I could volunteer to be a guinea pig for that since:
- I recently installed Windows 10
- Someone will buy it there and report an issue when our 3D fix doesn't work
- If 3DMigoto's forced full screen isn't working I stand a reasonable chance of being able to overcome it
- I have access to the copy on the shared account, so if it doesn't work out I can still enjoy the game in 3D and not feel like I've wasted $9
- Xbone impulse triggers you say...?
I could volunteer to be a guinea pig for that since:
- I recently installed Windows 10
- Someone will buy it there and report an issue when our 3D fix doesn't work
- If 3DMigoto's forced full screen isn't working I stand a reasonable chance of being able to overcome it
- I have access to the copy on the shared account, so if it doesn't work out I can still enjoy the game in 3D and not feel like I've wasted $9
- Xbone impulse triggers you say...?
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
Yep, the Xbox One controller has the normal vibration motors, but it also has separate motors in the triggers. These haven't been active in any Windows titles so far (due to xinput limitations I believe), but they allow for a pretty cool range of sensation in the trigger fingers. I've played through Halo 5 on Xbone, and they really do add a nice element to shooting and reloading. They also feel great in driving games.
If you do buy it, I'd love to borrow it to see if I can get impulse triggers working in the Steam version. Perhaps it'll be as simple as copying a couple DLLs from one version to another. I'm tempted to pick it up myself, but I'm worried they might have fixed the loophole by the time I get home from work, and I'm unable to make the purchase on my Windows 8.1 work PC.
Yep, the Xbox One controller has the normal vibration motors, but it also has separate motors in the triggers. These haven't been active in any Windows titles so far (due to xinput limitations I believe), but they allow for a pretty cool range of sensation in the trigger fingers. I've played through Halo 5 on Xbone, and they really do add a nice element to shooting and reloading. They also feel great in driving games.
If you do buy it, I'd love to borrow it to see if I can get impulse triggers working in the Steam version. Perhaps it'll be as simple as copying a couple DLLs from one version to another. I'm tempted to pick it up myself, but I'm worried they might have fixed the loophole by the time I get home from work, and I'm unable to make the purchase on my Windows 8.1 work PC.
Downloading... It will probably take a day or so given my Internet connection (and assuming it doesn't BSOD too much), so I'll report back tomorrow. I'm somewhat tempted to try to get it to reuse the files I downloaded from Steam, but that might not work and could invalidate the test, so I'll let it do it's thing.
Downloading... It will probably take a day or so given my Internet connection (and assuming it doesn't BSOD too much), so I'll report back tomorrow. I'm somewhat tempted to try to get it to reuse the files I downloaded from Steam, but that might not work and could invalidate the test, so I'll let it do it's thing.
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
It is a really good deal for 9$, I'm tempted. I have windows 10 on a separate partition.
Is there no way to make 3D work in window mode? I remember that Power DVD works with 3Dtvplay also if not in fullscreen.
Pfff what to do , what to do? I couldn't even test it with Tridef as I would need to buy another copy of the software.
It is a really good deal for 9$, I'm tempted. I have windows 10 on a separate partition.
Is there no way to make 3D work in window mode? I remember that Power DVD works with 3Dtvplay also if not in fullscreen.
Pfff what to do , what to do? I couldn't even test it with Tridef as I would need to buy another copy of the software.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
Today by Square-Enix:
"Dear Jesús,
Thank you for contacting the Square Enix Support Centre.
We are sorry to hear about your issues with 3D in Rise of the Tomb Raider.
At this time, the game does not support 3D Vision and we do not have any additional information on whether or not this will change in the future.
Please accept our apologies for any inconvenience that this may have caused you.
Kind regards,
The Square Enix Support Centre team
Thank you for contacting us and for your interest in Square Enix products!
More help and information is available at the Square Enix Support Centre website.
http://support.eu.square-enix.com/"
Thank you for contacting the Square Enix Support Centre.
We are sorry to hear about your issues with 3D in Rise of the Tomb Raider.
At this time, the game does not support 3D Vision and we do not have any additional information on whether or not this will change in the future.
Please accept our apologies for any inconvenience that this may have caused you.
Kind regards,
The Square Enix Support Centre team
Thank you for contacting us and for your interest in Square Enix products!
More help and information is available at the Square Enix Support Centre website.
http://support.eu.square-enix.com/"
Well, we already know the obvious:))
Since this game was ported by Nixxes I think we should contact them for support. Crystal Dynamics I think only did the XBOX version.
More likely it will be like the Witcher 3, no support what so ever:) Witcher 2 perfect 3D Vision Ready (after patches), Witcher 3 a mess un-playable without the HelixMod fix.
Mike and I are looking at the game, but currently I am stuck with all the decompiling issues I am seeing in the HLSL shaders. Besides this there are other issues that we need to understand and see how can be fixed...
But yeah, I don't think we can get official 3D Vision Support...sadly:(
Well, we already know the obvious:))
Since this game was ported by Nixxes I think we should contact them for support. Crystal Dynamics I think only did the XBOX version.
More likely it will be like the Witcher 3, no support what so ever:) Witcher 2 perfect 3D Vision Ready (after patches), Witcher 3 a mess un-playable without the HelixMod fix.
Mike and I are looking at the game, but currently I am stuck with all the decompiling issues I am seeing in the HLSL shaders. Besides this there are other issues that we need to understand and see how can be fixed...
But yeah, I don't think we can get official 3D Vision Support...sadly:(
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
[quote="helifax"]Well, we already know the obvious:))
Since this game was ported by Nixxes I think we should contact them for support. Crystal Dynamics I think only did the XBOX version.
More likely it will be like the Witcher 3, no support what so ever:) Witcher 2 perfect 3D Vision Ready (after patches), Witcher 3 a mess un-playable without the HelixMod fix.
Mike and I are looking at the game, but currently I am stuck with all the decompiling issues I am seeing in the HLSL shaders. Besides this there are other issues that we need to understand and see how can be fixed...
But yeah, I don't think we can get official 3D Vision Support...sadly:(
[/quote]
I am working on what I believe is the sound assumption that the developer will not add 3D support. No one has ever added in 3d support after the fact.
The 3Dmigoto fix is coming on, but as Helifax notes, there are lots of decompiler issues in the HLSL, so I am fixing the ASM shaders. Fortunately, the patterns seem quite consistent and I believe can be automated without problems. I still need to work out the Tile Lighting fix, and decals are just weird. We also need to look at tressfx (or whatever its called nowadays) hair, and the HUD.
helifax said:Well, we already know the obvious:))
Since this game was ported by Nixxes I think we should contact them for support. Crystal Dynamics I think only did the XBOX version.
More likely it will be like the Witcher 3, no support what so ever:) Witcher 2 perfect 3D Vision Ready (after patches), Witcher 3 a mess un-playable without the HelixMod fix.
Mike and I are looking at the game, but currently I am stuck with all the decompiling issues I am seeing in the HLSL shaders. Besides this there are other issues that we need to understand and see how can be fixed...
But yeah, I don't think we can get official 3D Vision Support...sadly:(
I am working on what I believe is the sound assumption that the developer will not add 3D support. No one has ever added in 3d support after the fact.
The 3Dmigoto fix is coming on, but as Helifax notes, there are lots of decompiler issues in the HLSL, so I am fixing the ASM shaders. Fortunately, the patterns seem quite consistent and I believe can be automated without problems. I still need to work out the Tile Lighting fix, and decals are just weird. We also need to look at tressfx (or whatever its called nowadays) hair, and the HUD.
The HUD is in 3D. But the crosshair is at fixed depth. I think DarkStarSword managed in a game to push it to the actual depth of the background object? If so I have no idea how to do that unfortunately:(
Yes the hair I was able to find a VS and PS attached on the previous page but no idea how to solve that decompiling issue there:(
The HUD is in 3D. But the crosshair is at fixed depth. I think DarkStarSword managed in a game to push it to the actual depth of the background object? If so I have no idea how to do that unfortunately:(
Yes the hair I was able to find a VS and PS attached on the previous page but no idea how to solve that decompiling issue there:(
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
[quote="helifax"]The HUD is in 3D. But the crosshair is at fixed depth. I think DarkStarSword managed in a game to push it to the actual depth of the background object? If so I have no idea how to do that unfortunately:(
Yes the hair I was able to find a VS and PS attached on the previous page but no idea how to solve that decompiling issue there:([/quote]
I think you are refering to MGS V: Ground Zeroes, the dynamic crosshair made by DSS is absolutely top notch, much better than the Nvidia one !
It would be amazing if it could be implemented here !!
helifax said:The HUD is in 3D. But the crosshair is at fixed depth. I think DarkStarSword managed in a game to push it to the actual depth of the background object? If so I have no idea how to do that unfortunately:(
Yes the hair I was able to find a VS and PS attached on the previous page but no idea how to solve that decompiling issue there:(
I think you are refering to MGS V: Ground Zeroes, the dynamic crosshair made by DSS is absolutely top notch, much better than the Nvidia one !
It would be amazing if it could be implemented here !!
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 ;)
[quote="Blacksmith56"][quote="helifax"]The HUD is in 3D. But the crosshair is at fixed depth. I think DarkStarSword managed in a game to push it to the actual depth of the background object? If so I have no idea how to do that unfortunately:(
Yes the hair I was able to find a VS and PS attached on the previous page but no idea how to solve that decompiling issue there:([/quote]
I think you are refering to MGS V: Ground Zeroes, the dynamic crosshair made by DSS is absolutely top notch, much better than the Nvidia one !
It would be amazing if it could be implemented here !![/quote]
It should be possible - we can work how it is done (or he can tell us) for this game.
helifax said:The HUD is in 3D. But the crosshair is at fixed depth. I think DarkStarSword managed in a game to push it to the actual depth of the background object? If so I have no idea how to do that unfortunately:(
Yes the hair I was able to find a VS and PS attached on the previous page but no idea how to solve that decompiling issue there:(
I think you are refering to MGS V: Ground Zeroes, the dynamic crosshair made by DSS is absolutely top notch, much better than the Nvidia one !
It would be amazing if it could be implemented here !!
It should be possible - we can work how it is done (or he can tell us) for this game.
This is in regards to Xbox apps,
If you are playing in 3DTV play or 3D vision monitor it won't work with Live apps. But if you are using Passive 3D, it should work since this is the mode that always worked in a windowed mode. The problem though is if no injections can be made, you will be stuck to whatever 3D vision profile is available.
Good price though.
If you are playing in 3DTV play or 3D vision monitor it won't work with Live apps. But if you are using Passive 3D, it should work since this is the mode that always worked in a windowed mode. The problem though is if no injections can be made, you will be stuck to whatever 3D vision profile is available.
The first game that DSS implemented a dynamic crosshair was a year ago, for was Miasmata. DarkStarsword stated: "I've even done something which I believe may be a first for a community 3D fix - automatically adjusting the depth of the crosshair/cursor to match the object being looked at."
http://steamcommunity.com/app/223510/discussions/0/606068060829511718/
Stranded Deep: Bring back auto crosshair
https://github.com/DarkStarSword/3d-fixes/blob/91a25a19430a4f9feb9b257da51104a59c1a794d/Stranded%20Deep/ShaderOverride/VertexShaders/8C1F5C8F.txt
4everAwake used a texture technique on a fix
[quote="4everAwake"]BTW, thanks TsaebehT for the heads up on the Bundlestars FPS bundle. Bought it for Fancy Skulls. Here's a quick fix for the crosshair: https://s3.amazonaws.com/4everAwake/3d_fix_Fancy_Skulls.zip[/quote]
[quote="TsaebehT"]That's a whole lot of if/endifs ... really curious what you did there with the crosshair. heh.[/quote]
[quote="4everAwake"]Basically, I isolated the crosshair by making a box around it and specifying that only the part of the texture within the box will be placed into depth.[/quote]
https://forums.geforce.com/default/topic/809236/3d-vision/obscure-indie-games/2/#reply
The first game that DSS implemented a dynamic crosshair was a year ago, for was Miasmata. DarkStarsword stated: "I've even done something which I believe may be a first for a community 3D fix - automatically adjusting the depth of the crosshair/cursor to match the object being looked at."
http://steamcommunity.com/app/223510/discussions/0/606068060829511718/
TsaebehT said:That's a whole lot of if/endifs ... really curious what you did there with the crosshair. heh.
4everAwake said:Basically, I isolated the crosshair by making a box around it and specifying that only the part of the texture within the box will be placed into depth.
Yes! That is the game! Miasmata! It was basically on the tip of my tongue but I wasn't sure!
In any case I think this will be a last fix (once Mike, DSS, bo3b etc figures how we can actually fix that tile lighting thing).
Yes! That is the game! Miasmata! It was basically on the tip of my tongue but I wasn't sure!
In any case I think this will be a last fix (once Mike, DSS, bo3b etc figures how we can actually fix that tile lighting thing).
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
[quote="D-Man11"]The first game that DSS implemented a dynamic crosshair was a year ago, for was Miasmata. DarkStarsword stated: "I've even done something which I believe may be a first for a community 3D fix - automatically adjusting the depth of the crosshair/cursor to match the object being looked at."
http://steamcommunity.com/app/223510/discussions/0/606068060829511718/
Stranded Deep: Bring back auto crosshair
https://github.com/DarkStarSword/3d-fixes/blob/91a25a19430a4f9feb9b257da51104a59c1a794d/Stranded%20Deep/ShaderOverride/VertexShaders/8C1F5C8F.txt
4everAwake used a texture technique on a fix
[quote="4everAwake"]BTW, thanks TsaebehT for the heads up on the Bundlestars FPS bundle. Bought it for Fancy Skulls. Here's a quick fix for the crosshair: https://s3.amazonaws.com/4everAwake/3d_fix_Fancy_Skulls.zip[/quote]
[quote="TsaebehT"]That's a whole lot of if/endifs ... really curious what you did there with the crosshair. heh.[/quote]
[quote="4everAwake"]Basically, I isolated the crosshair by making a box around it and specifying that only the part of the texture within the box will be placed into depth.[/quote]
https://forums.geforce.com/default/topic/809236/3d-vision/obscure-indie-games/2/#reply[/quote]
This was possible with helix mod as well, he did it for Bioshock and a couple others, and I did it for Divinity Dragon Commander (but it was not very reliable). Either way, I don't think it will be a problem, but as Helifax said, it does not have priority until the lighting is sorted out.
D-Man11 said:The first game that DSS implemented a dynamic crosshair was a year ago, for was Miasmata. DarkStarsword stated: "I've even done something which I believe may be a first for a community 3D fix - automatically adjusting the depth of the crosshair/cursor to match the object being looked at."
http://steamcommunity.com/app/223510/discussions/0/606068060829511718/
TsaebehT said:That's a whole lot of if/endifs ... really curious what you did there with the crosshair. heh.
4everAwake said:Basically, I isolated the crosshair by making a box around it and specifying that only the part of the texture within the box will be placed into depth.
This was possible with helix mod as well, he did it for Bioshock and a couple others, and I did it for Divinity Dragon Commander (but it was not very reliable). Either way, I don't think it will be a problem, but as Helifax said, it does not have priority until the lighting is sorted out.
I made a post on the auto crosshair a while back:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4694095/#4694095[/url]
The crosshair code has evolved over time as I've used it in more games. The most up to date DX11 version is in Far Cry 4 and MGSV - grab ShaderFixes/crosshair.hlsl from either of those and remove anything game specific (keep world_z_from_depth_buffer, adjust_from_depth_buffer and adjust_from_stereo2mono_depth_buffer). You will need to edit the scaling in world_z_from_depth_buffer to match whatever the game is using (which might involve copying in a constant buffer like I did in MGSV).
Then, follow the post above to copy the depth buffer (and any constant buffers you may need) in to the crosshair shader, and add #include <ShaderFixes/crosshair.hlsl> just above 'void main', and in the body of the shader add o0.x += adjust_from_depth_buffer(0, 0) * o0.w;
Note that 3DMigoto does not currently reload the shader if you only modify crosshair.hlsl - you have to touch the shader that included it.
There are some tweaks you can use - the (0,0) are the 2D coordinates at the center of the screen to scan around to work out the depth (it uses a lot more than just that coordinate - it traces a ray from the eyes through that coordinate towards infinity), so you could adjust that for an off-center crosshair, or even the use the position of a floating icon (FC4 has a bunch of code to find the center of the floating icons from the vertex buffer and uses that to auto adjust them independently of the crosshair).
You can also use the adjust_from_stereo2mono_depth_buffer variant in conjunction with 3DMigoto's stereo2mono copy mode (does not work on MSAA buffers yet) to get a more accurate crosshair (but make sure the normal variant works before trying this). This allows both eyes to agree on the depth to place the crosshair, whereas the regular variant calculates the crosshair position independently in each eye. This makes a difference when aiming around the edge of an object, or when something is partially obscuring the view of the target.
The stereo2mono has two variants in the code, that are currently just selected based on which of these two is uncommented:
[code]
// Only adjust the crosshair once it has intersected something in *both* eyes:
sampled_w = max(left_sampled_w, right_sampled_w);
// Adjust crosshair in both eyes once it intersects something in *either* eye:
//sampled_w = min(left_sampled_w, right_sampled_w);
[/code]
The first is best for a crosshair in 1st person games as the crosshair will instantly move to the background when it is moved off the side of a target, but the second might be more suitable for other HUD elements in some cases as it will prefer to appear closer (I've been experimenting a bit with that in Witcher 3 to see if I can sort out the nameplates, but that game's HUD is tricky to separate everything).
For DX9, the most up to date is probably Dreamfall Chapters, where I use it to adjust floating icons based on the first vertex position of one of them. The Forest is also pretty up to date (but the first vertex trick didn't work there so each vertex is adjusted independently, and it's only used on a couple of icons as most of the HUD was already 3D), as is Viscera & Life Is Strange (but in those games I use it to adjust bloom depth, not a crosshair).
The crosshair code has evolved over time as I've used it in more games. The most up to date DX11 version is in Far Cry 4 and MGSV - grab ShaderFixes/crosshair.hlsl from either of those and remove anything game specific (keep world_z_from_depth_buffer, adjust_from_depth_buffer and adjust_from_stereo2mono_depth_buffer). You will need to edit the scaling in world_z_from_depth_buffer to match whatever the game is using (which might involve copying in a constant buffer like I did in MGSV).
Then, follow the post above to copy the depth buffer (and any constant buffers you may need) in to the crosshair shader, and add #include <ShaderFixes/crosshair.hlsl> just above 'void main', and in the body of the shader add o0.x += adjust_from_depth_buffer(0, 0) * o0.w;
Note that 3DMigoto does not currently reload the shader if you only modify crosshair.hlsl - you have to touch the shader that included it.
There are some tweaks you can use - the (0,0) are the 2D coordinates at the center of the screen to scan around to work out the depth (it uses a lot more than just that coordinate - it traces a ray from the eyes through that coordinate towards infinity), so you could adjust that for an off-center crosshair, or even the use the position of a floating icon (FC4 has a bunch of code to find the center of the floating icons from the vertex buffer and uses that to auto adjust them independently of the crosshair).
You can also use the adjust_from_stereo2mono_depth_buffer variant in conjunction with 3DMigoto's stereo2mono copy mode (does not work on MSAA buffers yet) to get a more accurate crosshair (but make sure the normal variant works before trying this). This allows both eyes to agree on the depth to place the crosshair, whereas the regular variant calculates the crosshair position independently in each eye. This makes a difference when aiming around the edge of an object, or when something is partially obscuring the view of the target.
The stereo2mono has two variants in the code, that are currently just selected based on which of these two is uncommented:
// Only adjust the crosshair once it has intersected something in *both* eyes:
sampled_w = max(left_sampled_w, right_sampled_w);
// Adjust crosshair in both eyes once it intersects something in *either* eye:
//sampled_w = min(left_sampled_w, right_sampled_w);
The first is best for a crosshair in 1st person games as the crosshair will instantly move to the background when it is moved off the side of a target, but the second might be more suitable for other HUD elements in some cases as it will prefer to appear closer (I've been experimenting a bit with that in Witcher 3 to see if I can sort out the nameplates, but that game's HUD is tricky to separate everything).
For DX9, the most up to date is probably Dreamfall Chapters, where I use it to adjust floating icons based on the first vertex position of one of them. The Forest is also pretty up to date (but the first vertex trick didn't work there so each vertex is adjusted independently, and it's only used on a couple of icons as most of the HUD was already 3D), as is Viscera & Life Is Strange (but in those games I use it to adjust bloom depth, not a crosshair).
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
- I recently installed Windows 10
- Someone will buy it there and report an issue when our 3D fix doesn't work
- If 3DMigoto's forced full screen isn't working I stand a reasonable chance of being able to overcome it
- I have access to the copy on the shared account, so if it doesn't work out I can still enjoy the game in 3D and not feel like I've wasted $9
- Xbone impulse triggers you say...?
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
If you do buy it, I'd love to borrow it to see if I can get impulse triggers working in the Steam version. Perhaps it'll be as simple as copying a couple DLLs from one version to another. I'm tempted to pick it up myself, but I'm worried they might have fixed the loophole by the time I get home from work, and I'm unable to make the purchase on my Windows 8.1 work PC.
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
Is there no way to make 3D work in window mode? I remember that Power DVD works with 3Dtvplay also if not in fullscreen.
Pfff what to do , what to do? I couldn't even test it with Tridef as I would need to buy another copy of the software.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
"Dear Jesús,
Thank you for contacting the Square Enix Support Centre.
We are sorry to hear about your issues with 3D in Rise of the Tomb Raider.
At this time, the game does not support 3D Vision and we do not have any additional information on whether or not this will change in the future.
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Since this game was ported by Nixxes I think we should contact them for support. Crystal Dynamics I think only did the XBOX version.
More likely it will be like the Witcher 3, no support what so ever:) Witcher 2 perfect 3D Vision Ready (after patches), Witcher 3 a mess un-playable without the HelixMod fix.
Mike and I are looking at the game, but currently I am stuck with all the decompiling issues I am seeing in the HLSL shaders. Besides this there are other issues that we need to understand and see how can be fixed...
But yeah, I don't think we can get official 3D Vision Support...sadly:(
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)
I am working on what I believe is the sound assumption that the developer will not add 3D support. No one has ever added in 3d support after the fact.
The 3Dmigoto fix is coming on, but as Helifax notes, there are lots of decompiler issues in the HLSL, so I am fixing the ASM shaders. Fortunately, the patterns seem quite consistent and I believe can be automated without problems. I still need to work out the Tile Lighting fix, and decals are just weird. We also need to look at tressfx (or whatever its called nowadays) hair, and the HUD.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Yes the hair I was able to find a VS and PS attached on the previous page but no idea how to solve that decompiling issue there:(
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)
I think you are refering to MGS V: Ground Zeroes, the dynamic crosshair made by DSS is absolutely top notch, much better than the Nvidia one !
It would be amazing if it could be implemented here !!
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 ;)
It should be possible - we can work how it is done (or he can tell us) for this game.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
If you are playing in 3DTV play or 3D vision monitor it won't work with Live apps. But if you are using Passive 3D, it should work since this is the mode that always worked in a windowed mode. The problem though is if no injections can be made, you will be stuck to whatever 3D vision profile is available.
Good price though.
3D Vision/TRIDEF User
SHIELD portable/tablet/tv
http://steamcommunity.com/app/223510/discussions/0/606068060829511718/
Stranded Deep: Bring back auto crosshair
https://github.com/DarkStarSword/3d-fixes/blob/91a25a19430a4f9feb9b257da51104a59c1a794d/Stranded%20Deep/ShaderOverride/VertexShaders/8C1F5C8F.txt
4everAwake used a texture technique on a fix
https://forums.geforce.com/default/topic/809236/3d-vision/obscure-indie-games/2/#reply
In any case I think this will be a last fix (once Mike, DSS, bo3b etc figures how we can actually fix that tile lighting thing).
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)
This was possible with helix mod as well, he did it for Bioshock and a couple others, and I did it for Divinity Dragon Commander (but it was not very reliable). Either way, I don't think it will be a problem, but as Helifax said, it does not have priority until the lighting is sorted out.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4694095/#4694095
The crosshair code has evolved over time as I've used it in more games. The most up to date DX11 version is in Far Cry 4 and MGSV - grab ShaderFixes/crosshair.hlsl from either of those and remove anything game specific (keep world_z_from_depth_buffer, adjust_from_depth_buffer and adjust_from_stereo2mono_depth_buffer). You will need to edit the scaling in world_z_from_depth_buffer to match whatever the game is using (which might involve copying in a constant buffer like I did in MGSV).
Then, follow the post above to copy the depth buffer (and any constant buffers you may need) in to the crosshair shader, and add #include <ShaderFixes/crosshair.hlsl> just above 'void main', and in the body of the shader add o0.x += adjust_from_depth_buffer(0, 0) * o0.w;
Note that 3DMigoto does not currently reload the shader if you only modify crosshair.hlsl - you have to touch the shader that included it.
There are some tweaks you can use - the (0,0) are the 2D coordinates at the center of the screen to scan around to work out the depth (it uses a lot more than just that coordinate - it traces a ray from the eyes through that coordinate towards infinity), so you could adjust that for an off-center crosshair, or even the use the position of a floating icon (FC4 has a bunch of code to find the center of the floating icons from the vertex buffer and uses that to auto adjust them independently of the crosshair).
You can also use the adjust_from_stereo2mono_depth_buffer variant in conjunction with 3DMigoto's stereo2mono copy mode (does not work on MSAA buffers yet) to get a more accurate crosshair (but make sure the normal variant works before trying this). This allows both eyes to agree on the depth to place the crosshair, whereas the regular variant calculates the crosshair position independently in each eye. This makes a difference when aiming around the edge of an object, or when something is partially obscuring the view of the target.
The stereo2mono has two variants in the code, that are currently just selected based on which of these two is uncommented:
The first is best for a crosshair in 1st person games as the crosshair will instantly move to the background when it is moved off the side of a target, but the second might be more suitable for other HUD elements in some cases as it will prefer to appear closer (I've been experimenting a bit with that in Witcher 3 to see if I can sort out the nameplates, but that game's HUD is tricky to separate everything).
For DX9, the most up to date is probably Dreamfall Chapters, where I use it to adjust floating icons based on the first vertex position of one of them. The Forest is also pretty up to date (but the first vertex trick didn't work there so each vertex is adjusted independently, and it's only used on a couple of icons as most of the HUD was already 3D), as is Viscera & Life Is Strange (but in those games I use it to adjust bloom depth, not a crosshair).
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