Played for an hour and it looks amazing with your fix, just beautiful. Game brought both my CPU and GPU to their knees, so much torture. :)
Currently playing at 4K (%75 resolution) with mostly your recomended settings. For anyone having performance issues like me, here's my settings:
- VXAO is very CPU heavy for me in some scenes and some locations, literally kills it, so currently using AO which kills GPU, but still better in performance. With VXAO I can't pass 22 fps in some areas.
- LOD is even more demanding than VXAO on my CPU, I set it to Average and looks good for now.
I set Geomaping on, while playing with TV I mostly didn't notice the issue it creates. Because I sit close to the TV and the issues mostly escape from my FOV or doesn't bother me much.
Played for an hour and it looks amazing with your fix, just beautiful. Game brought both my CPU and GPU to their knees, so much torture. :)
Currently playing at 4K (%75 resolution) with mostly your recomended settings. For anyone having performance issues like me, here's my settings:
- VXAO is very CPU heavy for me in some scenes and some locations, literally kills it, so currently using AO which kills GPU, but still better in performance. With VXAO I can't pass 22 fps in some areas.
- LOD is even more demanding than VXAO on my CPU, I set it to Average and looks good for now.
I set Geomaping on, while playing with TV I mostly didn't notice the issue it creates. Because I sit close to the TV and the issues mostly escape from my FOV or doesn't bother me much.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
Thanks for your feedback. A shame to hear about the VXAO being too heavy of a hit on your machine. Would be interested in hearing others experience on that (I admittedly did not benchmark it). The standard AO uses some sort of previous frame blurring mechanism, which looks slightly off to my eyes, but no logical place to fix in the shader. Still, FPS is king, so do what you gotta do to keep it playable.
And yeah, the frustum culling issue seems more problematic in certain cutscenes than during actual gameplay. It's perfectly fine to use it or not. I forgot to mention that the blinding light only happens with the Filtering setting on Highest, anything below that and there is no light to shine through the seams on the edges of the screen, so maybe that's why you didn't notice it if you reduced that setting for performance.
Thanks for your feedback. A shame to hear about the VXAO being too heavy of a hit on your machine. Would be interested in hearing others experience on that (I admittedly did not benchmark it). The standard AO uses some sort of previous frame blurring mechanism, which looks slightly off to my eyes, but no logical place to fix in the shader. Still, FPS is king, so do what you gotta do to keep it playable.
And yeah, the frustum culling issue seems more problematic in certain cutscenes than during actual gameplay. It's perfectly fine to use it or not. I forgot to mention that the blinding light only happens with the Filtering setting on Highest, anything below that and there is no light to shine through the seams on the edges of the screen, so maybe that's why you didn't notice it if you reduced that setting for performance.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Filtering is set to highest and I noticed the frustum culling issue several times while deliberately searching for it. :)
For the 4K upscalers; I disabled game's own upscaling and tried the 3DMigoto's upscaling, it's better. But use the latest dll from 3Dmigoto-1.3.8, otherwise game will crash.
Edit: Forget to add, I set TRAM to high, with highest it causes memory leak on my system. Game was using 10-11 GB VRAM after half an hour play and was causing system RAM to go nuts. With high setting everything looks good for now. There are several threads about this issue in Steam forums.
Filtering is set to highest and I noticed the frustum culling issue several times while deliberately searching for it. :)
For the 4K upscalers; I disabled game's own upscaling and tried the 3DMigoto's upscaling, it's better. But use the latest dll from 3Dmigoto-1.3.8, otherwise game will crash.
Edit: Forget to add, I set TRAM to high, with highest it causes memory leak on my system. Game was using 10-11 GB VRAM after half an hour play and was causing system RAM to go nuts. With high setting everything looks good for now. There are several threads about this issue in Steam forums.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
Things I noticed in a few minutes (I was at one beach):
- "[ShaderRegex_General2]" breaks water reflections (they are screen space reflections), making them have double the normal separation. Just dumping "79cada38ad757ace-vs_replace.txt" to avoid the regex fixed them (they returned to normal SSR behavior).
- Your fix doesn't fix water splashes (when you run on sea water, for example). Get "fbe57df6dd65f8d0-vs.txt" from my fix, which may not be 100% accurate, but it's a big improvement over the unfixed effect.
- There is some lighting flickering I saw on mountain rock surfaces, or buildings.
- I like how the sky doesn't have any clipping at the sides. I think it's "[ShaderRegex_General1]" putting it to the correct position.
- I also like how sun rays are fixed :).
- That dynamic HUD depth (per vertex I assume) is cool, although it can be flickery so it sometimes makes it hard to read enemy information.
Great job, DJ-RK. It's definitely a better than my WIP fix. I'll keep testing this and tell you if I find something else that gets my attention.
PS: it's feels weird using convergence hotkeys from other people. It's been a long time :p.
Things I noticed in a few minutes (I was at one beach):
- "[ShaderRegex_General2]" breaks water reflections (they are screen space reflections), making them have double the normal separation. Just dumping "79cada38ad757ace-vs_replace.txt" to avoid the regex fixed them (they returned to normal SSR behavior).
- Your fix doesn't fix water splashes (when you run on sea water, for example). Get "fbe57df6dd65f8d0-vs.txt" from my fix, which may not be 100% accurate, but it's a big improvement over the unfixed effect.
- There is some lighting flickering I saw on mountain rock surfaces, or buildings.
- I like how the sky doesn't have any clipping at the sides. I think it's "[ShaderRegex_General1]" putting it to the correct position.
- I also like how sun rays are fixed :).
- That dynamic HUD depth (per vertex I assume) is cool, although it can be flickery so it sometimes makes it hard to read enemy information.
Great job, DJ-RK. It's definitely a better than my WIP fix. I'll keep testing this and tell you if I find something else that gets my attention.
PS: it's feels weird using convergence hotkeys from other people. It's been a long time :p.
I went into a wide tunnel for one of Cindy's missions (to get something for the car), and it was blindingly bright instead of dark. Disabling 3D or pressing F9 (to see the original shaders in hunting mode) fixed that. I haven't identified what's broken yet.
I went into a wide tunnel for one of Cindy's missions (to get something for the car), and it was blindingly bright instead of dark. Disabling 3D or pressing F9 (to see the original shaders in hunting mode) fixed that. I haven't identified what's broken yet.
[quote="masterotaku"]I went into a wide tunnel for one of Cindy's missions (to get something for the car), and it was blindingly bright instead of dark. Disabling 3D or pressing F9 (to see the original shaders in hunting mode) fixed that. I haven't identified what's broken yet.[/quote]
Is that somewhere that I would be able to access near the beginning of the game? Just got the car back and drove to the next area and did some level 7&8 hunting quests there, to give you an idea of how far along I an
masterotaku said:I went into a wide tunnel for one of Cindy's missions (to get something for the car), and it was blindingly bright instead of dark. Disabling 3D or pressing F9 (to see the original shaders in hunting mode) fixed that. I haven't identified what's broken yet.
Is that somewhere that I would be able to access near the beginning of the game? Just got the car back and drove to the next area and did some level 7&8 hunting quests there, to give you an idea of how far along I an
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Chapter 2, around 5 hours of playtime. It was a sidequest before doing a main mission about having to infiltrate somewhere north. The place is 1.2km to the west of Cindy's garage.
PS: I've detected that effects of normal attacks are affected by the fix. Regex affecting more shaders than it should, probably.
Chapter 2, around 5 hours of playtime. It was a sidequest before doing a main mission about having to infiltrate somewhere north. The place is 1.2km to the west of Cindy's garage.
PS: I've detected that effects of normal attacks are affected by the fix. Regex affecting more shaders than it should, probably.
Alright. I'll be home from work in a couple hours, I'll specifically focus on playing to uncover any MAJOR issues like that tunnel issue, and try to resist the urge to work on minor imperfections or some of those that I've already addressed.
And yeah, that's the caveat of working with regex on short, generic shaders like these VS's. On one hand it preemptively fixes certain issues (like never having seen the sky clipping myself) and mostly ensures that updates don't go breaking the fix (so even if its only to fix one or 2 shaders, I'd still rather have a regex for them if I can for that reason), but overcorrection is a definite concern. As you've likely noticed I've circumvented that with some shaders by creating blacklist regex patterns that slightly modify those that I don't want matched by the general regexes. Might need to add a few more of those, or find a way to make my General patterns a little more specific (or a combination of both).
Either way, its not surprising to find there's more work to be done, so thanks for testing and helping in that regard
Alright. I'll be home from work in a couple hours, I'll specifically focus on playing to uncover any MAJOR issues like that tunnel issue, and try to resist the urge to work on minor imperfections or some of those that I've already addressed.
And yeah, that's the caveat of working with regex on short, generic shaders like these VS's. On one hand it preemptively fixes certain issues (like never having seen the sky clipping myself) and mostly ensures that updates don't go breaking the fix (so even if its only to fix one or 2 shaders, I'd still rather have a regex for them if I can for that reason), but overcorrection is a definite concern. As you've likely noticed I've circumvented that with some shaders by creating blacklist regex patterns that slightly modify those that I don't want matched by the general regexes. Might need to add a few more of those, or find a way to make my General patterns a little more specific (or a combination of both).
Either way, its not surprising to find there's more work to be done, so thanks for testing and helping in that regard
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Hi DJRK!
It looks pretty good. Caves are much better now! So I am playing again. Here's the couple things I noticed. Let me know if shader helps I can dump for you.
1) The Icons at depth is pretty cool. But sometimes and you are looking at different things the iconds stretch diagonally and shift quite a bit.
2) The water thing effects
3) There's also ice in a cave in chapter 3. Where it's shimmery but the shimmeryness doesn't look quite right.
4) Fires
It looks pretty good. Caves are much better now! So I am playing again. Here's the couple things I noticed. Let me know if shader helps I can dump for you.
1) The Icons at depth is pretty cool. But sometimes and you are looking at different things the iconds stretch diagonally and shift quite a bit.
2) The water thing effects
3) There's also ice in a cave in chapter 3. Where it's shimmery but the shimmeryness doesn't look quite right.
4) Fires
Hey guys. Played a bit more... enough to learn that this fix is a far cry from 90% complete, so this is going to be a bit of a journey for all of us that don't want to wait on a full release. I may start providing nightly builds of this fix (well, at least the nights that I can do so), and starting to consider the possibility of setting up a Github account so that is better/easier than me having to rezip and reup a new version each night, but that's another thought for another day.
Version changes:
-So I didn't make it to said tunnel area (just started chapter 2 before calling it a night at 3:30AM before a 6:30AM workday ;)), but I have a feeling I know what may have caused that blinding/flickering. There is a blocky clipping that occurs inside of certain lighting/shadow shaders, that are related to something called "Lightprobes." I had found a way to fix that in the starting area which had no side effects there, but I'm now finding that is actually removing indoor shadows elsewhere. I actually spent a very large amount of time on "fixing" that issue, and the solution was the only one I could find at the time, and I'm not entirely confident I'll manage to come up with something better, kinda similar to the tile lighting issue. I'll definitely be looking at it more, but don't want to get hung up on it too much now that I don't make progress elsewhere, so for now I've added another toggle for this as well. It's on the same [ key that is used for enabling/disabling the tile lighting 'fix'. Figured they probably both fall into the same category of whether you'll want them on or off. You can test to see what you prefer.
-Blacklisted the shader causing water screenspace reflections to be broken (or rather, more broken. They look fairly correct by default, but are culled at the sides of screens and have some missing artifacts with camera at various angles)
-Added masterotaku's shader for fixing water ripple effects.
-Added a toggle for DOF on CTRL + \
-Added a toggle for auto-depth on HUD elements on F4. which will put those at static depth, which can be adjusted via the ] key (sorry, I know I suck at choosing preset keys. I'll work on a more sensible key system as we go along). Alternatively to using the F4 key you could just change z5 to =1 in the d3dx.ini file to permanently disable auto-depth.
-Added better convergence presets on F1-F3 (1.0, 2.0, and 4.0 respectively)
-Fixed broken fight effects. Found out that they are all tied to the same VS shader as the warp icon, which strangely enough was not at depth for me in the demo (so I implemented auto-depth on it), but in this full release found out that it is at proper depth, and therefore no longer needed any adjustment.
-Regarding Fires, I didn't fix them myself, but I've found that if you use the Luminous Engine Graphics Configuration Tool you can disable Nvidia Flow, which fixes it.
Download: http://www.mediafire.com/file/ax3ajt1522ibgiz/FFXV%20Nightly%20WIP%204-08.zip
Hey guys. Played a bit more... enough to learn that this fix is a far cry from 90% complete, so this is going to be a bit of a journey for all of us that don't want to wait on a full release. I may start providing nightly builds of this fix (well, at least the nights that I can do so), and starting to consider the possibility of setting up a Github account so that is better/easier than me having to rezip and reup a new version each night, but that's another thought for another day.
Version changes:
-So I didn't make it to said tunnel area (just started chapter 2 before calling it a night at 3:30AM before a 6:30AM workday ;)), but I have a feeling I know what may have caused that blinding/flickering. There is a blocky clipping that occurs inside of certain lighting/shadow shaders, that are related to something called "Lightprobes." I had found a way to fix that in the starting area which had no side effects there, but I'm now finding that is actually removing indoor shadows elsewhere. I actually spent a very large amount of time on "fixing" that issue, and the solution was the only one I could find at the time, and I'm not entirely confident I'll manage to come up with something better, kinda similar to the tile lighting issue. I'll definitely be looking at it more, but don't want to get hung up on it too much now that I don't make progress elsewhere, so for now I've added another toggle for this as well. It's on the same [ key that is used for enabling/disabling the tile lighting 'fix'. Figured they probably both fall into the same category of whether you'll want them on or off. You can test to see what you prefer.
-Blacklisted the shader causing water screenspace reflections to be broken (or rather, more broken. They look fairly correct by default, but are culled at the sides of screens and have some missing artifacts with camera at various angles)
-Added masterotaku's shader for fixing water ripple effects.
-Added a toggle for DOF on CTRL + \
-Added a toggle for auto-depth on HUD elements on F4. which will put those at static depth, which can be adjusted via the ] key (sorry, I know I suck at choosing preset keys. I'll work on a more sensible key system as we go along). Alternatively to using the F4 key you could just change z5 to =1 in the d3dx.ini file to permanently disable auto-depth.
-Added better convergence presets on F1-F3 (1.0, 2.0, and 4.0 respectively)
-Fixed broken fight effects. Found out that they are all tied to the same VS shader as the warp icon, which strangely enough was not at depth for me in the demo (so I implemented auto-depth on it), but in this full release found out that it is at proper depth, and therefore no longer needed any adjustment.
-Regarding Fires, I didn't fix them myself, but I've found that if you use the Luminous Engine Graphics Configuration Tool you can disable Nvidia Flow, which fixes it.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Thanks DJRK, these minor things make it look quite a bit better. It's not quite perfect yet.
In regards to anyone using the luminious engine graphics configuration. That you have to get from the demo correct.
Also does checking or unchecking disable nvidia flow.
[quote="limextree"]In regards to anyone using the luminious engine graphics configuration. That you have to get from the demo correct.[/quote]
Yeah, since the demo just magically disappeared off my HDD at some point I did a Google search and found someone had a version of it available to be downloaded from their Github page. It's apparently for an older version of the engine, so not everything there actually works, but I mainly got it for the Nvidia Flow toggle and shadow resolution option (which as far as I know worked in the demo).
[quote]Also does checking or unchecking disable nvidia flow.[/quote]
Unchecking. I probably checked it and then unchecked it just to be safe. ;)
limextree said:In regards to anyone using the luminious engine graphics configuration. That you have to get from the demo correct.
Yeah, since the demo just magically disappeared off my HDD at some point I did a Google search and found someone had a version of it available to be downloaded from their Github page. It's apparently for an older version of the engine, so not everything there actually works, but I mainly got it for the Nvidia Flow toggle and shadow resolution option (which as far as I know worked in the demo).
Also does checking or unchecking disable nvidia flow.
Unchecking. I probably checked it and then unchecked it just to be safe. ;)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Anyone getting strange colour flickering in the left eye when using magic or fighting?
I also see some smoke/fog disappearing in the left eye.
I tried both with and without the WIP and it's always there, so I imagine is related to the game profile & 3D Vision (possible having SLI enabled) ?
Anyone getting strange colour flickering in the left eye when using magic or fighting?
I also see some smoke/fog disappearing in the left eye.
I tried both with and without the WIP and it's always there, so I imagine is related to the game profile & 3D Vision (possible having SLI enabled) ?
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="DJ-RK"]Yeah, since the demo just magically disappeared off my HDD at some point I did a Google search and found someone had a version of it available to be downloaded from their Github page. [/quote]
It's still available on Steam, no idea if it's the original or a new iteration.
http://store.steampowered.com/app/671210/FINAL_FANTASY_XV_WINDOWS_EDITION_PLAYABLE_DEMO/
DJ-RK said:Yeah, since the demo just magically disappeared off my HDD at some point I did a Google search and found someone had a version of it available to be downloaded from their Github page.
It's still available on Steam, no idea if it's the original or a new iteration.
Hi Hi!
I just wanted to check if this is about as far as the fix will go, I'm waiting to put a lot of time into it until it is (A) about as done as fixes say it can be. (B) fixes need a bit of testing.
Thanks!
I just wanted to check if this is about as far as the fix will go, I'm waiting to put a lot of time into it until it is (A) about as done as fixes say it can be. (B) fixes need a bit of testing.
Currently playing at 4K (%75 resolution) with mostly your recomended settings. For anyone having performance issues like me, here's my settings:
- VXAO is very CPU heavy for me in some scenes and some locations, literally kills it, so currently using AO which kills GPU, but still better in performance. With VXAO I can't pass 22 fps in some areas.
- LOD is even more demanding than VXAO on my CPU, I set it to Average and looks good for now.
I set Geomaping on, while playing with TV I mostly didn't notice the issue it creates. Because I sit close to the TV and the issues mostly escape from my FOV or doesn't bother me much.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
And yeah, the frustum culling issue seems more problematic in certain cutscenes than during actual gameplay. It's perfectly fine to use it or not. I forgot to mention that the blinding light only happens with the Filtering setting on Highest, anything below that and there is no light to shine through the seams on the edges of the screen, so maybe that's why you didn't notice it if you reduced that setting for performance.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
For the 4K upscalers; I disabled game's own upscaling and tried the 3DMigoto's upscaling, it's better. But use the latest dll from 3Dmigoto-1.3.8, otherwise game will crash.
Edit: Forget to add, I set TRAM to high, with highest it causes memory leak on my system. Game was using 10-11 GB VRAM after half an hour play and was causing system RAM to go nuts. With high setting everything looks good for now. There are several threads about this issue in Steam forums.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
- "[ShaderRegex_General2]" breaks water reflections (they are screen space reflections), making them have double the normal separation. Just dumping "79cada38ad757ace-vs_replace.txt" to avoid the regex fixed them (they returned to normal SSR behavior).
- Your fix doesn't fix water splashes (when you run on sea water, for example). Get "fbe57df6dd65f8d0-vs.txt" from my fix, which may not be 100% accurate, but it's a big improvement over the unfixed effect.
- There is some lighting flickering I saw on mountain rock surfaces, or buildings.
- I like how the sky doesn't have any clipping at the sides. I think it's "[ShaderRegex_General1]" putting it to the correct position.
- I also like how sun rays are fixed :).
- That dynamic HUD depth (per vertex I assume) is cool, although it can be flickery so it sometimes makes it hard to read enemy information.
Great job, DJ-RK. It's definitely a better than my WIP fix. I'll keep testing this and tell you if I find something else that gets my attention.
PS: it's feels weird using convergence hotkeys from other people. It's been a long time :p.
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
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
Is that somewhere that I would be able to access near the beginning of the game? Just got the car back and drove to the next area and did some level 7&8 hunting quests there, to give you an idea of how far along I an
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
PS: I've detected that effects of normal attacks are affected by the fix. Regex affecting more shaders than it should, 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
And yeah, that's the caveat of working with regex on short, generic shaders like these VS's. On one hand it preemptively fixes certain issues (like never having seen the sky clipping myself) and mostly ensures that updates don't go breaking the fix (so even if its only to fix one or 2 shaders, I'd still rather have a regex for them if I can for that reason), but overcorrection is a definite concern. As you've likely noticed I've circumvented that with some shaders by creating blacklist regex patterns that slightly modify those that I don't want matched by the general regexes. Might need to add a few more of those, or find a way to make my General patterns a little more specific (or a combination of both).
Either way, its not surprising to find there's more work to be done, so thanks for testing and helping in that regard
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
It looks pretty good. Caves are much better now! So I am playing again. Here's the couple things I noticed. Let me know if shader helps I can dump for you.
1) The Icons at depth is pretty cool. But sometimes and you are looking at different things the iconds stretch diagonally and shift quite a bit.
2) The water thing effects
3) There's also ice in a cave in chapter 3. Where it's shimmery but the shimmeryness doesn't look quite right.
4) Fires
I'm ishiki, forum screwed up my name.
9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti
Version changes:
-So I didn't make it to said tunnel area (just started chapter 2 before calling it a night at 3:30AM before a 6:30AM workday ;)), but I have a feeling I know what may have caused that blinding/flickering. There is a blocky clipping that occurs inside of certain lighting/shadow shaders, that are related to something called "Lightprobes." I had found a way to fix that in the starting area which had no side effects there, but I'm now finding that is actually removing indoor shadows elsewhere. I actually spent a very large amount of time on "fixing" that issue, and the solution was the only one I could find at the time, and I'm not entirely confident I'll manage to come up with something better, kinda similar to the tile lighting issue. I'll definitely be looking at it more, but don't want to get hung up on it too much now that I don't make progress elsewhere, so for now I've added another toggle for this as well. It's on the same [ key that is used for enabling/disabling the tile lighting 'fix'. Figured they probably both fall into the same category of whether you'll want them on or off. You can test to see what you prefer.
-Blacklisted the shader causing water screenspace reflections to be broken (or rather, more broken. They look fairly correct by default, but are culled at the sides of screens and have some missing artifacts with camera at various angles)
-Added masterotaku's shader for fixing water ripple effects.
-Added a toggle for DOF on CTRL + \
-Added a toggle for auto-depth on HUD elements on F4. which will put those at static depth, which can be adjusted via the ] key (sorry, I know I suck at choosing preset keys. I'll work on a more sensible key system as we go along). Alternatively to using the F4 key you could just change z5 to =1 in the d3dx.ini file to permanently disable auto-depth.
-Added better convergence presets on F1-F3 (1.0, 2.0, and 4.0 respectively)
-Fixed broken fight effects. Found out that they are all tied to the same VS shader as the warp icon, which strangely enough was not at depth for me in the demo (so I implemented auto-depth on it), but in this full release found out that it is at proper depth, and therefore no longer needed any adjustment.
-Regarding Fires, I didn't fix them myself, but I've found that if you use the Luminous Engine Graphics Configuration Tool you can disable Nvidia Flow, which fixes it.
Download: http://www.mediafire.com/file/ax3ajt1522ibgiz/FFXV%20Nightly%20WIP%204-08.zip
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
In regards to anyone using the luminious engine graphics configuration. That you have to get from the demo correct.
Also does checking or unchecking disable nvidia flow.
I'm ishiki, forum screwed up my name.
9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti
Yeah, since the demo just magically disappeared off my HDD at some point I did a Google search and found someone had a version of it available to be downloaded from their Github page. It's apparently for an older version of the engine, so not everything there actually works, but I mainly got it for the Nvidia Flow toggle and shadow resolution option (which as far as I know worked in the demo).
Unchecking. I probably checked it and then unchecked it just to be safe. ;)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
I also see some smoke/fog disappearing in the left eye.
I tried both with and without the WIP and it's always there, so I imagine is related to the game profile & 3D Vision (possible having SLI enabled) ?
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)
It's still available on Steam, no idea if it's the original or a new iteration.
http://store.steampowered.com/app/671210/FINAL_FANTASY_XV_WINDOWS_EDITION_PLAYABLE_DEMO/
I just wanted to check if this is about as far as the fix will go, I'm waiting to put a lot of time into it until it is (A) about as done as fixes say it can be. (B) fixes need a bit of testing.
Thanks!
I'm ishiki, forum screwed up my name.
9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti