Resident Evil 7
  9 / 23    
[quote="njwride1979"]Can't wait for a 3D fix. Just got an OC'd water cooled GTX1080, but I am patient. @helifax take all the time off you need, to recharge the batteries and get things sorted, no rush. [/quote] It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))
njwride1979 said:Can't wait for a 3D fix. Just got an OC'd water cooled GTX1080, but I am patient.

@helifax take all the time off you need, to recharge the batteries and get things sorted, no rush.



It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))

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 02/08/2017 11:25 AM   
This game is out of my league, sorry that I can't help. Judging by the demo, which I looked at some time ago, it makes games I fixed look like a kids game (well, they must be to the highly skilled fixers here). I hope I can improve over time. Those bookmarks posted by DHR (was it DHR?) will be very useful to me.
This game is out of my league, sorry that I can't help. Judging by the demo, which I looked at some time ago, it makes games I fixed look like a kids game (well, they must be to the highly skilled fixers here). I hope I can improve over time. Those bookmarks posted by DHR (was it DHR?) will be very useful to me.

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

Posted 02/08/2017 11:37 AM   
[quote="helifax"]It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))[/quote] Actually it's myself and Mike that are looking at the game, but unfortunately no progress can currently be made by either of us due to some issues with 3DMigoto that have been reported to the devs. DHR has not expressed any interest in working on this one. [quote="masterotaku"]Those bookmarks posted by DHR (was it DHR?) will be very useful to me.[/quote] Nope, me again! :P
helifax said:It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))


Actually it's myself and Mike that are looking at the game, but unfortunately no progress can currently be made by either of us due to some issues with 3DMigoto that have been reported to the devs. DHR has not expressed any interest in working on this one.

masterotaku said:Those bookmarks posted by DHR (was it DHR?) will be very useful to me.


Nope, me again! :P

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/08/2017 02:09 PM   
[quote="DJ-RK"][quote="helifax"]It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))[/quote] Actually it's myself and Mike that are looking at the game, but unfortunately no progress can currently be made by either of us due to some issues with 3DMigoto that have been reported to the devs. DHR has not expressed any interest in working on this one. [quote="masterotaku"]Those bookmarks posted by DHR (was it DHR?) will be very useful to me.[/quote] Nope, me again! :P[/quote] My Mistake;) I wasn't sure if it was you or Him. I think I read a comments made by him in the previous pages and I was under the impression he was looking into it. (Or I simply just made the confusion ^_^)
DJ-RK said:
helifax said:It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))


Actually it's myself and Mike that are looking at the game, but unfortunately no progress can currently be made by either of us due to some issues with 3DMigoto that have been reported to the devs. DHR has not expressed any interest in working on this one.

masterotaku said:Those bookmarks posted by DHR (was it DHR?) will be very useful to me.


Nope, me again! :P


My Mistake;) I wasn't sure if it was you or Him. I think I read a comments made by him in the previous pages and I was under the impression he was looking into it. (Or I simply just made the confusion ^_^)

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 02/08/2017 03:16 PM   
[quote="DJ-RK"] Nope, me again! :P[/quote] Haha, sorry. I knew it was one of you two. Someone that started with a "D" and was all uppercase. I was using my phone when I posted my comment and couldn't quickly check it.
DJ-RK said:
Nope, me again! :P


Haha, sorry. I knew it was one of you two. Someone that started with a "D" and was all uppercase. I was using my phone when I posted my comment and couldn't quickly check it.

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

Posted 02/08/2017 09:38 PM   
The most annoying thing is that the game was designed for stereoscopic 3D. All Capcom would have to do is put out a simple patch to allow SBS or TB and wouldn't even need to deal with Nvidia. This game is amazing on the PSVR! Maybe you guys should email capcom so that they add a stereo option.
The most annoying thing is that the game was designed for stereoscopic 3D. All Capcom would have to do is put out a simple patch to allow SBS or TB and wouldn't even need to deal with Nvidia.

This game is amazing on the PSVR!

Maybe you guys should email capcom so that they add a stereo option.

Posted 02/08/2017 10:02 PM   
[quote="DJ-RK"][quote="helifax"]It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))[/quote]Actually it's myself and Mike that are looking at the game, but unfortunately no progress can currently be made by either of us due to some issues with 3DMigoto that have been reported to the devs. DHR has not expressed any interest in working on this one. [quote="masterotaku"]Those bookmarks posted by DHR (was it DHR?) will be very useful to me.[/quote]Nope, me again! :P[/quote] A bit hard to keep track, with so many people taking a look. Which is awesome. DHR actually DID take a look at this early on, and fixed the HDR problem with a texture override, and found the lighting shader that is not Decompiled properly. [url]https://forums.geforce.com/default/topic/980906/3d-vision/resident-evil-7/post/5042609/#5042609[/url] I don't have an answer for the Decompile problem there, even a hand-fix is still problematic, so ASM for that shader is the way to go. As far as I know at present, there are no further problems with 3Dmigoto, while using the full game. The demo has bugs that were causing 3Dmigoto to crash. Any ShaderHacker has access to the full game in the shared account. Mike has said that he thought there were not enough shaders being cycled by hunting, but as far as I can tell in testing, everything that the VSSetShader and PSSetShader see are being cycled. It is a short list, like 40 shaders active in a frame, but it looks complete to me. If hunting seems not quite right, use pink-mode, as some shaders 'stall' without actually drawing when they are skipped. There also seems to be some interaction with Compute Shaders, and that seems to be the new fad- to put all the code into CS as a general purpose coding unrelated to to PS or VS. Look especially at CS to see if that seems right. Outside of that, let me know what you think is missing, as I'm not presently looking at anything here.
DJ-RK said:
helifax said:It's not me that is looking at the game:) It's Mike_ar69 and DHR (last I checked) ;))
Actually it's myself and Mike that are looking at the game, but unfortunately no progress can currently be made by either of us due to some issues with 3DMigoto that have been reported to the devs. DHR has not expressed any interest in working on this one.

masterotaku said:Those bookmarks posted by DHR (was it DHR?) will be very useful to me.
Nope, me again! :P

A bit hard to keep track, with so many people taking a look. Which is awesome. DHR actually DID take a look at this early on, and fixed the HDR problem with a texture override, and found the lighting shader that is not Decompiled properly.

https://forums.geforce.com/default/topic/980906/3d-vision/resident-evil-7/post/5042609/#5042609

I don't have an answer for the Decompile problem there, even a hand-fix is still problematic, so ASM for that shader is the way to go.


As far as I know at present, there are no further problems with 3Dmigoto, while using the full game. The demo has bugs that were causing 3Dmigoto to crash. Any ShaderHacker has access to the full game in the shared account.

Mike has said that he thought there were not enough shaders being cycled by hunting, but as far as I can tell in testing, everything that the VSSetShader and PSSetShader see are being cycled. It is a short list, like 40 shaders active in a frame, but it looks complete to me.

If hunting seems not quite right, use pink-mode, as some shaders 'stall' without actually drawing when they are skipped.

There also seems to be some interaction with Compute Shaders, and that seems to be the new fad- to put all the code into CS as a general purpose coding unrelated to to PS or VS. Look especially at CS to see if that seems right.


Outside of that, let me know what you think is missing, as I'm not presently looking at anything here.

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

Posted 02/08/2017 11:48 PM   
Well, the main issues are with the lack of feedback we are getting when hunting shaders. Cycling through them in skip mode yields very little results, pink mode a little better (but still not really viable), mono helps with some but not all, and zero crashes the game. As such, frame analysis working properly would be a god send, but that's sadly not giving us what we need either. It will do a dump ok, but for every drawcall only the o1 and o2 outputs can be converted to .jps or if you view the .dds files for those with a capable viewer will have an actual image... but the o0 outputs (the ones that would actually be useful) are unreadable by every viewer (and visual studio just opens the files as code, not an image) and converting them using DSS python tool just produces an all black image. This is the real showstopper. As far as I can tell with my limited knowledge it's because these use BC7 based compression, and I'm not sure if that's supposed to make them unreadable, or there's something more gooing on here. Based on my reading on MSDN I was under the impression that Visual Studio should be able to open them, but again they just open as code. I figure that maybe there's some sort of proprietary encoding going on by Capcom here to prevent modders from doing their thing, but I also wonder if there's possibility of 3DM potentially corrupting the files when they get dumped. On top of that, there's also a matter of certain effects breaking in one eye on non-SLI setups. There are ways to potentially fix this, but not without frame analysis (even regular shader hunting would not be helpful here). I've gone into some pretty lengthy detail on all this in 2 posts in the 3DMigoto thread, but this here is the short version. The 2 posts can be seen here: [url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5073773/#5073773[/url] and here: [url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5077153/#5077153[/url]
Well, the main issues are with the lack of feedback we are getting when hunting shaders. Cycling through them in skip mode yields very little results, pink mode a little better (but still not really viable), mono helps with some but not all, and zero crashes the game.

As such, frame analysis working properly would be a god send, but that's sadly not giving us what we need either. It will do a dump ok, but for every drawcall only the o1 and o2 outputs can be converted to .jps or if you view the .dds files for those with a capable viewer will have an actual image... but the o0 outputs (the ones that would actually be useful) are unreadable by every viewer (and visual studio just opens the files as code, not an image) and converting them using DSS python tool just produces an all black image. This is the real showstopper. As far as I can tell with my limited knowledge it's because these use BC7 based compression, and I'm not sure if that's supposed to make them unreadable, or there's something more gooing on here. Based on my reading on MSDN I was under the impression that Visual Studio should be able to open them, but again they just open as code. I figure that maybe there's some sort of proprietary encoding going on by Capcom here to prevent modders from doing their thing, but I also wonder if there's possibility of 3DM potentially corrupting the files when they get dumped.

On top of that, there's also a matter of certain effects breaking in one eye on non-SLI setups. There are ways to potentially fix this, but not without frame analysis (even regular shader hunting would not be helpful here).

I've gone into some pretty lengthy detail on all this in 2 posts in the 3DMigoto thread, but this here is the short version. The 2 posts can be seen here:

https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5073773/#5073773

and here:

https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5077153/#5077153

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/09/2017 12:14 AM   
[quote="Conan481"] This game is amazing on the PSVR! [/quote] Yupp, until you move.. Where you are basically "scrolling" instead of moving.. (LAME, if you ask me. I know WHY they did it... but I'd rather have natural movement and get dizzy after a few hours than THAT... After all people With little experience get sea-sick, but after a while you don't... It's all about practice. I wish they would have implemented a TOGGLE to select between "Scroll Mode" and "Natural Movement Mode") The rest of the implementation looks very good;) GJ Capcom! I did take a look at this game on multiple occasions actually. I never managed to find a shader that controls one object (or a set of related objects - say glass, or water). Instead one shader seems to control multiple things... Some are broken some are not. It seems is using some sort of "mammoth shader"... Interestingly how some things are properly rendered while others not (must be some 3D Auto magic in there). From my POV, CM is the way to go for me. Sure, a proper Geo 3D fix, would look awesome, but I can't see how that might happen, unless somebody has a breakthrough ;)
Conan481 said:
This game is amazing on the PSVR!


Yupp, until you move.. Where you are basically "scrolling" instead of moving.. (LAME, if you ask me. I know WHY they did it... but I'd rather have natural movement and get dizzy after a few hours than THAT... After all people With little experience get sea-sick, but after a while you don't... It's all about practice. I wish they would have implemented a TOGGLE to select between "Scroll Mode" and "Natural Movement Mode")

The rest of the implementation looks very good;) GJ Capcom!

I did take a look at this game on multiple occasions actually. I never managed to find a shader that controls one object (or a set of related objects - say glass, or water). Instead one shader seems to control multiple things... Some are broken some are not. It seems is using some sort of "mammoth shader"... Interestingly how some things are properly rendered while others not (must be some 3D Auto magic in there).

From my POV, CM is the way to go for me. Sure, a proper Geo 3D fix, would look awesome, but I can't see how that might happen, unless somebody has a breakthrough ;)

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 02/09/2017 12:38 AM   
[quote="DJ-RK"]Well, the main issues are with the lack of feedback we are getting when hunting shaders. Cycling through them in skip mode yields very little results, pink mode a little better (but still not really viable), mono helps with some but not all, and zero crashes the game. As such, frame analysis working properly would be a god send, but that's sadly not giving us what we need either. It will do a dump ok, but for every drawcall only the o1 and o2 outputs can be converted to .jps or if you view the .dds files for those with a capable viewer will have an actual image... but the o0 outputs (the ones that would actually be useful) are unreadable by every viewer (and visual studio just opens the files as code, not an image) and converting them using DSS python tool just produces an all black image. This is the real showstopper. As far as I can tell with my limited knowledge it's because these use BC7 based compression, and I'm not sure if that's supposed to make them unreadable, or there's something more gooing on here. Based on my reading on MSDN I was under the impression that Visual Studio should be able to open them, but again they just open as code. I figure that maybe there's some sort of proprietary encoding going on by Capcom here to prevent modders from doing their thing, but I also wonder if there's possibility of 3DM potentially corrupting the files when they get dumped. On top of that, there's also a matter of certain effects breaking in one eye on non-SLI setups. There are ways to potentially fix this, but not without frame analysis (even regular shader hunting would not be helpful here). I've gone into some pretty lengthy detail on all this in 2 posts in the 3DMigoto thread, but this here is the short version. The 2 posts can be seen here: [url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5073773/#5073773[/url] and here: [url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5077153/#5077153[/url][/quote] OK, thanks for that detail. I'll take a closer look at the frame analysis to see if it's misfiring somehow. The DDS files I think are going to be legit, and nothing for us to do to make them better, unless we want to convert them to jpg or something. The way we set this up is to use the DirectXTK, which is a library of extra functions for DirectX. It's the latest and greatest that is fully supported by Microsoft. The output snapshots are actually made using DirectXTK::SaveWICTextureToFile. Code: [url]https://github.com/bo3b/3Dmigoto/blob/master/DirectXTK/Src/ScreenGrab.cpp[/url] That function knows about BC7, and will generate DDS files if that's what they are using. It is notable that the comments state that it will be in a less-compatible format with a DX10 header. They try to use an older more compatible DDS header when possible. I think the real problem here is that we have weak readers, the display tools are not up to the task of showing these new formats. (Be worth trying VS2015...)
DJ-RK said:Well, the main issues are with the lack of feedback we are getting when hunting shaders. Cycling through them in skip mode yields very little results, pink mode a little better (but still not really viable), mono helps with some but not all, and zero crashes the game.

As such, frame analysis working properly would be a god send, but that's sadly not giving us what we need either. It will do a dump ok, but for every drawcall only the o1 and o2 outputs can be converted to .jps or if you view the .dds files for those with a capable viewer will have an actual image... but the o0 outputs (the ones that would actually be useful) are unreadable by every viewer (and visual studio just opens the files as code, not an image) and converting them using DSS python tool just produces an all black image. This is the real showstopper. As far as I can tell with my limited knowledge it's because these use BC7 based compression, and I'm not sure if that's supposed to make them unreadable, or there's something more gooing on here. Based on my reading on MSDN I was under the impression that Visual Studio should be able to open them, but again they just open as code. I figure that maybe there's some sort of proprietary encoding going on by Capcom here to prevent modders from doing their thing, but I also wonder if there's possibility of 3DM potentially corrupting the files when they get dumped.

On top of that, there's also a matter of certain effects breaking in one eye on non-SLI setups. There are ways to potentially fix this, but not without frame analysis (even regular shader hunting would not be helpful here).

I've gone into some pretty lengthy detail on all this in 2 posts in the 3DMigoto thread, but this here is the short version. The 2 posts can be seen here:

https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5073773/#5073773

and here:

https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5077153/#5077153

OK, thanks for that detail. I'll take a closer look at the frame analysis to see if it's misfiring somehow.


The DDS files I think are going to be legit, and nothing for us to do to make them better, unless we want to convert them to jpg or something.

The way we set this up is to use the DirectXTK, which is a library of extra functions for DirectX. It's the latest and greatest that is fully supported by Microsoft. The output snapshots are actually made using DirectXTK::SaveWICTextureToFile.
Code: https://github.com/bo3b/3Dmigoto/blob/master/DirectXTK/Src/ScreenGrab.cpp

That function knows about BC7, and will generate DDS files if that's what they are using. It is notable that the comments state that it will be in a less-compatible format with a DX10 header. They try to use an older more compatible DDS header when possible.

I think the real problem here is that we have weak readers, the display tools are not up to the task of showing these new formats. (Be worth trying VS2015...)

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

Posted 02/09/2017 07:22 AM   
[quote="helifax"][quote="Conan481"] This game is amazing on the PSVR! [/quote] Yupp, until you move.. Where you are basically "scrolling" instead of moving.. (LAME, if you ask me. I know WHY they did it... but I'd rather have natural movement and get dizzy after a few hours than THAT... After all people With little experience get sea-sick, but after a while you don't... It's all about practice. I wish they would have implemented a TOGGLE to select between "Scroll Mode" and "Natural Movement Mode") The rest of the implementation looks very good;) GJ Capcom! I did take a look at this game on multiple occasions actually. I never managed to find a shader that controls one object (or a set of related objects - say glass, or water). Instead one shader seems to control multiple things... Some are broken some are not. It seems is using some sort of "mammoth shader"... Interestingly how some things are properly rendered while others not (must be some 3D Auto magic in there). From my POV, CM is the way to go for me. Sure, a proper Geo 3D fix, would look awesome, but I can't see how that might happen, unless somebody has a breakthrough ;)[/quote] any recommended profile? using AC unity profile won't unlock convergence and occur colour bug
helifax said:
Conan481 said:
This game is amazing on the PSVR!


Yupp, until you move.. Where you are basically "scrolling" instead of moving.. (LAME, if you ask me. I know WHY they did it... but I'd rather have natural movement and get dizzy after a few hours than THAT... After all people With little experience get sea-sick, but after a while you don't... It's all about practice. I wish they would have implemented a TOGGLE to select between "Scroll Mode" and "Natural Movement Mode")

The rest of the implementation looks very good;) GJ Capcom!

I did take a look at this game on multiple occasions actually. I never managed to find a shader that controls one object (or a set of related objects - say glass, or water). Instead one shader seems to control multiple things... Some are broken some are not. It seems is using some sort of "mammoth shader"... Interestingly how some things are properly rendered while others not (must be some 3D Auto magic in there).

From my POV, CM is the way to go for me. Sure, a proper Geo 3D fix, would look awesome, but I can't see how that might happen, unless somebody has a breakthrough ;)




any recommended profile? using AC unity profile won't unlock convergence and occur colour bug

Posted 02/09/2017 10:23 AM   
[quote="helifax"]This is my Resident Evil 7 profile with CM flag and custom convergence: [quote] Profile "Resident Evil 7" ShowOn GeForce ProfileType Application Executable "re7trial.exe" Executable "f024294d.residentevil7biohazard_8fty0by30jkny" Executable "f024294d.6104022530b68_8fty0by30jkny" Executable "re7.exe" Executable "f024294d.residentevil7teaserbeginninghour_8fty0by30jkny" Setting ID_0x00a06946 = 0x080222f5 Setting ID_0x1033cec2 = 0x00000002 Setting ID_0x1033dcd2 = 0x00000002 Setting ID_0x1033dcd3 = 0x00000002 Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0 SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0 SettingString ID_0x704d456e = "쪯⃀쀩�㓵僡娊籰鹞瀲딐ᤵ叐�빇᱑뽖褏籀謻⑉贽㱈瞴粱ꗴ熏胄㗽몹뛝ᯩ쑟낪镒䭙乙솹᝸ᢞ୲譱壩嫵ͷ嚃᚜諞㈼趼軑桔ⷨ" InternalSettingFlag=V0 SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0 Setting ID_0x708db8c5 = 0x5dde1972 InternalSettingFlag=V0 Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0 SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0 Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0 Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0 Setting ID_0x709adadb = 0xcb6ceb38 InternalSettingFlag=V0 Setting ID_0x709adadb = 0x3f1d1eb4 UserSpecified=true EndProfile [/quote] Hope this helps:)[/quote]
helifax said:This is my Resident Evil 7 profile with CM flag and custom convergence:


Profile "Resident Evil 7"
ShowOn GeForce
ProfileType Application
Executable "re7trial.exe"
Executable "f024294d.residentevil7biohazard_8fty0by30jkny"
Executable "f024294d.6104022530b68_8fty0by30jkny"
Executable "re7.exe"
Executable "f024294d.residentevil7teaserbeginninghour_8fty0by30jkny"
Setting ID_0x00a06946 = 0x080222f5
Setting ID_0x1033cec2 = 0x00000002
Setting ID_0x1033dcd2 = 0x00000002
Setting ID_0x1033dcd3 = 0x00000002
Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0
SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0
SettingString ID_0x704d456e = "쪯⃀쀩�㓵僡娊籰鹞瀲딐ᤵ叐�빇᱑뽖褏籀謻⑉贽㱈瞴粱ꗴ熏胄㗽몹뛝ᯩ쑟낪镒䭙乙솹᝸ᢞ୲譱壩嫵ͷ嚃᚜諞㈼趼軑桔ⷨ" InternalSettingFlag=V0
SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0
Setting ID_0x708db8c5 = 0x5dde1972 InternalSettingFlag=V0
Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0
SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0
Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0
Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0
Setting ID_0x709adadb = 0xcb6ceb38 InternalSettingFlag=V0
Setting ID_0x709adadb = 0x3f1d1eb4 UserSpecified=true
EndProfile


Hope this helps:)

Posted 02/11/2017 09:52 AM   
I Have used helifax CM profile but is not very good for my taste. Bo3b how probable can you see a 3D fix in the near future?, i would like to wait if there is hope
I Have used helifax CM profile but is not very good for my taste. Bo3b how probable can you see a 3D fix in the near future?, i would like to wait if there is hope

Posted 02/11/2017 09:55 AM   
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http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 02/11/2017 11:30 AM   
[quote="chtiblue"][quote="Enzel02"]I Have used helifax CM profile but is not very good for my taste. [/quote] Same here, there must have a wrong setting for single Ggu in helifax profile, I have much better result with AC unity profile...[/quote] Define how AC Unity Profile looks better? Is exactly the same CM FLAG. Rest of the profile is exactly the same as the official Re7 Profile, except the SLI flags. Comparing both profiles they look exactly the same... Only thing that is different is the convergence, which can be tweaked ofc.
chtiblue said:
Enzel02 said:I Have used helifax CM profile but is not very good for my taste.


Same here, there must have a wrong setting for single Ggu in helifax profile, I have much better result with AC unity profile...


Define how AC Unity Profile looks better?
Is exactly the same CM FLAG.
Rest of the profile is exactly the same as the official Re7 Profile, except the SLI flags.

Comparing both profiles they look exactly the same... Only thing that is different is the convergence, which can be tweaked ofc.

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 02/11/2017 11:48 AM   
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