Rise of the Tomb Raider (3D Vision Ready Support)
  21 / 41    
No brick wall on AK - just a matter of there not being enough hours in the day to finish it off when other interesting projects popped up as well ;-) I personally have about 10 high priority things on my TODO list right now, and that is one of them: https://forums.geforce.com/default/topic/819180/3d-vision/darkstarswords-todo-list
No brick wall on AK - just a matter of there not being enough hours in the day to finish it off when other interesting projects popped up as well ;-)

I personally have about 10 high priority things on my TODO list right now, and that is one of them:
https://forums.geforce.com/default/topic/819180/3d-vision/darkstarswords-todo-list

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

Posted 02/18/2016 04:57 AM   
Thank You for the status update! Although I have completed the game in CM only 2 weeks ago I'm already eager to play it again :)
Thank You for the status update! Although I have completed the game in CM only 2 weeks ago I'm already eager to play it again :)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/18/2016 08:53 AM   
@Mike & Helifax - I just tried to fire the game up to look at the tile lighting, but I'm hitting a crash on launch with the latest 3DMigoto (a NULL pointer dereference in the nvidia driver). Just wanted to check if you know of any special requirements of 3DMigoto versions, drivers, or d3dx.ini settings for this game before I dig too deep?
@Mike & Helifax - I just tried to fire the game up to look at the tile lighting, but I'm hitting a crash on launch with the latest 3DMigoto (a NULL pointer dereference in the nvidia driver). Just wanted to check if you know of any special requirements of 3DMigoto versions, drivers, or d3dx.ini settings for this game before I dig too deep?

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

Posted 02/18/2016 01:23 PM   
[quote="DarkStarSword"]@Mike & Helifax - I just tried to fire the game up to look at the tile lighting, but I'm hitting a crash on launch with the latest 3DMigoto (a NULL pointer dereference in the nvidia driver). Just wanted to check if you know of any special requirements of 3DMigoto versions, drivers, or d3dx.ini settings for this game before I dig too deep?[/quote] I have used version 1.2.27. Never had a crash on it (except well when I was doing stuff I shouldn't) ;)) I'll PM you with the other info in about an hour;) Have to go to meeting in 10, but will let you know all the stuff after as it requires a modified profile as well to make the Compute Work properly;)
DarkStarSword said:@Mike & Helifax - I just tried to fire the game up to look at the tile lighting, but I'm hitting a crash on launch with the latest 3DMigoto (a NULL pointer dereference in the nvidia driver). Just wanted to check if you know of any special requirements of 3DMigoto versions, drivers, or d3dx.ini settings for this game before I dig too deep?


I have used version 1.2.27. Never had a crash on it (except well when I was doing stuff I shouldn't) ;))
I'll PM you with the other info in about an hour;)
Have to go to meeting in 10, but will let you know all the stuff after as it requires a modified profile as well to make the Compute Work properly;)

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 02/18/2016 01:50 PM   
DDU and installing the latest driver seems to have fixed the crash (I was still on 358.50 I think). Is the modified profile just StereoFlagsDX10=0x00004000 or something more?
DDU and installing the latest driver seems to have fixed the crash (I was still on 358.50 I think). Is the modified profile just StereoFlagsDX10=0x00004000 or something more?

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

Posted 02/18/2016 02:06 PM   
[quote="DarkStarSword"]DDU and installing the latest driver seems to have fixed the crash (I was still on 358.50 I think). Is the modified profile just StereoFlagsDX10=0x00004000 or something more?[/quote] Sent you the PM with the data. But yes that flag needs to be set as well;) Although I found that just setting it to 0x4000 works but not always. So found a new one that I used and I tested the game with it from 0-100%, always worked. All the other profile changes are to deal with SLI. So that is the only change you actually need:)
DarkStarSword said:DDU and installing the latest driver seems to have fixed the crash (I was still on 358.50 I think). Is the modified profile just StereoFlagsDX10=0x00004000 or something more?


Sent you the PM with the data.
But yes that flag needs to be set as well;) Although I found that just setting it to 0x4000 works but not always. So found a new one that I used and I tested the game with it from 0-100%, always worked.
All the other profile changes are to deal with SLI. So that is the only change you actually need:)

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 02/18/2016 03:06 PM   
Got a little distracted by adding some new 3DMigoto features there for a bit (next version will have back buffer access through resource copying) I'm pretty sure I've solved the tile lighting issue, at least on the menu anyway. I need to check in game because I only added a quick stereo correction to see if I could move them before adding any coordinate transformations and it worked right away (one of those "it can't be this simple" moments), but it might just be that the camera is lined up on the menu and it fluked it. There's also an additional clipping issue on one of the lights on the menu that I haven't looked at, but my first impression was that it doesn't seem to be related to these tiles. Mike had identified the correct tile lighting pixel shader (05845fdfcf6059bb-ps.txt), but by the time that was run the game had already decided which lights went in which tiles in a separate shader. The trick was identifying that this buffer: [code] // LightIndexBuffer texture uint4 buf 55 1 [/code] Contains a list of each of the lights that are active in each tile. Mostly I figured that out by studying the logic in the shader and examining the buffers dumped out with frame analysis. From there the next step is to identify where that information had come from. To do this, use analyse_options=log and locate this shader in the log.txt: [code] 000633 PSSetShader(pPixelShader:0x0000000012058698, ppClassInstances:0x0000000000000000, NumClassInstances:0) hash=05845fdfcf6059bb [/code] Then look for what resource was bound to texture slot 55 on the same draw call number (or if nothing was bound on the same draw call number, search backwards in the file for the most recent time one was): [code] 000633 PSSetShaderResources(StartSlot:0, NumViews:59, ppShaderResourceViews:0x000000001301F6D0) ... 55: view=0x00000000374E0D90 resource=0x00000000374F4E10 ... [/code] Then, search backwards in the log for that resource handle to find where it came from. In the case of Batman it came from a Map() call, indicating the CPU had populated it (hence the injected shader we needed there to merge the lists), but here we find this: [code] 000207 CSSetUnorderedAccessViews(StartSlot:0, NumUAVs:1, ppUnorderedAccessViews:0x000000001301FB50, pUAVInitialCounts:0x0000000000000000) 0: view=0x00000000123D04A0 resource=0x00000000374F4E10 [/code] Check which shader is set for draw call 207: [code] 000207 CSSetShader(pComputeShader:0x0000000012057D18, ppClassInstances:0x0000000000000000, NumClassInstances:0) hash=f72d0d363421b2a2 [/code] So, the answer is that this list is populated by compute shader f72d0d363421b2a2, as u0 (unordered access view 0). My first thought was to see what would happen if I tried adjusting the position of each light in that shader. The position is in STiledLightData.vPosition, which is t4[0].xyz, so I added a simple stereo correction after the *three* spots where that is accessed: [code] dcl_temps 14 ... dcl_resource_texture2d (float,float,float,float) t125 ... ld_indexable(texture2d)(float,float,float,float) r13.xyzw, l(0, 0, 0, 0), t125.xyzw ... // STiledLightData.vPosition: ld_structured_indexable(structured_buffer, stride=384)(mixed,mixed,mixed,mixed) r4.xyzw, r3.z, l(0), t4.xyzw add r13.w, r4.z, -r13.y mul r13.w, r13.w, r13.x mul r13.w, r13.w, l(0.5) add r4.x, r4.x, r13.w ... plus two more like this [/code] And that seemed to work (added the multiply by 0.5 when I noticed the initial correction made the tiles switch eyes), which surprised me because I didn't expect the position to be in projection-space, so it might have been a fluke for the main menu, but even if it was it should be fairly straight forward to fix as the necessary matrices appear to be available. Right now I need to get some sleep, so hopefully this is enough for you to go on :)
Got a little distracted by adding some new 3DMigoto features there for a bit (next version will have back buffer access through resource copying)

I'm pretty sure I've solved the tile lighting issue, at least on the menu anyway. I need to check in game because I only added a quick stereo correction to see if I could move them before adding any coordinate transformations and it worked right away (one of those "it can't be this simple" moments), but it might just be that the camera is lined up on the menu and it fluked it. There's also an additional clipping issue on one of the lights on the menu that I haven't looked at, but my first impression was that it doesn't seem to be related to these tiles.

Mike had identified the correct tile lighting pixel shader (05845fdfcf6059bb-ps.txt), but by the time that was run the game had already decided which lights went in which tiles in a separate shader.

The trick was identifying that this buffer:
// LightIndexBuffer                  texture   uint4         buf   55        1


Contains a list of each of the lights that are active in each tile. Mostly I figured that out by studying the logic in the shader and examining the buffers dumped out with frame analysis. From there the next step is to identify where that information had come from. To do this, use analyse_options=log and locate this shader in the log.txt:

000633 PSSetShader(pPixelShader:0x0000000012058698, ppClassInstances:0x0000000000000000, NumClassInstances:0) hash=05845fdfcf6059bb


Then look for what resource was bound to texture slot 55 on the same draw call number (or if nothing was bound on the same draw call number, search backwards in the file for the most recent time one was):

000633 PSSetShaderResources(StartSlot:0, NumViews:59, ppShaderResourceViews:0x000000001301F6D0)
...
55: view=0x00000000374E0D90 resource=0x00000000374F4E10
...


Then, search backwards in the log for that resource handle to find where it came from. In the case of Batman it came from a Map() call, indicating the CPU had populated it (hence the injected shader we needed there to merge the lists), but here we find this:

000207 CSSetUnorderedAccessViews(StartSlot:0, NumUAVs:1, ppUnorderedAccessViews:0x000000001301FB50, pUAVInitialCounts:0x0000000000000000)
0: view=0x00000000123D04A0 resource=0x00000000374F4E10


Check which shader is set for draw call 207:

000207 CSSetShader(pComputeShader:0x0000000012057D18, ppClassInstances:0x0000000000000000, NumClassInstances:0) hash=f72d0d363421b2a2


So, the answer is that this list is populated by compute shader f72d0d363421b2a2, as u0 (unordered access view 0).

My first thought was to see what would happen if I tried adjusting the position of each light in that shader. The position is in STiledLightData.vPosition, which is t4[0].xyz, so I added a simple stereo correction after the *three* spots where that is accessed:

dcl_temps 14
...
dcl_resource_texture2d (float,float,float,float) t125
...
ld_indexable(texture2d)(float,float,float,float) r13.xyzw, l(0, 0, 0, 0), t125.xyzw
...

// STiledLightData.vPosition:
ld_structured_indexable(structured_buffer, stride=384)(mixed,mixed,mixed,mixed) r4.xyzw, r3.z, l(0), t4.xyzw

add r13.w, r4.z, -r13.y
mul r13.w, r13.w, r13.x
mul r13.w, r13.w, l(0.5)
add r4.x, r4.x, r13.w

... plus two more like this


And that seemed to work (added the multiply by 0.5 when I noticed the initial correction made the tiles switch eyes), which surprised me because I didn't expect the position to be in projection-space, so it might have been a fluke for the main menu, but even if it was it should be fairly straight forward to fix as the necessary matrices appear to be available.

Right now I need to get some sleep, so hopefully this is enough for you to go on :)

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

Posted 02/18/2016 05:57 PM   
Wow... I read and the first 20% made sense, then....static... then the last 20% made sense:)) The middle of 60% I think I'll need to read like 10 times... I was wondering, if you have time, can you make a Short Video showing exactly what you described? I think it will be awesome for future reference PLUS it shows exactly what 3D Migoto can do (more of 50% of it's features I am totally unaware of them). BIG BIG BIG THANK YOU! Gonna check it out now;)
Wow... I read and the first 20% made sense, then....static... then the last 20% made sense:))
The middle of 60% I think I'll need to read like 10 times... I was wondering, if you have time, can you make a Short Video showing exactly what you described? I think it will be awesome for future reference PLUS it shows exactly what 3D Migoto can do (more of 50% of it's features I am totally unaware of them).

BIG BIG BIG THANK YOU! Gonna check it out now;)

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 02/18/2016 06:58 PM   
Well, I tried to modify that CS shader... However ANY modifications I made in those spots have ZERO effect... I pasted the whole shader here: http://pastebin.com/GX5sespP Maybe I missed something? as it doesn't change anything... Even the first correction...doesn't flip the tiles or anything.... Edit: Very strange behaviour... Commenting the line where t4 is loaded seems to disable some lights. But, putting 0 in r4.xyzw doesn't do anything! The lights are still visible! This looks like a compiling problem?!?! I hear the beep when I press F10, but no visual change at all... very very strange! [code] // STiledLightData.vPosition: ld_structured_indexable(structured_buffer, stride=384)(mixed,mixed,mixed,mixed) r4.xyzw, r3.z, l(0), t4.xyzw // THIS DOESN'T WORK ! Nothing changes! mov r4.xyzw, l(0,0,0,0) [/code] Do I need other settings in the d3dx.ini file? I am unsure why this happens... Tried it on SLI/No-SLI, Single Monitor without any other shader in the ShaderFixes folder (I was thinking maybe one of the other shaders broke something)... Tried it with 3DMigoto x27, x30...same results...
Well, I tried to modify that CS shader...
However ANY modifications I made in those spots have ZERO effect...
I pasted the whole shader here: http://pastebin.com/GX5sespP

Maybe I missed something? as it doesn't change anything... Even the first correction...doesn't flip the tiles or anything....

Edit:
Very strange behaviour... Commenting the line where t4 is loaded seems to disable some lights. But, putting 0 in r4.xyzw doesn't do anything! The lights are still visible! This looks like a compiling problem?!?! I hear the beep when I press F10, but no visual change at all... very very strange!



// STiledLightData.vPosition:
ld_structured_indexable(structured_buffer, stride=384)(mixed,mixed,mixed,mixed) r4.xyzw, r3.z, l(0), t4.xyzw
// THIS DOESN'T WORK ! Nothing changes!
mov r4.xyzw, l(0,0,0,0)


Do I need other settings in the d3dx.ini file? I am unsure why this happens... Tried it on SLI/No-SLI, Single Monitor without any other shader in the ShaderFixes folder (I was thinking maybe one of the other shaders broke something)...

Tried it with 3DMigoto x27, x30...same results...

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 02/18/2016 07:24 PM   
Ok, managed to get the CS working! yey!!! (I'll come back to this a bit later on). [quote="DarkStarSword"] There's also an additional clipping issue on one of the lights on the menu that I haven't looked at, but my first impression was that it doesn't seem to be related to these tiles. [/quote] That clipping seems to be related more or less to the FIRST position correction. The clipping appears because the RECT used for clipping is MONO. If you look without glasses is exactly where the object would be in 2D (meaning in between the left/right perspective). This clipping is a major issue later in the game...MAJOR! :( I looked a bit on how to correct it but....got no luck.... I wonder if is not a different shader that is controlling it... Hm... (In the menu is the clipping observed on the lamp) Edit: Based on multiple tests I can confirm that the formula is wrong:( The coords are not in projection-space :( Have no idea in what space they are though....
Ok, managed to get the CS working! yey!!!
(I'll come back to this a bit later on).

DarkStarSword said:
There's also an additional clipping issue on one of the lights on the menu that I haven't looked at, but my first impression was that it doesn't seem to be related to these tiles.


That clipping seems to be related more or less to the FIRST position correction. The clipping appears because the RECT used for clipping is MONO. If you look without glasses is exactly where the object would be in 2D (meaning in between the left/right perspective).
This clipping is a major issue later in the game...MAJOR! :( I looked a bit on how to correct it but....got no luck.... I wonder if is not a different shader that is controlling it... Hm...

(In the menu is the clipping observed on the lamp)

Edit: Based on multiple tests I can confirm that the formula is wrong:( The coords are not in projection-space :(

Have no idea in what space they are though....

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 02/18/2016 11:22 PM   
Helifax just confirming that the tile lighting is broken beyond depth of 65% as per mikes comments in an earlier post? If so, this would mean that with your fix the game is now fixed with the exception of 100% depth...
Helifax just confirming that the tile lighting is broken beyond depth of 65% as per mikes comments in an earlier post?

If so, this would mean that with your fix the game is now fixed with the exception of 100% depth...

Posted 02/19/2016 12:06 AM   
[quote="johnyz333"]Helifax just confirming that the tile lighting is broken beyond depth of 65% as per mikes comments in an earlier post? If so, this would mean that with your fix the game is now fixed with the exception of 100% depth...[/quote] The game is pretty much fixed currently... From a complete mess (Nvidia's FAIR rating should have been POOR or almost NOT RECOMMENDED) is now as close as 3D Vision Ready as I could get it. The ONE MAJOR issue remaining is the Tile Lighting. With 50-65% Depth(Separation) you can get away with it EXCEPT some locations (nothing really major but very annoying), where is so broken you either have to disable the Tile Lighting OR disable 3D. No amount of separation can help there. The other minor problem is related to Water Reflections: From certain angles they look Correct, while from other angles they look...wrong, weird...can't explain it. The rest is 3D Vision Ready Material (crosshair/ targeting reticles, etc at correct depth in the world - as those were also a mess), damn "contextual" videos played in the game are fixed as well. We are very close to get the Tile Lighting fixed as well, as per DarkStarSword's post. But I require some help there as fixing the stuff in ASM is not exactly my thing:) I have no idea in what space those coords are... They look OK in the menu but in the game (in the problematic areas, while they "correct" to some degree) they are still wrong...
johnyz333 said:Helifax just confirming that the tile lighting is broken beyond depth of 65% as per mikes comments in an earlier post?

If so, this would mean that with your fix the game is now fixed with the exception of 100% depth...


The game is pretty much fixed currently... From a complete mess (Nvidia's FAIR rating should have been POOR or almost NOT RECOMMENDED) is now as close as 3D Vision Ready as I could get it.

The ONE MAJOR issue remaining is the Tile Lighting. With 50-65% Depth(Separation) you can get away with it EXCEPT some locations (nothing really major but very annoying), where is so broken you either have to disable the Tile Lighting OR disable 3D. No amount of separation can help there.

The other minor problem is related to Water Reflections: From certain angles they look Correct, while from other angles they look...wrong, weird...can't explain it.

The rest is 3D Vision Ready Material (crosshair/ targeting reticles, etc at correct depth in the world - as those were also a mess), damn "contextual" videos played in the game are fixed as well.

We are very close to get the Tile Lighting fixed as well, as per DarkStarSword's post. But I require some help there as fixing the stuff in ASM is not exactly my thing:) I have no idea in what space those coords are... They look OK in the menu but in the game (in the problematic areas, while they "correct" to some degree) they are still wrong...

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 02/19/2016 12:35 AM   
haha really FAIR? I wonder who came out with those :D
haha really FAIR? I wonder who came out with those :D

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

Posted 02/19/2016 02:29 AM   
Ok, pretty sure I know where the 2nd clipping issue is coming from (there's another shader involved). I'll go into details once I've had a crack at it. And the light coordinates turned out to be in view-space (I guess vPosition should have clued me in), which is why the first stab seemed to work provided the FOV was favourable (I was really expecting them to be in world-space, but I guess the programmers had other ideas), and changing it to the view-space formula is easy enough.
Ok, pretty sure I know where the 2nd clipping issue is coming from (there's another shader involved). I'll go into details once I've had a crack at it.

And the light coordinates turned out to be in view-space (I guess vPosition should have clued me in), which is why the first stab seemed to work provided the FOV was favourable (I was really expecting them to be in world-space, but I guess the programmers had other ideas), and changing it to the view-space formula is easy enough.

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

Posted 02/19/2016 04:35 AM   
All fixed. The remaining clipping was coming from LightMinMaxBuffer, which was generated from yet another shader that I tracked down in the same way as before. I also moved the correction in the shader I looked at last night as once I got into the game it was clear that it wasn't quite right. [img]http://darkstarsword.net/rottr/ROTTR%20-%202016-02-19%20-%20173926.0.jps[/img] [img]http://darkstarsword.net/rottr/ROTTR%20-%202016-02-19%20-%20172053.0.jps[/img] And using a custom shader on the [Present] call to show the output of the tile lighting pixel shader in real time ;-) [img]http://darkstarsword.net/rottr/ROTTR%20-%202016-02-19%20-%20173036.0.jps[/img] Here's the shaders: [url]http://darkstarsword.net/rottr/f72d0d363421b2a2-cs.txt[/url] (LightIndexBuffer) [url]http://darkstarsword.net/rottr/7f7bfaf4107cba4e-cs.txt[/url] (LightMinMaxBuffer) Plus the pixel shader Mike fixed that consumes LightIndexBuffer.
All fixed. The remaining clipping was coming from LightMinMaxBuffer, which was generated from yet another shader that I tracked down in the same way as before. I also moved the correction in the shader I looked at last night as once I got into the game it was clear that it wasn't quite right.

Image

Image


And using a custom shader on the [Present] call to show the output of the tile lighting pixel shader in real time ;-)

Image

Here's the shaders:
http://darkstarsword.net/rottr/f72d0d363421b2a2-cs.txt (LightIndexBuffer)
http://darkstarsword.net/rottr/7f7bfaf4107cba4e-cs.txt (LightMinMaxBuffer)

Plus the pixel shader Mike fixed that consumes LightIndexBuffer.

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

Posted 02/19/2016 06:52 AM   
  21 / 41    
Scroll To Top