The Witcher 3: Wild Hunt
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[quote=""]Alpha 0.09 gives almost total immersion! It makes leaving the world of Geralt painful. ;) Thank you again! However, I found a rebel shadow... It would be really fantastically appreciated if, you magicians, could have a look into. I found it in the attached save and also in the interiors of Novigrad. It is appearing only within a certain distance to the wall/s and is camera movement dependent. [img]http://constantin.me.uk/Stereoscopy/witcher366_50.jps[/img] [url]http://constantin.me.uk/Stereoscopy/ManualSave_52586_7df2d800_4d24715.sav[/url] [/quote] I checked this out and it happens in 2D as well. I disabled 3DMigoto and disabled 3DVision, and it still happens. I attach the 2D screenshot. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65082/[/img]
said:Alpha 0.09 gives almost total immersion! It makes leaving the world of Geralt painful. ;) Thank you again!

However, I found a rebel shadow...
It would be really fantastically appreciated if, you magicians, could have a look into.

I found it in the attached save and also in the interiors of Novigrad.

It is appearing only within a certain distance to the wall/s and is camera movement dependent.


Image
http://constantin.me.uk/Stereoscopy/ManualSave_52586_7df2d800_4d24715.sav

I checked this out and it happens in 2D as well. I disabled 3DMigoto and disabled 3DVision, and it still happens. I attach the 2D screenshot.

Image
Attachments

Witcher2D.jpg

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/24/2015 03:10 AM   
[quote=""][quote="DarkStarSword"] The UI depth can now be cycled between three modes with ~ (tilde/grave) 1. Existing fixed depth configurable with [Constants] x=... (default) 2. Adjust each UI element using the depth buffer and their position matrix 3. Adjust each UI element's individual vertices using the depth buffer [/quote] I have tried it and pressing it once ill get a very very deep UI, hitting it twice, nothing happens, if i hit it a third time, ill get my standard depth, 4th will brings up a verry verry deep UI again. But i cant see any other things/differences ?? //EDIT 1: Something is wrong with the water reflection in that cave, that is normal in 2D so if you want, have a look: [img]http://web396.inetseite.de/witcher318_50.jps[/img] [b]Savegame:[/b] [url]http://web396.inetseite.de/TWWH-106_3DVF-009a_CaveWaterReflect.zip[/url][/quote] I've fixed this now, it's the same type of problem as the big yellow blob in the other screenshot earlier. In fact it's the same shader but a different part of it. Darkstarsword will release the various updates soon, but to be really clear on the solution I am implementing it is to *remove* the glowing orange stuff because I think it is a game bug. In the cave above, when you jump in the water there are all kinds of weird orange lights with absolutely no local sources whatsoever, and they render at screen depth, and move around all over the place as you turn round (though I can make them render at water depth, it still makes no sense).
said:
DarkStarSword said:

The UI depth can now be cycled between three modes with ~ (tilde/grave)
1. Existing fixed depth configurable with [Constants] x=... (default)
2. Adjust each UI element using the depth buffer and their position matrix
3. Adjust each UI element's individual vertices using the depth buffer



I have tried it and pressing it once ill get a very very deep UI, hitting it twice, nothing happens, if i hit it a third time, ill get my standard depth, 4th will brings up a verry verry deep UI again. But i cant see any other things/differences ??

//EDIT 1: Something is wrong with the water reflection in that cave, that is normal in 2D so if you want, have a look:

Image

Savegame: http://web396.inetseite.de/TWWH-106_3DVF-009a_CaveWaterReflect.zip

I've fixed this now, it's the same type of problem as the big yellow blob in the other screenshot earlier. In fact it's the same shader but a different part of it.

Darkstarsword will release the various updates soon, but to be really clear on the solution I am implementing it is to *remove* the glowing orange stuff because I think it is a game bug. In the cave above, when you jump in the water there are all kinds of weird orange lights with absolutely no local sources whatsoever, and they render at screen depth, and move around all over the place as you turn round (though I can make them render at water depth, it still makes no sense).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/24/2015 03:44 AM   
OK, I think I am caught up with rendering issues: - Green Lamp DONE - Orange blob of light in caves DONE (still some residual issues, but minimized I think) - Water droplets on screen DONE - Witcher sense red marks DONE - Minor rendering issues on lakes DONE Blood decals were fixed in the previous release (0.0.9 I think). Things that I did not do: - The shadow on the house because that is a game bug that happens in 2D - HBAO+ issues because (a) I think it's a game bug (b) not sure I would know how to start fixing that anyway There may be more orange blob reflection issues, but I now know how to disable them. One other rendering issue that no one has reported yet, but which is also a purely 2D (and hence game) bug, is that the decals that add "tracks" to the roads are done really stupidly in that they do not map correctly to the terrain they are overlaid onto, so sometimes they look higher than the ground and sometimes they disappear into the ground (depending on the angle of view). This looks really crap, but like I said is not a 3D issue.
OK, I think I am caught up with rendering issues:
- Green Lamp DONE
- Orange blob of light in caves DONE (still some residual issues, but minimized I think)
- Water droplets on screen DONE
- Witcher sense red marks DONE
- Minor rendering issues on lakes DONE

Blood decals were fixed in the previous release (0.0.9 I think).

Things that I did not do:
- The shadow on the house because that is a game bug that happens in 2D
- HBAO+ issues because (a) I think it's a game bug (b) not sure I would know how to start fixing that anyway

There may be more orange blob reflection issues, but I now know how to disable them.

One other rendering issue that no one has reported yet, but which is also a purely 2D (and hence game) bug, is that the decals that add "tracks" to the roads are done really stupidly in that they do not map correctly to the terrain they are overlaid onto, so sometimes they look higher than the ground and sometimes they disappear into the ground (depending on the angle of view). This looks really crap, but like I said is not a 3D issue.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/24/2015 04:02 AM   
Congratulations Mike, sounds like we're getting close to release!
Congratulations Mike, sounds like we're getting close to release!

Posted 06/24/2015 06:08 AM   
Amazing! After the AK debacle, time to finish up on my Dark mode witcher 2 FCR surround playthrough and hit this game hard I guess. =)
Amazing! After the AK debacle, time to finish up on my Dark mode witcher 2 FCR surround playthrough and hit this game hard I guess. =)

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Posted 06/24/2015 07:43 AM   
We need to replace assembler files with fixed high precision ones. HLSL is always high resolution as far as I can tell so no need to fix anything there. We basically need to merge the 3d fix and the improved assembler file where applicable. Current situation Disassembled HLSL: 3.921569e-003 <- good enough Original MS ASM: 0.003922 <- needs serious improvements New Flugan ASM: 0.00392156886 <- verified to be bit perfect I'm not a huge fan of scientific notation with a small exponent. If HLSL didn't have precision we would be in trouble.
We need to replace assembler files with fixed high precision ones.

HLSL is always high resolution as far as I can tell so no need to fix anything there.

We basically need to merge the 3d fix and the improved assembler file where applicable.

Current situation
Disassembled HLSL: 3.921569e-003 <- good enough
Original MS ASM: 0.003922 <- needs serious improvements
New Flugan ASM: 0.00392156886 <- verified to be bit perfect

I'm not a huge fan of scientific notation with a small exponent.
If HLSL didn't have precision we would be in trouble.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

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Posted 06/24/2015 08:30 AM   
[quote=""]mike_ar69[quote=""] [/quote] I checked this out and it happens in 2D as well. I disabled 3DMigoto and disabled 3DVision, and it still happens. I attach the 2D screenshot. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65082/[/img][/quote] Thank you mike_ar69 for looking into this and for everything! I am ashamed for not checking the 2D by myself. I guess I shouldn't have believe the rumours stating that playing in 2D can give ocular cancer... ;) I haven't been on a lot of places in the world yet but, I think that alpha could now easily be named omega. :) Maximum respect!
said:mike_ar69
said:


I checked this out and it happens in 2D as well. I disabled 3DMigoto and disabled 3DVision, and it still happens. I attach the 2D screenshot.

Image


Thank you mike_ar69 for looking into this and for everything!

I am ashamed for not checking the 2D by myself.

I guess I shouldn't have believe the rumours stating that playing in 2D can give ocular cancer... ;)

I haven't been on a lot of places in the world yet but, I think that alpha could now easily be named omega. :)

Maximum respect!

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Posted 06/24/2015 08:41 AM   
Mike, you are my Hero! :) (so do Flugan, DarkStarSword and other Guru's here, as well) Thanks! Patiently waiting for updated fix.
Mike, you are my Hero! :) (so do Flugan, DarkStarSword and other Guru's here, as well)
Thanks! Patiently waiting for updated fix.

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Posted 06/24/2015 03:22 PM   
THX Mike for your work again, i have implemented the new files and the cave is loocking much better! Your close to perfect now !!
THX Mike for your work again, i have implemented the new files and the cave is loocking much better!

Your close to perfect now !!

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 06/24/2015 04:24 PM   
[quote="Losti"]I have found an other broken shader (water reflection if you look down with geralt), i dont know if this is realy an issue in other locations: [img]http://web396.inetseite.de/witcher316_50.jps[/img] [b]Savegame:[/b] [url]http://web396.inetseite.de/TWWH-106_3DVF-008a_CaveWater.zip[/url][/quote] I've been looking at this shader as well tonight, and I'm a little confused - I only see that particular issue when using a replaced shader due to a decompiler bug, when I use an assembly version the reflections all make sense (though the depth is wrong depending on the camera angle). Can you confirm if you still see that issue after using uninstall.bat and doing a clean install of alpha 0.09?
Losti said:I have found an other broken shader (water reflection if you look down with geralt), i dont know if this is realy an issue in other locations:
Image

Savegame: http://web396.inetseite.de/TWWH-106_3DVF-008a_CaveWater.zip


I've been looking at this shader as well tonight, and I'm a little confused - I only see that particular issue when using a replaced shader due to a decompiler bug, when I use an assembly version the reflections all make sense (though the depth is wrong depending on the camera angle).

Can you confirm if you still see that issue after using uninstall.bat and doing a clean install of alpha 0.09?

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Posted 06/24/2015 05:41 PM   
@darkstarsword - I don't understand that, the above lighting occurs in 2D, with 3DMigoto uninstalled/disabled. It's one of the first things I try nowadays to verify that these things are "real effects". Can you try that out first? (I am work so can't do anything for several hours).
@darkstarsword - I don't understand that, the above lighting occurs in 2D, with 3DMigoto uninstalled/disabled. It's one of the first things I try nowadays to verify that these things are "real effects". Can you try that out first? (I am work so can't do anything for several hours).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/24/2015 05:59 PM   
No, I'm not seeing that without 3Dmigot either. Immediately after loading I did briefly see what might have been sky in the reflection, but it faded within a second or two (presumably it's a sporadically updated buffer). I've tried a few different quality settings (not exhaustive), but I still can't trigger that without 3Dmigoto. Without 3DMigoto: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65090/[/img] Settings: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65091/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65092/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65093/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65094/[/img] Here's my WIP translating this into assembly to work around the decompiler bug - this fixes the depth of the reflected sun (and maybe moon?), but the fix for other reflections is not right (I just reused the adjustment for the sun to get a quick approximation working): https://github.com/bo3b/3Dmigoto/blob/e5eac50a5d9d190d2de5c44101712a9f7fbfe635/Witcher3/ShaderFixes/9b3f0e0c4128bc5d-ps.txt
No, I'm not seeing that without 3Dmigot either. Immediately after loading I did briefly see what might have been sky in the reflection, but it faded within a second or two (presumably it's a sporadically updated buffer). I've tried a few different quality settings (not exhaustive), but I still can't trigger that without 3Dmigoto.

Without 3DMigoto:
Image
Settings:
Image
Image
Image
Image

Here's my WIP translating this into assembly to work around the decompiler bug - this fixes the depth of the reflected sun (and maybe moon?), but the fix for other reflections is not right (I just reused the adjustment for the sun to get a quick approximation working):
https://github.com/bo3b/3Dmigoto/blob/e5eac50a5d9d190d2de5c44101712a9f7fbfe635/Witcher3/ShaderFixes/9b3f0e0c4128bc5d-ps.txt

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Posted 06/24/2015 06:39 PM   
@Darkstarsword - thanks for this, that's really interesting and a bit confusing (for me). I could have sworn I tested in 2D, clearly I screwed it up... So all the effort I put into remove the orange/sky stuff... Ah well, as long as it works in the end, eh? ;-) I'll check it out tonight. Actually, just had a quick look, I'll check out those r19 variables and see if I can find a correct fix. Can you also confirm that you have removed the "acdd" shader that I was using? I will assume you have for now.
@Darkstarsword - thanks for this, that's really interesting and a bit confusing (for me). I could have sworn I tested in 2D, clearly I screwed it up... So all the effort I put into remove the orange/sky stuff... Ah well, as long as it works in the end, eh? ;-) I'll check it out tonight. Actually, just had a quick look, I'll check out those r19 variables and see if I can find a correct fix.

Can you also confirm that you have removed the "acdd" shader that I was using? I will assume you have for now.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/24/2015 07:27 PM   
Just want to add that you guys, mike_ar69, DarkStarSword, and Flugan are awesome, and thanks for looking deeply into these effects. I'm keeping out of the stew as you guys seem to have it completely handled, but if there is anything you want me to look at (including Decompiler problems), do not hesitate to ask.
Just want to add that you guys, mike_ar69, DarkStarSword, and Flugan are awesome, and thanks for looking deeply into these effects.

I'm keeping out of the stew as you guys seem to have it completely handled, but if there is anything you want me to look at (including Decompiler problems), do not hesitate to ask.

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Posted 06/24/2015 11:45 PM   
[quote=""]No, I'm not seeing that without 3Dmigot either. Immediately after loading I did briefly see what might have been sky in the reflection, but it faded within a second or two (presumably it's a sporadically updated buffer). I've tried a few different quality settings (not exhaustive), but I still can't trigger that without 3Dmigoto. Without 3DMigoto: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65090/[/img] ... [/quote] @Darkstarsword Now I am confused ;-) Attached is my screenshot of the game in 2D, with 3DMigoto uninstalled and 3DVision disabled. You can see the big orange light. This also happens at all game settings. The only way I get rid of this is to use that shader I sent you which sets r24=0 and uses that in two separate transformations. I have not tried your shader yet. Either way, this orange light is present for me in 2D, no 3D, no Migoto. Are you definitely sure you had 3DMigoto uninstalled (the dll, nvapi as well as shaderfixes)? [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65101/[/img]
said:No, I'm not seeing that without 3Dmigot either. Immediately after loading I did briefly see what might have been sky in the reflection, but it faded within a second or two (presumably it's a sporadically updated buffer). I've tried a few different quality settings (not exhaustive), but I still can't trigger that without 3Dmigoto.

Without 3DMigoto:
Image
...

@Darkstarsword Now I am confused ;-) Attached is my screenshot of the game in 2D, with 3DMigoto uninstalled and 3DVision disabled. You can see the big orange light. This also happens at all game settings. The only way I get rid of this is to use that shader I sent you which sets r24=0 and uses that in two separate transformations. I have not tried your shader yet. Either way, this orange light is present for me in 2D, no 3D, no Migoto. Are you definitely sure you had 3DMigoto uninstalled (the dll, nvapi as well as shaderfixes)?

Image

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/25/2015 01:22 AM   
  77 / 152    
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