sun in water is broken, but that's about it.
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Medium preset + I've tried both configurations listed on the blog:
[quote]1. Shadows= FLAT (best Compromise for now)
2.Deffered shading- ON - to get the uber effects..
3. Terrain Object Shadow- OFF ( this is MOST Important to have off)
[/quote][quote]EDIT: IF you Want Shadows turn OFF Deferred shading and turn ON shadows to high and terrain shadows ON.. The GRaphics are not as good with Deferred shading OFF tho.. YMMV!!!
[/quote]
Maybe if you can track down the specific version of 3DMigoto that first broke it we can narrow down what it might be?
Medium preset + I've tried both configurations listed on the blog:
1. Shadows= FLAT (best Compromise for now)
2.Deffered shading- ON - to get the uber effects..
3. Terrain Object Shadow- OFF ( this is MOST Important to have off)
EDIT: IF you Want Shadows turn OFF Deferred shading and turn ON shadows to high and terrain shadows ON.. The GRaphics are not as good with Deferred shading OFF tho.. YMMV!!!
Maybe if you can track down the specific version of 3DMigoto that first broke it we can narrow down what it might be?
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I think I should do something right after "r0.xyz = r0.xyz / r0.www;" or right before "r1.xyz = r0.xxx * shadowProjMatrix0.xyz + r1.xyz;", but I can't figure out what yet. I tried some typical formulas, but I couldn't even make it OK at zero convergence.
Any ideas, maybe from other similar shaders?
By the way, one of the specular reflections shaders affects these shadows if I don't make a shader override to only use it with the reflections PS. If I let it affect the shadows PS, they are fixed to full depth, so only OK at 0 convergence. This is the corresponding VS with reflections fix:
It's basically the same thing I did for Tekken 7 specular reflections.
This benchmark has some other problems, like grass and some smoke that only appear in the right eye (only in "high" settings), ice decals that are at screen depth, etc. But I want to get shadows right first.
I've fixed the skybox and specular reflections for now (and made a DoF toggle).
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I've used this just a bit, and thought I'd add my impression.
Initially it was shocking to not have a beep sound on mark, but like you say that's mostly habit, so I worked on trying out the new flow.
After trying it for awhile, I think that the green 'success' text is superfluous and could be removed. The reason is that when I'm hunting a shader, I'm looking elsewhere on the screen for something to disappear. When I mark it, I'm still looking at that spot, and it breaks up the flow to look at the text. Also, if it works, the tag line out of the shader shows up under the counts, so I know it worked from that. Does it need a beep for success? Probably not anymore.
For failures, I think a boop sound is still better, because I'm looking at a different part of the screen, and an audio hint there tells me I need to refocus on the error text. So it seems to me that no success beep is necessary, but a boop error would be helpful. That would be more of notify only on error approach, which tends to be better for UI.
The font seems too unreadable as is. Either too small, low contrast, or it needs an outline of some form to make it stand out. It's hard to read when scribbled across a busy game screen. That is the reason I made the original courier font bold, because then normal font was too hard to read, even at that large font. A non-monospaced font seems right for this choice, it's mostly text, not numeric. It will make the hash codes weird and variable though.
Overall it seems like a great enhancement. With some more experience we can tune up the info and logs so that it is more concise.
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
My own experience here is that I don't want to rely on audio notifications at all any more, and I want to unlearn the expectation of hearing them. I don't mind making these optional for people who do want them, but I'm often working at night with the sound low or off (if I'm not actually playing the game), so the visual feedback for both success & failure means I can now turn the sound completely off and not have to trip over headphone cables whenever I get up. There's also another minor advantage to having these off - the beeps stall the game, so it will actually reload faster without them. A boop on error would probably still be fine though, since it doesn't take anything away from the visual feedback and only stalls the game if something is wrong.
I have added an option in 1.3.2 to bring back just the shader reload confirmations for people who want them. I hadn't seen this reply by the time I did that, so I bought back both success & failure notifications, but we can certainly change that to just failure if that's better (and we probably don't need an option if we go with that).
It definitely needs a dark background, and I'm not positive if the conversion to a bitmap font respected hinting making some of the lines in the font too thin. I'm a little annoyed that DirectXTK doesn't just have a parameter to set the background (nor an option to automatically wrap text, and can you believe their recommendation for adding an outline or drop shadow is to draw the text five times at slightly different positions? I'm rolling my eyes right now), but we should be able to
reinvent the wheeladd something ourselves, and play around with the font to make it more readable.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
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From what I can see it is working fine on 1.3.2 - colours look right to me.
BTW you really need to add instructions to the blog that the game must *NOT* be set to full screen, and instead use alt+enter to engage 3D, because that wasn't exactly intuitive.
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
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Does the v1.3.2 of Migot use some new Overlay system then before?? I also get the same issues with v1.3.2 that I did with 1.2.7 of Migoto see here:
the 1st screenshot was with Migoto 1.3.2 and the 2nd was with the older version dated 10/2016..
https://forums.geforce.com/default/topic/919034/3d-vision/dcs-world-3dmigoto-fix-help-needed-/post/5286209/#5286209
I tried version 1.3.2 and had weird colorations in the sky..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
What is up with the 10+ minute loading times on this game? Making it very painful to test anything.
First note - you need to fix all the ini parse warnings that 3DMigoto is complaining about. Old versions had undefined behaviour in these cases, while newer versions try to catch these and make sure you know about it. Maybe this explains something, but I'll know more once this loading screen finishes... any day now... this century would be nice...
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
More details please - what's the program?I must be blind - you had the name right there. That's something Bo3b and I will have to investigate.
Edit: Wow, $365? Is there a trial I can use or something? You might have to send us a 3DMigoto debug log to look at instead.
What does the show_original key show (enable hunting then hold F9)?
It finally got past the loading screen, and 3D Vision wasn't engaged and alt+enter didn't work, but FWIW the sky looked fine. I'm moving it to my SSD before I try again, these loading times are ridiculous.
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
In that link I showed 2 screenshots the 1st screenshot was with DCS 2.5 and Migoto 1.2.7 not the ground no shadows or light sources ground looks dark.. Sky is fine but that is not the problem here Please see this screenshot:
Now this next screenshot is the same game DCS 2.5 but with an Older version of Migoto the one I am currently using for DCS 2.5. note the ground and you can see shadows and in the above you don't:
I hope you see it know ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
http://www.simpit.co.nz/downloads/
get this "SimPitWarp_v2.2r5.zip"
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
show_original is showing that the handling=skip on 15df0cccbad97e19 is killing some shadows that seem to be rendering just fine without it, but otherwise it looks fine - I'm seeing shadows and so on, and they are rendering correctly. The reflection of the sun in water is broken, but that's about it.
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
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Maybe if you can track down the specific version of 3DMigoto that first broke it we can narrow down what it might be?
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