Lords of the Fallen
  12 / 13    
ATTENTION: I seriously need testing help from surround users. Specular lights actually needed an aspect ratio correction. And imperfections were exacerbated. For the correction formula multiplication, I saw that both 0.82 and 0.83 were imperfect for 16:9 (one was a bit inside the surface and the other was a bit outside), so now I took 0.825 as the base (if this isn't accurate, I would need an extremely high resolution monitor at an extremely wide aspect ratio to see it). I have used "ShaderOverride"s in d3dx.ini to send "res_width" and "res_height" to the 5 affected pixel shaders. The new correction formula for those shaders is this: [code]r25.y -= stereo.x*(-r25.w - stereo.y)*0.4640625*(iniparams.x/iniparams.y);[/code] 0.4640625 is 0.825*9/16. This works for me with custom resolutions. 2560x1440 (16:9), 2560x1080 (21:9, not exactly) and 2560x480 (16:3, like three 16:9 monitors) look perfect. However, I don't know if it will work the same for people that use surround. Shadows aren't broken for me with those wide aspect ratios. However, in shadows shaders, for surround users there is this: [code] // Surround fix float fac; fac = 0.83; //1/v3.x; //0.82; if (iniParams.y == 1) { fac *= 3; } [/code] So please, someone with 3 monitors has to test specular reflections for me (you'll need to configure the "y" constant in d3d.ini to enable the surround fixes for the shadows, and "x" if you use SLI). Download link: https://s3.amazonaws.com/masterotaku/Lords+of+the+Fallen/Lords_of_the_Fallen_3D_AR_fix_2016_08_19.zip The best place to test is the citadel. Although if the most used specular reflections shader is wrong, you'll see it in a lot more places. If everything is OK in surround, I'll rename it to the normal name so bo3b doesn't need to edit the link in the helixmod blog post.
ATTENTION: I seriously need testing help from surround users.

Specular lights actually needed an aspect ratio correction. And imperfections were exacerbated. For the correction formula multiplication, I saw that both 0.82 and 0.83 were imperfect for 16:9 (one was a bit inside the surface and the other was a bit outside), so now I took 0.825 as the base (if this isn't accurate, I would need an extremely high resolution monitor at an extremely wide aspect ratio to see it). I have used "ShaderOverride"s in d3dx.ini to send "res_width" and "res_height" to the 5 affected pixel shaders.

The new correction formula for those shaders is this:

r25.y -= stereo.x*(-r25.w - stereo.y)*0.4640625*(iniparams.x/iniparams.y);


0.4640625 is 0.825*9/16.

This works for me with custom resolutions. 2560x1440 (16:9), 2560x1080 (21:9, not exactly) and 2560x480 (16:3, like three 16:9 monitors) look perfect.

However, I don't know if it will work the same for people that use surround. Shadows aren't broken for me with those wide aspect ratios. However, in shadows shaders, for surround users there is this:

// Surround fix
float fac;
fac = 0.83; //1/v3.x; //0.82;
if (iniParams.y == 1)
{
fac *= 3;
}


So please, someone with 3 monitors has to test specular reflections for me (you'll need to configure the "y" constant in d3d.ini to enable the surround fixes for the shadows, and "x" if you use SLI).

Download link: https://s3.amazonaws.com/masterotaku/Lords+of+the+Fallen/Lords_of_the_Fallen_3D_AR_fix_2016_08_19.zip

The best place to test is the citadel. Although if the most used specular reflections shader is wrong, you'll see it in a lot more places.

If everything is OK in surround, I'll rename it to the normal name so bo3b doesn't need to edit the link in the helixmod blog post.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Posted 08/19/2016 03:19 PM   
Hi masterotaku Big thank you for looking into this! I will be able to test it tomorrow and will let you know;) The citadel, you mean the map where you start right? Outside or Inside? Thank you again! Will let you know once I've tested it;)
Hi masterotaku
Big thank you for looking into this!
I will be able to test it tomorrow and will let you know;)
The citadel, you mean the map where you start right? Outside or Inside?

Thank you again! Will let you know once I've tested it;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 08/19/2016 04:25 PM   
[quote="helifax"] The citadel, you mean the map where you start right? Outside or Inside? [/quote] The big hall where you fight the first boss is a good example. The floor there uses the main specular reflections pixel shader. You'll notice it if it's wrong. The reflection should be at the surface depth. If you can enter the castle areas where there are soldiers, other shaders are used there too. But if one is broken, all should be broken. [quote="helifax"]Thank you again! Will let you know once I've tested it;)[/quote] Thank you too. I wouldn't be able to test it otherwise :).
helifax said:
The citadel, you mean the map where you start right? Outside or Inside?


The big hall where you fight the first boss is a good example. The floor there uses the main specular reflections pixel shader. You'll notice it if it's wrong. The reflection should be at the surface depth.

If you can enter the castle areas where there are soldiers, other shaders are used there too. But if one is broken, all should be broken.

helifax said:Thank you again! Will let you know once I've tested it;)


Thank you too. I wouldn't be able to test it otherwise :).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Monitor: Asus PG278QR
Speakers: Logitech Z506
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Posted 08/19/2016 04:43 PM   
[quote="masterotaku"]ATTENTION: I seriously need testing help from surround users. Specular lights actually needed an aspect ratio correction. And imperfections were exacerbated. For the correction formula multiplication, I saw that both 0.82 and 0.83 were imperfect for 16:9 (one was a bit inside the surface and the other was a bit outside), so now I took 0.825 as the base (if this isn't accurate, I would need an extremely high resolution monitor at an extremely wide aspect ratio to see it). I have used "ShaderOverride"s in d3dx.ini to send "res_width" and "res_height" to the 5 affected pixel shaders.[/quote] BTW, ShaderOverrides cost a bit in performance, because it then kicks into having to always compare the CRCs. Not a big deal, but in this case there is an alternate way to get the screen resolution that is better. Screen resolution is already in the StereoParams passed to every shader, as a secondary parameter. I don't think we've talked much about it, but the full list is: [code]; Available variables in expressions: ; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye ; stereoParams.y = Convergence value in w coordinates (1/z) ; stereoParams.z = -1/1 for left/right eye ; stereoParams.w = Separation value without eye separation ; stereoTune.x = tune value 1 (default is 1) ; stereoTune.y = tune value 2 (default is 1) ; stereoTune.z = tune value 3 (default is 1) ; stereoTune.w = tune value 4 (default is 1) ; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution ; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution ; zpos = current pixel z position in pixel shader ; wpos = current pixel w position in pixel shader [/code] Not positive, but I think the right HLSL command to load this would be: [code]float4 res.xyzw = StereoParams.Load(int3(2,0,0)).xyzw[/code] Giving you the screen X in res.x and screen Y in res.y.
masterotaku said:ATTENTION: I seriously need testing help from surround users.

Specular lights actually needed an aspect ratio correction. And imperfections were exacerbated. For the correction formula multiplication, I saw that both 0.82 and 0.83 were imperfect for 16:9 (one was a bit inside the surface and the other was a bit outside), so now I took 0.825 as the base (if this isn't accurate, I would need an extremely high resolution monitor at an extremely wide aspect ratio to see it). I have used "ShaderOverride"s in d3dx.ini to send "res_width" and "res_height" to the 5 affected pixel shaders.

BTW, ShaderOverrides cost a bit in performance, because it then kicks into having to always compare the CRCs. Not a big deal, but in this case there is an alternate way to get the screen resolution that is better.

Screen resolution is already in the StereoParams passed to every shader, as a secondary parameter. I don't think we've talked much about it, but the full list is:

; Available variables in expressions:
; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye
; stereoParams.y = Convergence value in w coordinates (1/z)
; stereoParams.z = -1/1 for left/right eye
; stereoParams.w = Separation value without eye separation
; stereoTune.x = tune value 1 (default is 1)
; stereoTune.y = tune value 2 (default is 1)
; stereoTune.z = tune value 3 (default is 1)
; stereoTune.w = tune value 4 (default is 1)
; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution
; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution
; zpos = current pixel z position in pixel shader
; wpos = current pixel w position in pixel shader


Not positive, but I think the right HLSL command to load this would be:

float4 res.xyzw = StereoParams.Load(int3(2,0,0)).xyzw


Giving you the screen X in res.x and screen Y in res.y.

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Posted 08/20/2016 03:43 AM   
[quote="bo3b"]BTW, ShaderOverrides cost a bit in performance, because it then kicks into having to always compare the CRCs. Not a big deal, but in this case there is an alternate way to get the screen resolution that is better.[/quote] Good to know that. I usually avoid using shader overrides, in case I update 3Dmigoto and forget about them (it also affects shader hunting). [quote="bo3b"] Not positive, but I think the right HLSL command to load this would be: [code]float4 res.xyzw = StereoParams.Load(int3(2,0,0)).xyzw[/code] [/quote] Thank you. It was actually [code]float4 res = StereoParams.Load(int3(2,0,0));[/code] what worked. New download link: https://s3.amazonaws.com/masterotaku/Lords+of+the+Fallen/Lords_of_the_Fallen_3D_AR_fix_2016_08_20.zip Edit: what's the storage limit in the amazon aws account (global or per user)? Just to know the limits.
bo3b said:BTW, ShaderOverrides cost a bit in performance, because it then kicks into having to always compare the CRCs. Not a big deal, but in this case there is an alternate way to get the screen resolution that is better.


Good to know that. I usually avoid using shader overrides, in case I update 3Dmigoto and forget about them (it also affects shader hunting).

bo3b said:
Not positive, but I think the right HLSL command to load this would be:

float4 res.xyzw = StereoParams.Load(int3(2,0,0)).xyzw




Thank you. It was actually

float4 res = StereoParams.Load(int3(2,0,0));


what worked. New download link:

https://s3.amazonaws.com/masterotaku/Lords+of+the+Fallen/Lords_of_the_Fallen_3D_AR_fix_2016_08_20.zip


Edit: what's the storage limit in the amazon aws account (global or per user)? Just to know the limits.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 08/20/2016 07:23 AM   
Hi, I've made a few tests and everything looks awesome and working right! Love that those nasty glyphs are now correct;) Made a few screenshots in the Citadel Boss Room. Can you see anything wrong? From my POV everything looks perfect:) [url=http://www.iforce.co.nz/View.aspx?i=4sncrntm.roh.jpg][img]http://iforce.co.nz/i/4sncrntm.roh.jpg[/img][/url] [url=http://www.iforce.co.nz/View.aspx?i=vfxo53fl.l43.jpg][img]http://iforce.co.nz/i/vfxo53fl.l43.jpg[/img][/url] I just remembered how awesome this game can be ^_^ Big big thank you again for updating the fix!!! Really awesome!
Hi,
I've made a few tests and everything looks awesome and working right! Love that those nasty glyphs are now correct;)

Made a few screenshots in the Citadel Boss Room.
Can you see anything wrong? From my POV everything looks perfect:)

Image

Image

I just remembered how awesome this game can be ^_^
Big big thank you again for updating the fix!!! Really awesome!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 08/20/2016 12:01 PM   
It seems that ambient occlusion is only showing in the right eye for you. Wasn't it supposed to work correctly with the SLI d3dx.ini constant enabled? Anyway, reflections are OK in those screenshots. The main character would have looked bad if they were wrong, for example. I have renamed this newest fix to the name of the fix that is in the blog post. The link there downloads the latest fix. Only the blog post should be updated saying that it's from today, and that those reflections are working at any aspect ratio :). Edit for helifax: I recommend you to disable chromatic aberration. It's... and aberration, and it decreases image quality.
It seems that ambient occlusion is only showing in the right eye for you. Wasn't it supposed to work correctly with the SLI d3dx.ini constant enabled?

Anyway, reflections are OK in those screenshots. The main character would have looked bad if they were wrong, for example.

I have renamed this newest fix to the name of the fix that is in the blog post. The link there downloads the latest fix. Only the blog post should be updated saying that it's from today, and that those reflections are working at any aspect ratio :).

Edit for helifax: I recommend you to disable chromatic aberration. It's... and aberration, and it decreases image quality.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 08/20/2016 12:53 PM   
BUUUMP ^_^ 'Cause why not?!?! "F@ck you all:))" I think I can bump this thread:)) (And I love you all too:)) Joking aside;) User "Kaimasta" in here: [url]https://forums.geforce.com/default/topic/1010253/3d-vision/the-surge-3d-vision-fix/post/5214378/#5214378[/url] found a "flag" that would fix the damn Nvidia GameWorks particles and effects (that would normally render in one eye unless you had SLI & Single Monitor - Yupp us SLI & Surround users were also ...!£$%) ! But, ofc, it broke other stuff! Initially, this seemed wrong, but after investigating on WHY is wrong I found out why : Double Stereo Correction. Basically that flag, stereorize more than the "classic 0x0004000" (STEREO_COMPUTE_ENABLE). Is basically STEREO_COMPUTE_ENABLE or (logical or) 0x0001000). Now, we don't know exactly what that 0x0001000 does, but I've seen it used before ;) Long story short: Lords of the Fallen fix as today: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73892/[/img] Lords of the Fallen fixed with Nvidia GameWorks Particles: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73890/[/img] Lords of the Fallen fix as today: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73893/[/img] Lords of the Fallen fixed with Nvidia GameWorks Particles: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73891/[/img] I just wish our friends @ Nvidia would be more opened to offer support to us and help us with this kind of things!!! Can you see the difference?! :) PS: For the record, I firstly tried this on "The Surge": [url]https://forums.geforce.com/default/topic/1010253/3d-vision/the-surge-3d-vision-fix/post/5229366/#5229366[/url] Edit: Still need to work a bit on this "fix update" before I release it, but it will come :) (If somebody is still interested in a game "so old ^_-")
BUUUMP ^_^ 'Cause why not?!?!
"F@ck you all:))" I think I can bump this thread:)) (And I love you all too:))

Joking aside;)

User "Kaimasta" in here:
https://forums.geforce.com/default/topic/1010253/3d-vision/the-surge-3d-vision-fix/post/5214378/#5214378
found a "flag" that would fix the damn Nvidia GameWorks particles and effects (that would normally render in one eye unless you had SLI & Single Monitor - Yupp us SLI & Surround users were also ...!£$%) ! But, ofc, it broke other stuff!
Initially, this seemed wrong, but after investigating on WHY is wrong I found out why : Double Stereo Correction.

Basically that flag, stereorize more than the "classic 0x0004000" (STEREO_COMPUTE_ENABLE). Is basically STEREO_COMPUTE_ENABLE or (logical or) 0x0001000). Now, we don't know exactly what that 0x0001000 does, but I've seen it used before ;)

Long story short:

Lords of the Fallen fix as today:
Image
Lords of the Fallen fixed with Nvidia GameWorks Particles:
Image

Lords of the Fallen fix as today:
Image
Lords of the Fallen fixed with Nvidia GameWorks Particles:
Image

I just wish our friends @ Nvidia would be more opened to offer support to us and help us with this kind of things!!!

Can you see the difference?! :)

PS:
For the record, I firstly tried this on "The Surge":
https://forums.geforce.com/default/topic/1010253/3d-vision/the-surge-3d-vision-fix/post/5229366/#5229366


Edit:
Still need to work a bit on this "fix update" before I release it, but it will come :) (If somebody is still interested in a game "so old ^_-")

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/20/2017 11:08 PM   
Well... It is still in my library I have been trying to get to it. If you were to post it I would be thankful. Like I am with all fixes you make.
Well... It is still in my library I have been trying to get to it. If you were to post it I would be thankful. Like I am with all fixes you make.

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Posted 10/21/2017 01:21 AM   
Drooling... that looks so damn good, that I'm allmost glad, that I never previously had the time to play it !! We are so ready Helifax :)
Drooling... that looks so damn good, that I'm allmost glad, that I never previously had the time to play it !!

We are so ready Helifax :)

Win7 64bit Pro
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GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 10/21/2017 01:35 PM   
Nice find! An update for the fixes of Lords of the Fallen and Surge would be much appreciated! Thank you Helifax. By the way: in the helixmod post for The Lords of the Fallen ([url]http://helixmod.blogspot.de/2015/01/lords-of-fallen-3dmigoto-3d-vision-dx11.html[/url]) is a very long description how to set up the fix. Is this text outdated? I ask this because Masterotaku made an update for the fix in 2016 and for me this version of the fix works very well without considering the long list of installation steps. Therefore I tagged the fix as "Works out of the box" in 3D Fix Manager.
Nice find! An update for the fixes of Lords of the Fallen and Surge would be much appreciated! Thank you Helifax.

By the way: in the helixmod post for The Lords of the Fallen (http://helixmod.blogspot.de/2015/01/lords-of-fallen-3dmigoto-3d-vision-dx11.html) is a very long description how to set up the fix. Is this text outdated? I ask this because Masterotaku made an update for the fix in 2016 and for me this version of the fix works very well without considering the long list of installation steps. Therefore I tagged the fix as "Works out of the box" in 3D Fix Manager.

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
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Posted 10/23/2017 07:48 AM   
[color="green"] Thanks for Kaimasta, Nvidia GameWorks are now fixed in SLI and non-SLI configs.[/color] This is on top of Masterotaku's fix. New Fix: [url=http://www.3dsurroundgaming.com/3DVision/LordsOfTheFallen.rar]Lords of the Fallen 3D Vision Fix[/url] @Pauldusler: The new fix is "plug & play". The original instructions are obsolete.
Thanks for Kaimasta, Nvidia GameWorks are now fixed in SLI and non-SLI configs.

This is on top of Masterotaku's fix.
New Fix: Lords of the Fallen 3D Vision Fix

@Pauldusler:
The new fix is "plug & play". The original instructions are obsolete.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 10/24/2017 01:44 PM   
Amazing work !! A BIG thanks to Kaimasta, masterotaku and off cource Helifax !! Also thanks for the update of the Surge, I'm very gratefull for your work guys :)
Amazing work !!

A BIG thanks to Kaimasta, masterotaku and off cource Helifax !!
Also thanks for the update of the Surge, I'm very gratefull for your work guys :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 10/24/2017 02:58 PM   
Just tried the updated fix. Shadows are now broken for me :(. I've set shadow quality to "middle" in game - changing it to "high" didn't improve anything. Are there any specific graphics settings to be set in Lords of the Fallen?
Just tried the updated fix. Shadows are now broken for me :(. I've set shadow quality to "middle" in game - changing it to "high" didn't improve anything. Are there any specific graphics settings to be set in Lords of the Fallen?

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

Posted 10/24/2017 04:42 PM   
Thanks for the update! How many shaders did you have to fix? I hope you get your shadows problem solved, Pauldusler.
Thanks for the update! How many shaders did you have to fix? I hope you get your shadows problem solved, Pauldusler.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 10/24/2017 05:16 PM   
  12 / 13    
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