Dark Souls 2 Scholar of the First Sin Direct X11 version
4 / 7
[quote="DHR"]Can you upload a screenshot with the fix multiply by -0.33333? the shadows looks good with that value (2.4 convergence and 100% depth)?[/quote]
They don't look good because at bigger distances they need more convergence to be at the depth of the surface, but that breaks the lower part of the shadow because it needs less convergence. The shadows have fixed depth no matter the distance, and to look correct it should change with distance. Here's a screenshot where you can see the problem: https://www.dropbox.com/s/xqs5jd2ku7jq6ia/DarkSoulsII166.jps?dl=0
For example, the separation at the top of the sword is the same as the separation at the feet.
[quote="DHR"]the frame analysis sould give you a text file, inside that file there are the register that need to check.[/quote]
Nope. Inside the "FrameAnalysis-2015-11-02-124109" folder there are only jps files. Outside of the folder, no new files. I used these options for the frame analisys: "analyse_options = dump_rt_jps clear_rt".
Edit: another screenshot: https://www.dropbox.com/s/xqs5jd2ku7jq6ia/DarkSoulsII166.jps?dl=0
DHR said:Can you upload a screenshot with the fix multiply by -0.33333? the shadows looks good with that value (2.4 convergence and 100% depth)?
They don't look good because at bigger distances they need more convergence to be at the depth of the surface, but that breaks the lower part of the shadow because it needs less convergence. The shadows have fixed depth no matter the distance, and to look correct it should change with distance. Here's a screenshot where you can see the problem: https://www.dropbox.com/s/xqs5jd2ku7jq6ia/DarkSoulsII166.jps?dl=0
For example, the separation at the top of the sword is the same as the separation at the feet.
DHR said:the frame analysis sould give you a text file, inside that file there are the register that need to check.
Nope. Inside the "FrameAnalysis-2015-11-02-124109" folder there are only jps files. Outside of the folder, no new files. I used these options for the frame analisys: "analyse_options = dump_rt_jps clear_rt".
Use the last 3Dmigoto (1.2.6), in that version DarkStarSword add the same names for register tag in the frame analysis txt.
Use this config, this will dump txt:
[code]analyse_options = dump_rt_jps clear_rt dump_cb_txt[/code]
(dump_cb_txt: Decodes constant buffers as an array of float4s)
I was already using the latest 3Dmigoto. I added that option and now I got these txt files related to the pixel shader (jps file included): https://www.dropbox.com/s/kqf7nlbvrfbiut8/DS2_text_files.7z?dl=0
This time the multiplier I used was "-0.43212", just to make sure it's a number that has low chances of appearing by itself. In those files I couldn't find that number. I don't know what to do with the content of those files now.
This time the multiplier I used was "-0.43212", just to make sure it's a number that has low chances of appearing by itself. In those files I couldn't find that number. I don't know what to do with the content of those files now.
And the other one listed in the header info.
You can see that "FC_FarClipInfo" and "FC_ScreenSize" are used....FC_ScreenSize.x = 1920 and FC_ScreenSize.y = 1080
Try with those codes (same place than before).
Those are modifications of the Cryengine shadows pattern, is similar in this game....but in Cryengine we need to take the NearClip and Screensize from VS.....and in Cryengine there is no header.....DarkStarSword cracked down those register using Frame Analysis.
Option 1:
[code]
float4 stereo = StereoParams.Load(0);
float depth = r0.z * FC_FarClipInfo.x;
r0.x -= stereo.x * (depth - stereo.y) * FC_ScreenSize.x;[/code]
Option 2:
[code]
float4 stereo = StereoParams.Load(0);
float depth = r0.z * FC_FarClipInfo.y;
r0.x -= stereo.x * (depth - stereo.y) * FC_ScreenSize.x;[/code]
Try using combination of both changing the CORRECTION part...... divide by 2, divide by depth, etc....example:
[code]
float4 stereo = StereoParams.Load(0);
float depth = r0.z * FC_FarClipInfo.y;
r0.x -= stereo.x * (depth - stereo.y) / depth * FC_ScreenSize.x;[/code]
[code]
float4 stereo = StereoParams.Load(0);
float depth = r0.z * FC_FarClipInfo.y;
r0.x -= stereo.x * (depth - stereo.y) / depth * FC_ScreenSize.x / 2;[/code]
[code]
float4 stereo = StereoParams.Load(0);
float depth = r0.z * FC_FarClipInfo.y;
r0.x -= stereo.x * (depth - stereo.y) * FC_ScreenSize.x / 2;[/code]
You need to try different options.
Hope one of the options works...
Those are modifications of the Cryengine shadows pattern, is similar in this game....but in Cryengine we need to take the NearClip and Screensize from VS.....and in Cryengine there is no header.....DarkStarSword cracked down those register using Frame Analysis.
Thank you for the help and suggestions.
No luck with any of those. Some of them made shadows disappear (particularly the ones that used "FC_FarClipInfo.x" or the ones thay multiplied by the screen size. Sometimes enormous shadows appeared as I moved the camera), and others just added more separation to the shadows, in the same incorrect way as before.
I tried more variations without success, but I'm done for today. I'll be very surprised if this gets fixed someday.
No luck with any of those. Some of them made shadows disappear (particularly the ones that used "FC_FarClipInfo.x" or the ones thay multiplied by the screen size. Sometimes enormous shadows appeared as I moved the camera), and others just added more separation to the shadows, in the same incorrect way as before.
I tried more variations without success, but I'm done for today. I'll be very surprised if this gets fixed someday.
That's why Shadows/Lights are difficult... need some test and need some time.
More fix ideas:
[code]float4 stereo = StereoParams.Load(0);
r0.x -= stereo.x * (r0.z - stereo.y) * g_InvProjMatrixT._m00;[/code]
[code]float4 stereo = StereoParams.Load(0);
r0.x -= stereo.x * (r0.z - stereo.y) * g_InvProjMatrixT._m11;[/code]
And others variant...divide by g_InvProjMatrixT(both) instead *; divide by 2.
Also never seen this (the [r1.y/4]):
[code]g_ProjSpaceToShadowMatrixT[r1.y/4][/code]
So maybe is neccesary to use that r1.y in the fix.
The other way is to work the inverse matrix of g_ProjSpaceToShadowMatrixT.
I did iiiiiiiiiiiiiittttt!!!!
The right formula was:
[code]
r0.x+=separation*(dot(g_ProjSpaceToShadowMatrixT[r1.y/4]._m30_m31_m32_m33, r0.xyzw)-convergence);
[/code]
Or simplified:
[code]
float depth=dot(g_ProjSpaceToShadowMatrixT[r1.y/4]._m30_m31_m32_m33, r0.xyzw);
r0.x+=separation*(depth-convergence);
[/code]
I don't know why I didn't try to use that "dot(g_ProjSpaceToShadowMatrixT[r1.y/4]._m30_m31_m32_m33, r0.xyzw)" before. It's used just a few lines later to define "r2.w".
But it only works correctly at 1.0 convergence. I'll fix it to work at any setting. It's a bit late today, but I'll try to finish it before going to bed. If not, tomorrow.
Thank you all for your help. Even if I found the formula myself, your suggestions may prove useful in the future.
Edit: hmmm, fixing it to work at any convergence setting is more difficult than I thought. After a few minutes I couldn't even change the perfect spot to other convergence setting.
I don't know why I didn't try to use that "dot(g_ProjSpaceToShadowMatrixT[r1.y/4]._m30_m31_m32_m33, r0.xyzw)" before. It's used just a few lines later to define "r2.w".
But it only works correctly at 1.0 convergence. I'll fix it to work at any setting. It's a bit late today, but I'll try to finish it before going to bed. If not, tomorrow.
Thank you all for your help. Even if I found the formula myself, your suggestions may prove useful in the future.
Edit: hmmm, fixing it to work at any convergence setting is more difficult than I thought. After a few minutes I couldn't even change the perfect spot to other convergence setting.
GREAT!!!!
You still need the correction part to work with any convergence:
[code]r0.x+=separation*(depth-convergence) * CORRECTION;[/code]
Should be something simple like this, for convergence = 1.0 will work:
[code]r0.x+=separation*(depth-convergence) * convergence;[/code]
Or you can use a fix value, let say "1.2" for the correction that works with convergence = 1.8 and run the Frame Analysis....now you can look what register have the "1.2" value and use it in the correcion part. Again this value can be: value, 1/value or similar.
Also if the game have different FOV option, or in some scenes the FOV changes...you need to test the fix there also.
Or you can use a fix value, let say "1.2" for the correction that works with convergence = 1.8 and run the Frame Analysis....now you can look what register have the "1.2" value and use it in the correcion part. Again this value can be: value, 1/value or similar.
Also if the game have different FOV option, or in some scenes the FOV changes...you need to test the fix there also.
With the knowledge of the shadows fix, I remade the lighting fix for the lighting that was at screen depth. This time it is 100% accurate... buuuut as with the shadows, only at 1.0 convergence :p. I tried to overcome that limit for the shadows, but I still can't find a way to not break them again.
As a side note, I've also improved the lighting of bonfires. Now the lighting doesn't suddenly change when you're close. At this moment, it's perfect at convergence 0. If I manage to make it perfect at least at convergence 1.0, it will be a good improvement (and it will fix shadows produced by the bonfires).
I'll be afk most of the time tomorrow and saturday, so I won't be able to keep working on this until Sunday, probably.
With the knowledge of the shadows fix, I remade the lighting fix for the lighting that was at screen depth. This time it is 100% accurate... buuuut as with the shadows, only at 1.0 convergence :p. I tried to overcome that limit for the shadows, but I still can't find a way to not break them again.
As a side note, I've also improved the lighting of bonfires. Now the lighting doesn't suddenly change when you're close. At this moment, it's perfect at convergence 0. If I manage to make it perfect at least at convergence 1.0, it will be a good improvement (and it will fix shadows produced by the bonfires).
I'll be afk most of the time tomorrow and saturday, so I won't be able to keep working on this until Sunday, probably.
Yaaay, more things are fixed! Now ALL shadows are correct (bonfire shadows, shadows in Majula mansion, shadows in places that had lighting at screen depth, No-Man's Wharf and everything else you can think about, probably), and of course all lighting. Shadows at the "low" setting didn't work with the fix that corrected the pixel shaders of shadows medium/high and no shadows.
By the way, same as previous things fixed: only at 1.0 convergence. Once I figure this out (with maybe some of your help), it will probably be appliable to all shaders that currently need 1.0 convergence.
Aside from that convergence limitation, I think the only remaining thing is fixing depth of the item/chest drops lighting (shared with just a few other things) that currently is pefect at 0 convergence, same as the things I fixed today.
I'll post the current state of the fix and how I did a few things on Sunday.
Yaaay, more things are fixed! Now ALL shadows are correct (bonfire shadows, shadows in Majula mansion, shadows in places that had lighting at screen depth, No-Man's Wharf and everything else you can think about, probably), and of course all lighting. Shadows at the "low" setting didn't work with the fix that corrected the pixel shaders of shadows medium/high and no shadows.
By the way, same as previous things fixed: only at 1.0 convergence. Once I figure this out (with maybe some of your help), it will probably be appliable to all shaders that currently need 1.0 convergence.
Aside from that convergence limitation, I think the only remaining thing is fixing depth of the item/chest drops lighting (shared with just a few other things) that currently is pefect at 0 convergence, same as the things I fixed today.
I'll post the current state of the fix and how I did a few things on Sunday.
[quote="masterotaku"]Yaaay, more things are fixed! Now ALL shadows are correct (bonfire shadows, shadows in Majula mansion, shadows in places that had lighting at screen depth, No-Man's Wharf and everything else you can think about, probably), and of course all lighting. Shadows at the "low" setting didn't work with the fix that corrected the pixel shaders of shadows medium/high and no shadows.
By the way, same as previous things fixed: only at 1.0 convergence. Once I figure this out (with maybe some of your help), it will probably be appliable to all shaders that currently need 1.0 convergence.
Aside from that convergence limitation, I think the only remaining thing is fixing depth of the item/chest drops lighting (shared with just a few other things) that currently is pefect at 0 convergence, same as the things I fixed today.
I'll post the current state of the fix and how I did a few things on Sunday.[/quote]
The work is seriously appreciated. It seems like you're learning a lot, and I'm glad the learning can be done on a game such as Dark Souls II !
masterotaku said:Yaaay, more things are fixed! Now ALL shadows are correct (bonfire shadows, shadows in Majula mansion, shadows in places that had lighting at screen depth, No-Man's Wharf and everything else you can think about, probably), and of course all lighting. Shadows at the "low" setting didn't work with the fix that corrected the pixel shaders of shadows medium/high and no shadows.
By the way, same as previous things fixed: only at 1.0 convergence. Once I figure this out (with maybe some of your help), it will probably be appliable to all shaders that currently need 1.0 convergence.
Aside from that convergence limitation, I think the only remaining thing is fixing depth of the item/chest drops lighting (shared with just a few other things) that currently is pefect at 0 convergence, same as the things I fixed today.
I'll post the current state of the fix and how I did a few things on Sunday.
The work is seriously appreciated. It seems like you're learning a lot, and I'm glad the learning can be done on a game such as Dark Souls II !
I was wrong about one of my latest statements:
[quote]Aside from that convergence limitation, I think the only remaining thing is fixing depth of the item/chest drops lighting (shared with just a few other things) that currently is pefect at 0 convergence, same as the things I fixed today.[/quote]
Actually, everything is fixed (other than the sun rays, that are disabled). I was checking those things I said with the incorrect convergence.
By the way, fixing the lighting also fixed reflections on the body, weapons and armor, and also the moon reflection at Drangleic Castle. I've been checking many areas today and everything looked correct (shadows, lighting, reflections, etc).
I've changed some hotkeys:
- F4: 100 depth, 2.4 convergence (it would be my favorite setting if everything worked with it).
- F5: 85 depth, 2.4 convergence (same convergence, but reduced depth to fix the fire heatwave effect).
- F6: 85 depth, 1.0 convergence (the setting you have to use to see all effects correctly).
Here's the current fix: https://www.dropbox.com/s/pnahs4uvdv2osfb/DS2_SOTFS_fix_1.4.7z?dl=0
The only remaining thing is to make everything look correct at any convergence setting. I haven't found the correct formula yet. Other than that, I think I can call the fix "complete".
I've learned a lot thanks to the people that helped me and the people being happy about the fix, as well as my own interest :p.
Now it's time to ask for help:
I'll explain how I fixed the lighting. In the vertex shader ("0b9a4f4bd9c5b45a-vs_replace.txt"), I just added this line (after adding the needed register):
[code]
o0.x-=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r0.xyzw)-convergence);
[/code]
Then in the pixel shaders I added something like this:
[code]
r1.x-=separation*(r1.w-convergence);
r1.x+=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r1.xyzw)-convergence);
[/code]
In some cases it was r1, r2, r3, etc. Always at the same step.
For the shadows I used a different variable that I posted in this page. In the shadows case, dividing the last modified line by "(depth+convergence)" moved the good spot to about 1.4 convergence, but its depth wasn't perfect and it just changed the needed convergence.
Any more ideas? I'll keep trying stuff, anyway. Now I'll be playing Ys VI in the meantime, and when this is totally fixed, I'll start New Game + to replay the game with all effects enabled.
Aside from that convergence limitation, I think the only remaining thing is fixing depth of the item/chest drops lighting (shared with just a few other things) that currently is pefect at 0 convergence, same as the things I fixed today.
Actually, everything is fixed (other than the sun rays, that are disabled). I was checking those things I said with the incorrect convergence.
By the way, fixing the lighting also fixed reflections on the body, weapons and armor, and also the moon reflection at Drangleic Castle. I've been checking many areas today and everything looked correct (shadows, lighting, reflections, etc).
I've changed some hotkeys:
- F4: 100 depth, 2.4 convergence (it would be my favorite setting if everything worked with it).
- F5: 85 depth, 2.4 convergence (same convergence, but reduced depth to fix the fire heatwave effect).
- F6: 85 depth, 1.0 convergence (the setting you have to use to see all effects correctly).
The only remaining thing is to make everything look correct at any convergence setting. I haven't found the correct formula yet. Other than that, I think I can call the fix "complete".
I've learned a lot thanks to the people that helped me and the people being happy about the fix, as well as my own interest :p.
Now it's time to ask for help:
I'll explain how I fixed the lighting. In the vertex shader ("0b9a4f4bd9c5b45a-vs_replace.txt"), I just added this line (after adding the needed register):
In some cases it was r1, r2, r3, etc. Always at the same step.
For the shadows I used a different variable that I posted in this page. In the shadows case, dividing the last modified line by "(depth+convergence)" moved the good spot to about 1.4 convergence, but its depth wasn't perfect and it just changed the needed convergence.
Any more ideas? I'll keep trying stuff, anyway. Now I'll be playing Ys VI in the meantime, and when this is totally fixed, I'll start New Game + to replay the game with all effects enabled.
They don't look good because at bigger distances they need more convergence to be at the depth of the surface, but that breaks the lower part of the shadow because it needs less convergence. The shadows have fixed depth no matter the distance, and to look correct it should change with distance. Here's a screenshot where you can see the problem: https://www.dropbox.com/s/xqs5jd2ku7jq6ia/DarkSoulsII166.jps?dl=0
For example, the separation at the top of the sword is the same as the separation at the feet.
Nope. Inside the "FrameAnalysis-2015-11-02-124109" folder there are only jps files. Outside of the folder, no new files. I used these options for the frame analisys: "analyse_options = dump_rt_jps clear_rt".
Edit: another screenshot: https://www.dropbox.com/s/xqs5jd2ku7jq6ia/DarkSoulsII166.jps?dl=0
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
Use this config, this will dump txt:
(dump_cb_txt: Decodes constant buffers as an array of float4s)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
This time the multiplier I used was "-0.43212", just to make sure it's a number that has low chances of appearing by itself. In those files I couldn't find that number. I don't know what to do with the content of those files now.
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
And the other one listed in the header info.
You can see that "FC_FarClipInfo" and "FC_ScreenSize" are used....FC_ScreenSize.x = 1920 and FC_ScreenSize.y = 1080
Multiply by "FC_MatrixViewT.x" maybe a good candidate.
This part is start to try, the good thing is in this game you have the header info, also farclip (Far .x and near .y) and screensize are used.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Those are modifications of the Cryengine shadows pattern, is similar in this game....but in Cryengine we need to take the NearClip and Screensize from VS.....and in Cryengine there is no header.....DarkStarSword cracked down those register using Frame Analysis.
Option 1:
Option 2:
Try using combination of both changing the CORRECTION part...... divide by 2, divide by depth, etc....example:
You need to try different options.
Hope one of the options works...
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
No luck with any of those. Some of them made shadows disappear (particularly the ones that used "FC_FarClipInfo.x" or the ones thay multiplied by the screen size. Sometimes enormous shadows appeared as I moved the camera), and others just added more separation to the shadows, in the same incorrect way as before.
I tried more variations without success, but I'm done for today. I'll be very surprised if this gets fixed someday.
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
More fix ideas:
And others variant...divide by g_InvProjMatrixT(both) instead *; divide by 2.
Also never seen this (the [r1.y/4]):
So maybe is neccesary to use that r1.y in the fix.
The other way is to work the inverse matrix of g_ProjSpaceToShadowMatrixT.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
The right formula was:
Or simplified:
I don't know why I didn't try to use that "dot(g_ProjSpaceToShadowMatrixT[r1.y/4]._m30_m31_m32_m33, r0.xyzw)" before. It's used just a few lines later to define "r2.w".
But it only works correctly at 1.0 convergence. I'll fix it to work at any setting. It's a bit late today, but I'll try to finish it before going to bed. If not, tomorrow.
Thank you all for your help. Even if I found the formula myself, your suggestions may prove useful in the future.
Edit: hmmm, fixing it to work at any convergence setting is more difficult than I thought. After a few minutes I couldn't even change the perfect spot to other convergence setting.
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
You still need the correction part to work with any convergence:
Should be something simple like this, for convergence = 1.0 will work:
Or you can use a fix value, let say "1.2" for the correction that works with convergence = 1.8 and run the Frame Analysis....now you can look what register have the "1.2" value and use it in the correcion part. Again this value can be: value, 1/value or similar.
Also if the game have different FOV option, or in some scenes the FOV changes...you need to test the fix there also.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
As a side note, I've also improved the lighting of bonfires. Now the lighting doesn't suddenly change when you're close. At this moment, it's perfect at convergence 0. If I manage to make it perfect at least at convergence 1.0, it will be a good improvement (and it will fix shadows produced by the bonfires).
I'll be afk most of the time tomorrow and saturday, so I won't be able to keep working on this until Sunday, probably.
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
By the way, same as previous things fixed: only at 1.0 convergence. Once I figure this out (with maybe some of your help), it will probably be appliable to all shaders that currently need 1.0 convergence.
Aside from that convergence limitation, I think the only remaining thing is fixing depth of the item/chest drops lighting (shared with just a few other things) that currently is pefect at 0 convergence, same as the things I fixed today.
I'll post the current state of the fix and how I did a few things on Sunday.
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
The work is seriously appreciated. It seems like you're learning a lot, and I'm glad the learning can be done on a game such as Dark Souls II !
Actually, everything is fixed (other than the sun rays, that are disabled). I was checking those things I said with the incorrect convergence.
By the way, fixing the lighting also fixed reflections on the body, weapons and armor, and also the moon reflection at Drangleic Castle. I've been checking many areas today and everything looked correct (shadows, lighting, reflections, etc).
I've changed some hotkeys:
- F4: 100 depth, 2.4 convergence (it would be my favorite setting if everything worked with it).
- F5: 85 depth, 2.4 convergence (same convergence, but reduced depth to fix the fire heatwave effect).
- F6: 85 depth, 1.0 convergence (the setting you have to use to see all effects correctly).
Here's the current fix: https://www.dropbox.com/s/pnahs4uvdv2osfb/DS2_SOTFS_fix_1.4.7z?dl=0
The only remaining thing is to make everything look correct at any convergence setting. I haven't found the correct formula yet. Other than that, I think I can call the fix "complete".
I've learned a lot thanks to the people that helped me and the people being happy about the fix, as well as my own interest :p.
Now it's time to ask for help:
I'll explain how I fixed the lighting. In the vertex shader ("0b9a4f4bd9c5b45a-vs_replace.txt"), I just added this line (after adding the needed register):
Then in the pixel shaders I added something like this:
In some cases it was r1, r2, r3, etc. Always at the same step.
For the shadows I used a different variable that I posted in this page. In the shadows case, dividing the last modified line by "(depth+convergence)" moved the good spot to about 1.4 convergence, but its depth wasn't perfect and it just changed the needed convergence.
Any more ideas? I'll keep trying stuff, anyway. Now I'll be playing Ys VI in the meantime, and when this is totally fixed, I'll start New Game + to replay the game with all effects enabled.
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