Watch Dogs
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Wow, great work Mike! Thanks!
Wow, great work Mike! Thanks!

Posted 09/04/2014 12:05 AM   
I can't wait!!! I've held off this long for a 3D fix and I think it's been worth it.
I can't wait!!! I've held off this long for a 3D fix and I think it's been worth it.

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Posted 09/04/2014 08:46 AM   
Yes! We are getting pretty close now. This one was really harsh to get working, I had to create two new mechanisms that no other game required. I also want to thank DHR for giving me some extra enthusiasm to keep working on the problems after the game kicked me in the nuts one too many times. This is also the first game to use Shader Model 5.0, so there were quite a few missing opcodes and glitches in the Decompiler that I fixed, which should be helpful for future games too. Just finished my first playthough in 2D with a friend. And you've no doubt read the reviews that don't seem to care for it. My impression for what it's worth, is that the game is pretty great. It's really fun, the hacking thing is a novel idea and has a lot of variety. Cars don't drive for shit, but you get used to it. Like most games nowadays money is meaningless. At the end, we have $2M in cash that we carry in our coat. There isn't anything to buy really, and you can steal anything you want, so it's sort of weird to have money. Difficulty level is good. On the highest setting 'realistic', it's still hard at the end of the game, even while carrying something like 25 different weapons including a grenade launcher and sniper rifles. Pretty sure that Aiden has a Tardus in his coat. I've read several reviews that said it was too easy, and there is no way they were playing on the highest difficulty. It's refreshingly hard. Overall, it runs pretty well. The glitch here is that low frame rates never happen, but stutter is the indication that something needs to be turned down. Still true today, and last I tried SLI made it stutter. Once you tune it, it runs smoothly. But... we'll have to see in 3D. Fake-3D mode is not worth using, not even on projector. It's even lower depth than usual because otherwise you get a wicked halo around Aiden. Reaaaallly looking forward to playing it again in true-3D! This game is going to look far, far superior in 3D over the 2D experience.
Yes! We are getting pretty close now. This one was really harsh to get working, I had to create two new mechanisms that no other game required. I also want to thank DHR for giving me some extra enthusiasm to keep working on the problems after the game kicked me in the nuts one too many times.

This is also the first game to use Shader Model 5.0, so there were quite a few missing opcodes and glitches in the Decompiler that I fixed, which should be helpful for future games too.


Just finished my first playthough in 2D with a friend. And you've no doubt read the reviews that don't seem to care for it.

My impression for what it's worth, is that the game is pretty great. It's really fun, the hacking thing is a novel idea and has a lot of variety.

Cars don't drive for shit, but you get used to it. Like most games nowadays money is meaningless. At the end, we have $2M in cash that we carry in our coat. There isn't anything to buy really, and you can steal anything you want, so it's sort of weird to have money.

Difficulty level is good. On the highest setting 'realistic', it's still hard at the end of the game, even while carrying something like 25 different weapons including a grenade launcher and sniper rifles. Pretty sure that Aiden has a Tardus in his coat.

I've read several reviews that said it was too easy, and there is no way they were playing on the highest difficulty. It's refreshingly hard.

Overall, it runs pretty well. The glitch here is that low frame rates never happen, but stutter is the indication that something needs to be turned down. Still true today, and last I tried SLI made it stutter. Once you tune it, it runs smoothly. But... we'll have to see in 3D.

Fake-3D mode is not worth using, not even on projector. It's even lower depth than usual because otherwise you get a wicked halo around Aiden.


Reaaaallly looking forward to playing it again in true-3D! This game is going to look far, far superior in 3D over the 2D experience.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 09/04/2014 09:38 AM   
@bo3b.... Thanks to you for improve 3Dmigoto to the level that can be used in any DX11 x32 or x64 game. The wrapper right now is in fantastic shape. Great that all the feedback given is helping and happy to continue contributing with this project. 3Dmigoto use HLSL lenguage (easier to understand and more user friendly), so hope more people start to look at the fixes that already are available and try it. @mike...thanks for all the fixes and of course this one...waiting for the release to enjoy this game in glorious true 3D :)
@bo3b.... Thanks to you for improve 3Dmigoto to the level that can be used in any DX11 x32 or x64 game. The wrapper right now is in fantastic shape. Great that all the feedback given is helping and happy to continue contributing with this project.

3Dmigoto use HLSL lenguage (easier to understand and more user friendly), so hope more people start to look at the fixes that already are available and try it.


@mike...thanks for all the fixes and of course this one...waiting for the release to enjoy this game in glorious true 3D :)

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Posted 09/04/2014 03:50 PM   
Let me understand, Is this mean that Assassin creed unity will be easy to fix?
Let me understand, Is this mean that Assassin creed unity will be easy to fix?

CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC

Posted 09/04/2014 05:25 PM   
[quote="dekgol"]Let me understand, Is this mean that Assassin creed unity will be easy to fix?[/quote] AC: Unity is a completely new version of the engine. None of us have seen it before. It's impossible to predict the difficulty of fixing it.
dekgol said:Let me understand, Is this mean that Assassin creed unity will be easy to fix?

AC: Unity is a completely new version of the engine. None of us have seen it before. It's impossible to predict the difficulty of fixing it.

Posted 09/04/2014 05:34 PM   
[quote="Pirateguybrush"][quote="dekgol"]Let me understand, Is this mean that Assassin creed unity will be easy to fix?[/quote] AC: Unity is a completely new version of the engine. None of us have seen it before. It's impossible to predict the difficulty of fixing it.[/quote] ^ This :-) There really is no way of knowing for sure, and certainly not that it will be "easy". That being said, using the current AC3 and AC4 fixes that I did, DHR took that and created a fix for AC Liberation HD. This is really how it all happens - it's a bit organic, moving from one game to a 'similar' one. I would hope that someone - perhaps DHR again, or someone else - could have a look at the shaders from AC Unity, reference back to AC3,4,L and give it a go. Indeed, there will be by that time the Watch Dogs fix as well to use as additional reference. There is about 5 weeks for someone from Bo3b's shaderhacker school to get up to speed - consider it a goal worth working for :-)
Pirateguybrush said:
dekgol said:Let me understand, Is this mean that Assassin creed unity will be easy to fix?

AC: Unity is a completely new version of the engine. None of us have seen it before. It's impossible to predict the difficulty of fixing it.

^ This :-) There really is no way of knowing for sure, and certainly not that it will be "easy".

That being said, using the current AC3 and AC4 fixes that I did, DHR took that and created a fix for AC Liberation HD. This is really how it all happens - it's a bit organic, moving from one game to a 'similar' one. I would hope that someone - perhaps DHR again, or someone else - could have a look at the shaders from AC Unity, reference back to AC3,4,L and give it a go. Indeed, there will be by that time the Watch Dogs fix as well to use as additional reference. There is about 5 weeks for someone from Bo3b's shaderhacker school to get up to speed - consider it a goal worth working for :-)

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

Posted 09/04/2014 05:54 PM   
[quote="mike_ar69"]I spent about 3 hrs on this WIP, and I think I have nailed the main issues (reflections, shadows, AO), but I need to go through and apply the patterns. There are many more issues that become apparent when shadows are fixed, so I need to hunt them down. But it's looking good, Images attached (low quality, I am having to use 3DTVPlay on my laptop, my desktop died). This is a team effort with myself and bo3b, who has done a great job getting 3DMigoto to work with Watch Dogs, and to support 64bit. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61622/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61621/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61620/[/img] [/quote] Holy cow. Aside from the aliasing these look absolutely perfect.
mike_ar69 said:I spent about 3 hrs on this WIP, and I think I have nailed the main issues (reflections, shadows, AO), but I need to go through and apply the patterns. There are many more issues that become apparent when shadows are fixed, so I need to hunt them down. But it's looking good, Images attached (low quality, I am having to use 3DTVPlay on my laptop, my desktop died).

This is a team effort with myself and bo3b, who has done a great job getting 3DMigoto to work with Watch Dogs, and to support 64bit.

Image
Image
Image


Holy cow. Aside from the aliasing these look absolutely perfect.

Posted 09/04/2014 06:19 PM   
So, Where i can download this fix? (i cant see it in Helix mod site...)
So, Where i can download this fix? (i cant see it in Helix mod site...)

CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC

Posted 09/04/2014 07:24 PM   
[quote="dekgol"]So, Where i can download this fix? (i cant see it in Helix mod site...)[/quote] It's not finished yet! ;-) I have done a lot more on night lights and other issues, but I need to make sure I get proper coverage of all shaders. There are different shaders depending on quality level for example. I will note that the game has some issues, like AC3 did. Reflections on water do not get adjusted properly by the driver, so not only are they wrong, but both left and right images are moved to the right, instead of opposite directions, so it might take a while to work that one out for example. I'll put some more pics up later. I am hoping for a weekend release, but I have a lot of work to get done and a new part time masters course I just started, so I am making no promises - it might be the end of next week.
dekgol said:So, Where i can download this fix? (i cant see it in Helix mod site...)

It's not finished yet! ;-) I have done a lot more on night lights and other issues, but I need to make sure I get proper coverage of all shaders. There are different shaders depending on quality level for example. I will note that the game has some issues, like AC3 did. Reflections on water do not get adjusted properly by the driver, so not only are they wrong, but both left and right images are moved to the right, instead of opposite directions, so it might take a while to work that one out for example. I'll put some more pics up later. I am hoping for a weekend release, but I have a lot of work to get done and a new part time masters course I just started, so I am making no promises - it might be the end of next week.

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

Posted 09/04/2014 09:46 PM   
Mike, would you mind saying how you implemented the fix? Its no doubt different that any other dx11 fix so far I assume, but I'm just wondering what parts were necessary to change. Maybe a paste on pastebin of a few of the fixed shaders. Great work as always.
Mike, would you mind saying how you implemented the fix? Its no doubt different that any other dx11 fix so far I assume, but I'm just wondering what parts were necessary to change. Maybe a paste on pastebin of a few of the fixed shaders.

Great work as always.

Posted 09/04/2014 10:31 PM   
[quote="ForgottenProdigy"]Mike, would you mind saying how you implemented the fix? Its no doubt different that any other dx11 fix so far I assume, but I'm just wondering what parts were necessary to change. Maybe a paste on pastebin of a few of the fixed shaders. Great work as always.[/quote]Rather than have Mike do some extra stuff, hold on for a week or so, and I'll be putting the shaders up on the 3Dmigoto Github site. We check in the shaders as part of the project, and make for good builds, so they'll be available there after he gets them lined up. If you want to see some shadow fixs already for AC4, AC3, SR4, look in the respective fix folders at: [url]https://github.com/bo3b/3Dmigoto[/url]
ForgottenProdigy said:Mike, would you mind saying how you implemented the fix? Its no doubt different that any other dx11 fix so far I assume, but I'm just wondering what parts were necessary to change. Maybe a paste on pastebin of a few of the fixed shaders.

Great work as always.
Rather than have Mike do some extra stuff, hold on for a week or so, and I'll be putting the shaders up on the 3Dmigoto Github site. We check in the shaders as part of the project, and make for good builds, so they'll be available there after he gets them lined up.

If you want to see some shadow fixs already for AC4, AC3, SR4, look in the respective fix folders at:
https://github.com/bo3b/3Dmigoto

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 09/04/2014 10:49 PM   
Looks awesome guys! Nice job. Can't wait to try this on my new computer.
Looks awesome guys! Nice job.

Can't wait to try this on my new computer.
Posted 09/05/2014 06:20 AM   
Hi all, I thought I'd make a better post to let people know where I am at, and so you can understand why it will be a bit longer to get completed. Completed: - Most Shadows - Most night time lights - Most reflections - Water haloing - Water reflections - Sun ring moved to depth - Smoke haloing Removed (at least for now): - Some decals - Bloom Not Currently Fixable - MHBAO: something is very wrong with this, so for now that option is a no-go Remaining - HUD: Fix some of the HUD elements e.g. on the radar a waypoint/blue line is at depth, so needs matching up. - HUD: Also provide a constant for HUD depth in general - CROSS-HAIR: If I can, make the cross-hair dynamic, else just put it at depth with the rest of the hud, or disable it and use Nvidia cross-hair - SPECULAR LIGHTS: At high convergence, I noticed that some specular lighting was incorrect. This might be important for projector users where a higher convergence works really well. I have not even attempted to look at that yet though. - Complete the autofix of all remaining shadows, lights and reflections. - Go through and make sure I have shader coverage for different quality levels and presets. - SLI - I am currently fixing on my laptop using 3DTVPlay, so will need to test SLI when I get my desktop up and running again. - I am sure there are other effects I have not seen yet, I've barely played the game at all so far. @DHR - you mentioned that you had done some work on the HUD. Would you mind contributing that? Also, the decals continue to elude me (like they did in AC3/4) so if you would like to have a go that would be a really positive contribution, and we could also update AC3/4 as well. I'll drop you a PM with the relevant shaders. I have "nearly fixed it" in two different ways, so I am sure it is possible, I just don't have time for the trial and error that is necessary. One thing I was pleased with in this fix is that I worked out something new :-) I was able to fix the issue with the water reflections where the nvidia driver incorrectly applies the stereo correction in the same direction to both L and R images (so they just move to the right and look "offset"). I will pass this information onto Bo3b for his class. I think this also means that I (or someone else) can go back to AC3 and AC4 and fix the same issue there (which I could only fix approximately in those games). It might even be related to the SR3/4 issues in non-SLI, but that would require some investigation which I don't have time for.
Hi all, I thought I'd make a better post to let people know where I am at, and so you can understand why it will be a bit longer to get completed.

Completed:
- Most Shadows
- Most night time lights
- Most reflections
- Water haloing
- Water reflections
- Sun ring moved to depth
- Smoke haloing

Removed (at least for now):
- Some decals
- Bloom

Not Currently Fixable
- MHBAO: something is very wrong with this, so for now that option is a no-go

Remaining
- HUD: Fix some of the HUD elements e.g. on the radar a waypoint/blue line is at depth, so needs matching up. - HUD: Also provide a constant for HUD depth in general
- CROSS-HAIR: If I can, make the cross-hair dynamic, else just put it at depth with the rest of the hud, or disable it and use Nvidia cross-hair
- SPECULAR LIGHTS: At high convergence, I noticed that some specular lighting was incorrect. This might be important for projector users where a higher convergence works really well. I have not even attempted to look at that yet though.
- Complete the autofix of all remaining shadows, lights and reflections.
- Go through and make sure I have shader coverage for different quality levels and presets.
- SLI - I am currently fixing on my laptop using 3DTVPlay, so will need to test SLI when I get my desktop up and running again.
- I am sure there are other effects I have not seen yet, I've barely played the game at all so far.

@DHR - you mentioned that you had done some work on the HUD. Would you mind contributing that? Also, the decals continue to elude me (like they did in AC3/4) so if you would like to have a go that would be a really positive contribution, and we could also update AC3/4 as well. I'll drop you a PM with the relevant shaders. I have "nearly fixed it" in two different ways, so I am sure it is possible, I just don't have time for the trial and error that is necessary.

One thing I was pleased with in this fix is that I worked out something new :-) I was able to fix the issue with the water reflections where the nvidia driver incorrectly applies the stereo correction in the same direction to both L and R images (so they just move to the right and look "offset"). I will pass this information onto Bo3b for his class. I think this also means that I (or someone else) can go back to AC3 and AC4 and fix the same issue there (which I could only fix approximately in those games). It might even be related to the SR3/4 issues in non-SLI, but that would require some investigation which I don't have time for.

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

Posted 09/05/2014 02:52 PM   
[quote="mike_ar69"]I spent about 3 hrs on this WIP, and I think I have nailed the main issues (reflections, shadows, AO), but I need to go through and apply the patterns. There are many more issues that become apparent when shadows are fixed, so I need to hunt them down. But it's looking good, Images attached (low quality, I am having to use 3DTVPlay on my laptop, my desktop died). This is a team effort with myself and bo3b, who has done a great job getting 3DMigoto to work with Watch Dogs, and to support 64bit. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61622/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61621/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61620/[/img] [/quote] Couple more pics. It's nearly there.... [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61633/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61632/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61634/[/img]
mike_ar69 said:I spent about 3 hrs on this WIP, and I think I have nailed the main issues (reflections, shadows, AO), but I need to go through and apply the patterns. There are many more issues that become apparent when shadows are fixed, so I need to hunt them down. But it's looking good, Images attached (low quality, I am having to use 3DTVPlay on my laptop, my desktop died).

This is a team effort with myself and bo3b, who has done a great job getting 3DMigoto to work with Watch Dogs, and to support 64bit.

Image
Image
Image

Couple more pics. It's nearly there....

Image
Image
Image

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

Posted 09/06/2014 04:53 PM   
  19 / 28    
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