Yeah, retail - I'm not using the demo anymore, nothing more to get from it.
Yes, reflections are the first thing I noticed in RE6. As you not, I saw this in PayDay Heist as well, but there it was clear it was due to the light domes (and I never fixed it). In RE6 there is no clear indication what is wrong, and it affects lots of different things. ONe might hope that its the same lighting shader that causes all of them, but the variability in things affected leads to believe that's unlikely. Still, I will have a look anyway. It just takes ages to do this swapping between dlls, not being able to alt-tab, and having to restart the game to test each change, and there being 3400 VS and 10500 PS to sift through each time a new problem is encountered. I'm thankful there doesn't seem to be too many things left to fix - I am sure the two remaining I mentioned (2d shadows and 'snapping') are the main ones.
Do you think this is worth putting on the Helixblog as-is, because I am not confident I can sort the 2d shadows anyway, unless Helix wants to help me out. I actually think the game looks really good, and disabling the 2d shadows (which does not remove shadows from the game, there are still loads of other shadow effects) means the only real noticeable thing is the 'snapping'.
Yeah, retail - I'm not using the demo anymore, nothing more to get from it.
Yes, reflections are the first thing I noticed in RE6. As you not, I saw this in PayDay Heist as well, but there it was clear it was due to the light domes (and I never fixed it). In RE6 there is no clear indication what is wrong, and it affects lots of different things. ONe might hope that its the same lighting shader that causes all of them, but the variability in things affected leads to believe that's unlikely. Still, I will have a look anyway. It just takes ages to do this swapping between dlls, not being able to alt-tab, and having to restart the game to test each change, and there being 3400 VS and 10500 PS to sift through each time a new problem is encountered. I'm thankful there doesn't seem to be too many things left to fix - I am sure the two remaining I mentioned (2d shadows and 'snapping') are the main ones.
Do you think this is worth putting on the Helixblog as-is, because I am not confident I can sort the 2d shadows anyway, unless Helix wants to help me out. I actually think the game looks really good, and disabling the 2d shadows (which does not remove shadows from the game, there are still loads of other shadow effects) means the only real noticeable thing is the 'snapping'.
Id give the option to disable if I could imo. [reflections]
I think I'd be happier with them off.
Im almost positive there is a dome though. I think just cause we ran into it for lighting doesn't mean much. Dome is just z- distance from object, its probably something like change of quality[texture popin], light source related. The way I fix it only works at low convergence though.
Id give the option to disable if I could imo. [reflections]
I think I'd be happier with them off.
Im almost positive there is a dome though. I think just cause we ran into it for lighting doesn't mean much. Dome is just z- distance from object, its probably something like change of quality[texture popin], light source related. The way I fix it only works at low convergence though.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
To be honest those missing shadows actually are changing a lot to whole games atmosphere. Its like taking shadows out of Dead Space game. I do appreciate all the rest of your work which makes a lot better experienceand looking forward to any possible futre ones.
My question is - if i would like to turn them back on and play with other of your improvements which file i have to erease from directory (or maybe other way) ?
I usually play with small separation so they whre not so bad. The other problems (which you`ve fixed) where pain.
To be honest those missing shadows actually are changing a lot to whole games atmosphere. Its like taking shadows out of Dead Space game. I do appreciate all the rest of your work which makes a lot better experienceand looking forward to any possible futre ones.
My question is - if i would like to turn them back on and play with other of your improvements which file i have to erease from directory (or maybe other way) ?
I usually play with small separation so they whre not so bad. The other problems (which you`ve fixed) where pain.
@mike_ar69:
Thanks a lot for the fix! Looks really good. When the game was released it even wasn't possible to run the debug.dll with the game at that time...
@mike_ar69:
Thanks a lot for the fix! Looks really good. When the game was released it even wasn't possible to run the debug.dll with the game at that time...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@skaut
Delete from shaderoverride/vertexshaders/66938957.txt
@3d4dd
He had to dump the benchmark and has to sift the game for shaders and hope he finds them.
@skaut
Delete from shaderoverride/vertexshaders/66938957.txt
@3d4dd
He had to dump the benchmark and has to sift the game for shaders and hope he finds them.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
@Skaut I know what you mean, some areas lose the ambience a lot. Having played a fair bit of the game now though, I don't think there are that many that suffer too badly. That being said, I would also much prefer the shadows to work, and will do my best, but to be honest this is the really hard part...
@eqzitara Thanks for passing on the answer to skaut.
@3d4dd Yup, it's a major pain in the butt working on this game lol. It takes forever to do anything. Fixing the water refraction earlier today took about 10x longer than it should have done. My initial fix was only using VS, hence the residual issue, and the proper fix needed to find and integrate the VS fix with a PS as well. Each area with water seems to have its own shaders, and there are 3400 VS and 10500 PS. So I found two pairs on the Jake campaign (sewer and outside lake), identified a pattern to the fix, searched the dumps folder for all VS and all PS that 'looked' the same as the two I fixed, and modified them according to the pattern. Then I checked a couple of other areas and thankfully they were fixed also. Its a bit like Helix's lua script, except entirely manual lol. That is how I fixed L4D2 as well actually, very similar problem.
@Skaut I know what you mean, some areas lose the ambience a lot. Having played a fair bit of the game now though, I don't think there are that many that suffer too badly. That being said, I would also much prefer the shadows to work, and will do my best, but to be honest this is the really hard part...
@eqzitara Thanks for passing on the answer to skaut.
@3d4dd Yup, it's a major pain in the butt working on this game lol. It takes forever to do anything. Fixing the water refraction earlier today took about 10x longer than it should have done. My initial fix was only using VS, hence the residual issue, and the proper fix needed to find and integrate the VS fix with a PS as well. Each area with water seems to have its own shaders, and there are 3400 VS and 10500 PS. So I found two pairs on the Jake campaign (sewer and outside lake), identified a pattern to the fix, searched the dumps folder for all VS and all PS that 'looked' the same as the two I fixed, and modified them according to the pattern. Then I checked a couple of other areas and thankfully they were fixed also. Its a bit like Helix's lua script, except entirely manual lol. That is how I fixed L4D2 as well actually, very similar problem.
Well the reason it happens is because the debug is trying to work from game folder. Like its crashing when its trying to figure out what to do with the .txt's.
The games actual "work" folder is /resource/. Like its supposed to output shaders there. Source engine/serious sam serious is similiar. D3D9.DLL goes into bin, shaderoverride goes one folder down.
On the first couple of days where I tried to figure it out I messed with other injectors and thats where there files need to go. I doubt that its possible for anyone but helix to correct.
It would make me laugh but I didnt try it. Download sweetfx, this version -> http://rghost.net/46449669. Install how your supposed to. D3d9.dll + injector.ini of sweetfx into game folder, the rest of the "files" in resource folder. Use its proxy function for debug inside the resource folder. It might work with other version of sweetfx but I never got around to fully playing around with its proxy function and I know that one works.
Again, its seriously a dumb idea. But sometimes dumb ideas pan out.
Well the reason it happens is because the debug is trying to work from game folder. Like its crashing when its trying to figure out what to do with the .txt's.
The games actual "work" folder is /resource/. Like its supposed to output shaders there. Source engine/serious sam serious is similiar. D3D9.DLL goes into bin, shaderoverride goes one folder down.
On the first couple of days where I tried to figure it out I messed with other injectors and thats where there files need to go. I doubt that its possible for anyone but helix to correct.
It would make me laugh but I didnt try it. Download sweetfx, this version -> http://rghost.net/46449669. Install how your supposed to. D3d9.dll + injector.ini of sweetfx into game folder, the rest of the "files" in resource folder. Use its proxy function for debug inside the resource folder. It might work with other version of sweetfx but I never got around to fully playing around with its proxy function and I know that one works.
Again, its seriously a dumb idea. But sometimes dumb ideas pan out.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Thanks for that.
I checked and it looks great. The shadows can be set if i use small separation with high convergence (some of you might call it toyfication effect - i like it).
Only problem is with very far ones but those can be seen just a few times in this game.
Highly recommended. It is way easier to adjust then when everything else is fixed.
Big Thanks for you fix mike_ar69.
Thanks for that.
I checked and it looks great. The shadows can be set if i use small separation with high convergence (some of you might call it toyfication effect - i like it).
Only problem is with very far ones but those can be seen just a few times in this game.
Highly recommended. It is way easier to adjust then when everything else is fixed.
Big Thanks for you fix mike_ar69.
I'll add in toggle keys to the DXSettings.ini file for both DOF and Shadows. That will also make it easier to manage updates and eliminate the need for different file packages.
I had another quick look at shadows, but only cursory. The shaders that can be identified using the debugger are not many in number and none of the VS shaders seem to be able to fix the shadows (I did some of the obvious things to see in case); there are even less Pixel Shaders that are identified, and the main one that disables shadows is only about 20 lines long and does not even have a shadow map in it, so that's not the right one. However, a search in the dumps PS folder for 'shadowmap' identifies 834 files... This is where I think the answer lies, but I am yet to look at it. All of these files 'look the same' so I am guessing there will be a standard pattern to the fix (if indeed I am able to do it). I selected a portion of these 834 and disabled them all, and some shadows did disappear, so I think these are the right files to look at. But I might still be wrong.
As I noted before, [i]if anyone else wants to look at shadows as well[/i] please let me know, I can provide the dump files.
I'll add in toggle keys to the DXSettings.ini file for both DOF and Shadows. That will also make it easier to manage updates and eliminate the need for different file packages.
I had another quick look at shadows, but only cursory. The shaders that can be identified using the debugger are not many in number and none of the VS shaders seem to be able to fix the shadows (I did some of the obvious things to see in case); there are even less Pixel Shaders that are identified, and the main one that disables shadows is only about 20 lines long and does not even have a shadow map in it, so that's not the right one. However, a search in the dumps PS folder for 'shadowmap' identifies 834 files... This is where I think the answer lies, but I am yet to look at it. All of these files 'look the same' so I am guessing there will be a standard pattern to the fix (if indeed I am able to do it). I selected a portion of these 834 and disabled them all, and some shadows did disappear, so I think these are the right files to look at. But I might still be wrong.
As I noted before, if anyone else wants to look at shadows as well please let me know, I can provide the dump files.
[quote="lohan"]@mike When playing with your fix does the "Shadow Quality"-Setting (game Options) do anything? Should I set them "low" or "high"?[/quote]
I keep it on "high". It wont affect the fix in anyway since the fix currently disables the 2d shadows anyway, but this setting will likely affect some of the other shadows in the game as well, so its best to keep the quality up I think.
lohan said:@mike When playing with your fix does the "Shadow Quality"-Setting (game Options) do anything? Should I set them "low" or "high"?
I keep it on "high". It wont affect the fix in anyway since the fix currently disables the 2d shadows anyway, but this setting will likely affect some of the other shadows in the game as well, so its best to keep the quality up I think.
Thanks alot Mike. Lately I was loosing hope it would ever be fixed (speaking of RE 6's sub-title "No hope left") ;-) . Yesterday I implemented your fix combined with some nice sweetFX settings and WOW does it look good. Today the nightmare begins...finally!
Thanks alot Mike. Lately I was loosing hope it would ever be fixed (speaking of RE 6's sub-title "No hope left") ;-) . Yesterday I implemented your fix combined with some nice sweetFX settings and WOW does it look good. Today the nightmare begins...finally!
Yes, reflections are the first thing I noticed in RE6. As you not, I saw this in PayDay Heist as well, but there it was clear it was due to the light domes (and I never fixed it). In RE6 there is no clear indication what is wrong, and it affects lots of different things. ONe might hope that its the same lighting shader that causes all of them, but the variability in things affected leads to believe that's unlikely. Still, I will have a look anyway. It just takes ages to do this swapping between dlls, not being able to alt-tab, and having to restart the game to test each change, and there being 3400 VS and 10500 PS to sift through each time a new problem is encountered. I'm thankful there doesn't seem to be too many things left to fix - I am sure the two remaining I mentioned (2d shadows and 'snapping') are the main ones.
Do you think this is worth putting on the Helixblog as-is, because I am not confident I can sort the 2d shadows anyway, unless Helix wants to help me out. I actually think the game looks really good, and disabling the 2d shadows (which does not remove shadows from the game, there are still loads of other shadow effects) means the only real noticeable thing is the 'snapping'.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I think I'd be happier with them off.
Im almost positive there is a dome though. I think just cause we ran into it for lighting doesn't mean much. Dome is just z- distance from object, its probably something like change of quality[texture popin], light source related. The way I fix it only works at low convergence though.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
My question is - if i would like to turn them back on and play with other of your improvements which file i have to erease from directory (or maybe other way) ?
I usually play with small separation so they whre not so bad. The other problems (which you`ve fixed) where pain.
https://steamcommunity.com/profiles/76561198014296177/
Thanks a lot for the fix! Looks really good. When the game was released it even wasn't possible to run the debug.dll with the game at that time...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Delete from shaderoverride/vertexshaders/66938957.txt
@3d4dd
He had to dump the benchmark and has to sift the game for shaders and hope he finds them.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
@eqzitara Thanks for passing on the answer to skaut.
@3d4dd Yup, it's a major pain in the butt working on this game lol. It takes forever to do anything. Fixing the water refraction earlier today took about 10x longer than it should have done. My initial fix was only using VS, hence the residual issue, and the proper fix needed to find and integrate the VS fix with a PS as well. Each area with water seems to have its own shaders, and there are 3400 VS and 10500 PS. So I found two pairs on the Jake campaign (sewer and outside lake), identified a pattern to the fix, searched the dumps folder for all VS and all PS that 'looked' the same as the two I fixed, and modified them according to the pattern. Then I checked a couple of other areas and thankfully they were fixed also. Its a bit like Helix's lua script, except entirely manual lol. That is how I fixed L4D2 as well actually, very similar problem.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
The games actual "work" folder is /resource/. Like its supposed to output shaders there. Source engine/serious sam serious is similiar. D3D9.DLL goes into bin, shaderoverride goes one folder down.
On the first couple of days where I tried to figure it out I messed with other injectors and thats where there files need to go. I doubt that its possible for anyone but helix to correct.
It would make me laugh but I didnt try it. Download sweetfx, this version -> http://rghost.net/46449669. Install how your supposed to. D3d9.dll + injector.ini of sweetfx into game folder, the rest of the "files" in resource folder. Use its proxy function for debug inside the resource folder. It might work with other version of sweetfx but I never got around to fully playing around with its proxy function and I know that one works.
Again, its seriously a dumb idea. But sometimes dumb ideas pan out.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I checked and it looks great. The shadows can be set if i use small separation with high convergence (some of you might call it toyfication effect - i like it).
Only problem is with very far ones but those can be seen just a few times in this game.
Highly recommended. It is way easier to adjust then when everything else is fixed.
Big Thanks for you fix mike_ar69.
https://steamcommunity.com/profiles/76561198014296177/
I had another quick look at shadows, but only cursory. The shaders that can be identified using the debugger are not many in number and none of the VS shaders seem to be able to fix the shadows (I did some of the obvious things to see in case); there are even less Pixel Shaders that are identified, and the main one that disables shadows is only about 20 lines long and does not even have a shadow map in it, so that's not the right one. However, a search in the dumps PS folder for 'shadowmap' identifies 834 files... This is where I think the answer lies, but I am yet to look at it. All of these files 'look the same' so I am guessing there will be a standard pattern to the fix (if indeed I am able to do it). I selected a portion of these 834 and disabled them all, and some shadows did disappear, so I think these are the right files to look at. But I might still be wrong.
As I noted before, if anyone else wants to look at shadows as well please let me know, I can provide the dump files.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I keep it on "high". It wont affect the fix in anyway since the fix currently disables the 2d shadows anyway, but this setting will likely affect some of the other shadows in the game as well, so its best to keep the quality up I think.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278