Bo3b's School For Shaderhackers
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[quote="4everAwake"]Not sure if you know, but Eqzitara already has a fix for Betrayer on the HelixMod site. (It's not currently listed in the Games List, though.)[/quote] No, I wasn't aware of that - I looked at the games list and did a quick google before I started playing, but didn't find it. Thanks for the pointer - looks like it fixes the shadows and the between both of our fixes there will only be a couple of minor issues remaining. I'll get started with merging the two together.
4everAwake said:Not sure if you know, but Eqzitara already has a fix for Betrayer on the HelixMod site. (It's not currently listed in the Games List, though.)


No, I wasn't aware of that - I looked at the games list and did a quick google before I started playing, but didn't find it. Thanks for the pointer - looks like it fixes the shadows and the between both of our fixes there will only be a couple of minor issues remaining. I'll get started with merging the two together.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 09/04/2014 10:46 AM   
Hey bo3b, I'm trying to move some hud elements in Walking Dead S2 to screen depth. I think I have to do it via a vertex shader, as I can't find it on a pixel shader. Not sure if this will improve the hud in-game or not (I'm just working off the main menu right now), but I'm just playing around trying to learn. Here's the shader: [quote] vs_3_0 def c9, 0, 0, 0, 0 dcl_position v0 dcl_texcoord v1 dcl_color v2 dcl_texcoord o0 dcl_color1 o1 dcl_texcoord6 o2 dcl_position o3 mul o2.w, c5.w, v2.w mul r0, c4, v0 mul r1, r0.y, c1 mad r1, r0.x, c0, r1 mad r1, r0.z, c2, r1 mad o3, r0.w, c3, r1 mul r0, c6, v1.xxyy add r0.xy, r0.zwzw, r0 add o0.xy, r0, c7 mov o0.zw, c9.x mov o1, c8 mov o2.xyz, c9.x [/quote] I've messed around with it for about an hour now with varying results, but haven't managed to affect the depth at all. Is this a simple fix?
Hey bo3b, I'm trying to move some hud elements in Walking Dead S2 to screen depth. I think I have to do it via a vertex shader, as I can't find it on a pixel shader. Not sure if this will improve the hud in-game or not (I'm just working off the main menu right now), but I'm just playing around trying to learn.

Here's the shader:

vs_3_0
def c9, 0, 0, 0, 0
dcl_position v0
dcl_texcoord v1
dcl_color v2
dcl_texcoord o0
dcl_color1 o1
dcl_texcoord6 o2
dcl_position o3
mul o2.w, c5.w, v2.w
mul r0, c4, v0
mul r1, r0.y, c1
mad r1, r0.x, c0, r1
mad r1, r0.z, c2, r1
mad o3, r0.w, c3, r1
mul r0, c6, v1.xxyy
add r0.xy, r0.zwzw, r0
add o0.xy, r0, c7
mov o0.zw, c9.x
mov o1, c8
mov o2.xyz, c9.x


I've messed around with it for about an hour now with varying results, but haven't managed to affect the depth at all. Is this a simple fix?

Posted 09/04/2014 04:49 PM   
Hey Pirateguybrush. Try this and let me know what you get: [code]vs_3_0 def c9, 0, 0, 0, 0 def c220, 0.1, 0, 0.0625, 0 dcl_2d s0 dcl_position v0 dcl_texcoord v1 dcl_color v2 dcl_texcoord o0 dcl_color1 o1 dcl_texcoord6 o2 dcl_position o3 mul o2.w, c5.w, v2.w mul r0, c4, v0 mul r1, r0.y, c1 mad r1, r0.x, c0, r1 mad r1, r0.z, c2, r1 mad r10, r0.w, c3, r1 //o3 changed to r10 texldl r24, c220.z, s0 mov r25, r24 add r24.y, r10.w, -r24.y //keeps hud at screen depth mul r24.x, r24.x, r24.y add r10.x, r10.x, -r24.x //mul r25.x, r25.x, -c220.x //pushes hud into screen //add r10.x, r10.x, -r25.x mov o3, r10 mul r0, c6, v1.xxyy add r0.xy, r0.zwzw, r0 add o0.xy, r0, c7 mov o0.zw, c9.x mov o1, c8 mov o2.xyz, c9.x[/code] Also, if you want to give it a little depth, remove the '//' from the "push hud into screen" portion.
Hey Pirateguybrush. Try this and let me know what you get:

vs_3_0
def c9, 0, 0, 0, 0
def c220, 0.1, 0, 0.0625, 0
dcl_2d s0
dcl_position v0
dcl_texcoord v1
dcl_color v2
dcl_texcoord o0
dcl_color1 o1
dcl_texcoord6 o2
dcl_position o3
mul o2.w, c5.w, v2.w
mul r0, c4, v0
mul r1, r0.y, c1
mad r1, r0.x, c0, r1
mad r1, r0.z, c2, r1
mad r10, r0.w, c3, r1 //o3 changed to r10
texldl r24, c220.z, s0
mov r25, r24

add r24.y, r10.w, -r24.y //keeps hud at screen depth
mul r24.x, r24.x, r24.y
add r10.x, r10.x, -r24.x

//mul r25.x, r25.x, -c220.x //pushes hud into screen
//add r10.x, r10.x, -r25.x

mov o3, r10
mul r0, c6, v1.xxyy
add r0.xy, r0.zwzw, r0
add o0.xy, r0, c7
mov o0.zw, c9.x
mov o1, c8
mov o2.xyz, c9.x


Also, if you want to give it a little depth, remove the '//' from the "push hud into screen" portion.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 09/04/2014 05:38 PM   
I'm just heading out now 4ever so I can't test just now, but would you mind explaining the theory behind what you've done there? That looks like quite a few new lines for what I would have thought to be a minor change.
I'm just heading out now 4ever so I can't test just now, but would you mind explaining the theory behind what you've done there? That looks like quite a few new lines for what I would have thought to be a minor change.

Posted 09/04/2014 06:24 PM   
I've merged Eqzitara's fix for Betrayer into mine and have managed to fix the god rays, which actually turned out to be relatively easy since it was just post processing using screen coordinates - at least once I worked out that I needed to shift the TextureSpaceBlurOrigin by half the separation, not the full separation. Once I had fixed one of the three shaders involved it was a simple matter to search for other shaders using TextureSpaceBlurOrigin as well and applying the same fix to them: http://photos.3dvisionlive.com/DarkStarSword/image/5408b360d475fea47800004a/ http://photos.3dvisionlive.com/DarkStarSword/image/5408b3ddd475fec376000040/ There was also a small fix to the red glow over the health barrels and there might still be a broken fire effect near the end game (not sure - some of the others appear to be fixed, maybe by merging Eqzitara's work in and/or the health barrel fix, so it's possible that also got fixed, but I'll have to replay the game to find out). I've released my fix here: https://github.com/DarkStarSword/3d-fixes/releases/tag/betrayer-2.0 bo3b (or someone with edit access) - would you be able to update the blog (and add it to the games list since it seems to be missing from there)? I've left a comment on the page, but it's always best to have up to date information in the article itself.
I've merged Eqzitara's fix for Betrayer into mine and have managed to fix the god rays, which actually turned out to be relatively easy since it was just post processing using screen coordinates - at least once I worked out that I needed to shift the TextureSpaceBlurOrigin by half the separation, not the full separation. Once I had fixed one of the three shaders involved it was a simple matter to search for other shaders using TextureSpaceBlurOrigin as well and applying the same fix to them:

http://photos.3dvisionlive.com/DarkStarSword/image/5408b360d475fea47800004a/

http://photos.3dvisionlive.com/DarkStarSword/image/5408b3ddd475fec376000040/


There was also a small fix to the red glow over the health barrels and there might still be a broken fire effect near the end game (not sure - some of the others appear to be fixed, maybe by merging Eqzitara's work in and/or the health barrel fix, so it's possible that also got fixed, but I'll have to replay the game to find out).

I've released my fix here:

https://github.com/DarkStarSword/3d-fixes/releases/tag/betrayer-2.0


bo3b (or someone with edit access) - would you be able to update the blog (and add it to the games list since it seems to be missing from there)? I've left a comment on the page, but it's always best to have up to date information in the article itself.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 09/04/2014 07:03 PM   
@DarkStarSword: Great work! Just had posted my workaround that allowed to partly disable the light shafts in "Mind: Path of Thalamus" when I discovered Your fix. I had a look at the light shaft shaders for Mind and they match 1:1 to the ones in Your fix. I just had to copy Your code and now the light shafts in Mind are fixed, too! Unfortunately I have no idea how it works but I hope that bo3b will teach us one day ;)
@DarkStarSword: Great work! Just had posted my workaround that allowed to partly disable the light shafts in "Mind: Path of Thalamus" when I discovered Your fix. I had a look at the light shaft shaders for Mind and they match 1:1 to the ones in Your fix. I just had to copy Your code and now the light shafts in Mind are fixed, too! Unfortunately I have no idea how it works but I hope that bo3b will teach us one day ;)

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

Posted 09/04/2014 10:10 PM   
[quote="Pirateguybrush"]I'm just heading out now 4ever so I can't test just now, but would you mind explaining the theory behind what you've done there? That looks like quite a few new lines for what I would have thought to be a minor change.[/quote]That fix is one of the easier ones, but is beyond what we know at present. The short story is that the output position o3 is being stereoized automatically by the driver. Which is what gives it depth. In order to make it be at screen depth, we need to de-stereoize it to remove that change. That's what 4everawake is doing with the fix there, where it [i]subtracts[/i] the x value, instead of adding it. So with driver doing x+, and this change doing x-, the x winds up back at zero, which makes it screen depth. I'm going to cover the basic premise (I call it the prime directive) behind stereoization next week.
Pirateguybrush said:I'm just heading out now 4ever so I can't test just now, but would you mind explaining the theory behind what you've done there? That looks like quite a few new lines for what I would have thought to be a minor change.
That fix is one of the easier ones, but is beyond what we know at present.

The short story is that the output position o3 is being stereoized automatically by the driver. Which is what gives it depth. In order to make it be at screen depth, we need to de-stereoize it to remove that change. That's what 4everawake is doing with the fix there, where it subtracts the x value, instead of adding it. So with driver doing x+, and this change doing x-, the x winds up back at zero, which makes it screen depth.

I'm going to cover the basic premise (I call it the prime directive) behind stereoization next week.

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Bo3b's School for ShaderHackers

Posted 09/05/2014 12:44 AM   
[quote="DarkStarSword"]I've released my fix here: https://github.com/DarkStarSword/3d-fixes/releases/tag/betrayer-2.0 bo3b (or someone with edit access) - would you be able to update the blog (and add it to the games list since it seems to be missing from there)? I've left a comment on the page, but it's always best to have up to date information in the article itself.[/quote]That is awesome! Congratulations! Great stuff. For doing the release, please contact eqzitara at <eqzitara@yahoo.com> and ask for FTP/AWS access. That will allow us to keep all of the fixes in one spot. I [i]really[/i] want to avoid the random hosting stuff on the internet. I hate coming back to stuff 2 years later to find dead links. Github is quite a lot more solid than most, but especially for DX9 fixes, if we can keep them all in one spot it'll be easier. I expect you'll have more too, so having access to post and upload should be useful. :-> (I have a few releases off Github too. Earlier we weren't allowed to post 3Dmigoto fixes to HelixMod, but that's OK now. I'll move those over when I get a chance.) eqzitara has been updating the game list, so it's best to let him keep doing that at present. I looked, and this was one he simply overlooked, as there are newer ones already on the list. Later on, I expect to make an automated TOC page that will pick up every blog page without having to manage it. Secondly, and sorry to be a bit of tyrant, let's please keep these more advanced topics in the main Helix thread. This stuff is already confusing enough, and I fear that throwing in discussions about post-processing fixes will just make it harder than it needs to be, plus no one looking to help on harder fixes will be following this thread necessarily. If you get a chance, please post your god rays code to the main thread, and I'll add some info I got from Mike regarding that 1/2 separation magic. My goal is to document some of this stuff in logical spots where we can all find it.
DarkStarSword said:I've released my fix here:
https://github.com/DarkStarSword/3d-fixes/releases/tag/betrayer-2.0

bo3b (or someone with edit access) - would you be able to update the blog (and add it to the games list since it seems to be missing from there)? I've left a comment on the page, but it's always best to have up to date information in the article itself.
That is awesome! Congratulations! Great stuff.

For doing the release, please contact eqzitara at <eqzitara@yahoo.com> and ask for FTP/AWS access. That will allow us to keep all of the fixes in one spot. I really want to avoid the random hosting stuff on the internet. I hate coming back to stuff 2 years later to find dead links. Github is quite a lot more solid than most, but especially for DX9 fixes, if we can keep them all in one spot it'll be easier. I expect you'll have more too, so having access to post and upload should be useful. :->

(I have a few releases off Github too. Earlier we weren't allowed to post 3Dmigoto fixes to HelixMod, but that's OK now. I'll move those over when I get a chance.)

eqzitara has been updating the game list, so it's best to let him keep doing that at present. I looked, and this was one he simply overlooked, as there are newer ones already on the list. Later on, I expect to make an automated TOC page that will pick up every blog page without having to manage it.


Secondly, and sorry to be a bit of tyrant, let's please keep these more advanced topics in the main Helix thread. This stuff is already confusing enough, and I fear that throwing in discussions about post-processing fixes will just make it harder than it needs to be, plus no one looking to help on harder fixes will be following this thread necessarily.

If you get a chance, please post your god rays code to the main thread, and I'll add some info I got from Mike regarding that 1/2 separation magic. My goal is to document some of this stuff in logical spots where we can all find it.

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 09/05/2014 01:01 AM   
Interesting. I don't completely understand what you're saying, but I'm also a lesson behind. I might play around with it a bit more later to see if it starts to make sense. :)
Interesting. I don't completely understand what you're saying, but I'm also a lesson behind. I might play around with it a bit more later to see if it starts to make sense. :)

Posted 09/05/2014 03:23 AM   
[quote="bo3b"]For doing the release, please contact eqzitara at <eqzitara@yahoo.com> and ask for FTP/AWS access. That will allow us to keep all of the fixes in one spot. I [i]really[/i] want to avoid the random hosting stuff on the internet.[/quote]I absolutely agree with you - I'll talk to eqzitara about getting access :) [quote="bo3b"]eqzitara has been updating the game list, so it's best to let him keep doing that at present. I looked, and this was one he simply overlooked, as there are newer ones already on the list. Later on, I expect to make an automated TOC page that will pick up every blog page without having to manage it.[/quote]Yeah, an automated TOC or index is definitely the way to go if we stick with the blog - this is a problem with a lot of blogs really, they are well suited to keeping up with current news but pretty hopeless to find information that has fallen off the front page (e.g. this really useful page is now almost impossible to find except by a lucky google search: http://helixmod.blogspot.com/2014/01/learning-how-to-fix-games.html ). [quote="bo3b"]let's please keep these more advanced topics in the main Helix thread. This stuff is already confusing enough, and I fear that throwing in discussions about post-processing fixes will just make it harder than it needs to be, plus no one looking to help on harder fixes will be following this thread necessarily.[/quote]Fair call - I'll try to keep anything I post on this thread relevant to what we have covered in lessons. I have been skipping ahead a bit (ok, a lot - I took a look at the 'Levels of Fixing' page on the wiki) and combining that with what I've previously worked out in my own time and my own knowledge of the render pipeline from prior DirectX & OpenGL coding (I've never written a shader though). Add to that many hours of trial and error and I'm starting to recognise certain patterns in the shader assembly ... then I've managed to fix Betrayer :) These lessons have been great so far bo3b - I had quite a few knowledge gaps that were preventing me from using Helix mod effectively before and even the first couple of lessons have filled in so many of those gaps :) [quote="bo3b"]If you get a chance, please post your god rays code to the main thread, and I'll add some info I got from Mike regarding that 1/2 separation magic. My goal is to document some of this stuff in logical spots where we can all find it.[/quote]Sure, here's the change I made that fixed them - the other two related shaders were fixed in exactly the same way. The big clue was that c0 was named TextureSpaceBlurOrigin: https://github.com/DarkStarSword/3d-fixes/commit/ad6535c0534b68638dd2411a2ad770ccec3ba9f6
bo3b said:For doing the release, please contact eqzitara at <eqzitara@yahoo.com> and ask for FTP/AWS access. That will allow us to keep all of the fixes in one spot. I really want to avoid the random hosting stuff on the internet.
I absolutely agree with you - I'll talk to eqzitara about getting access :)

bo3b said:eqzitara has been updating the game list, so it's best to let him keep doing that at present. I looked, and this was one he simply overlooked, as there are newer ones already on the list. Later on, I expect to make an automated TOC page that will pick up every blog page without having to manage it.
Yeah, an automated TOC or index is definitely the way to go if we stick with the blog - this is a problem with a lot of blogs really, they are well suited to keeping up with current news but pretty hopeless to find information that has fallen off the front page (e.g. this really useful page is now almost impossible to find except by a lucky google search: http://helixmod.blogspot.com/2014/01/learning-how-to-fix-games.html ).

bo3b said:let's please keep these more advanced topics in the main Helix thread. This stuff is already confusing enough, and I fear that throwing in discussions about post-processing fixes will just make it harder than it needs to be, plus no one looking to help on harder fixes will be following this thread necessarily.
Fair call - I'll try to keep anything I post on this thread relevant to what we have covered in lessons. I have been skipping ahead a bit (ok, a lot - I took a look at the 'Levels of Fixing' page on the wiki) and combining that with what I've previously worked out in my own time and my own knowledge of the render pipeline from prior DirectX & OpenGL coding (I've never written a shader though). Add to that many hours of trial and error and I'm starting to recognise certain patterns in the shader assembly ... then I've managed to fix Betrayer :)

These lessons have been great so far bo3b - I had quite a few knowledge gaps that were preventing me from using Helix mod effectively before and even the first couple of lessons have filled in so many of those gaps :)

bo3b said:If you get a chance, please post your god rays code to the main thread, and I'll add some info I got from Mike regarding that 1/2 separation magic. My goal is to document some of this stuff in logical spots where we can all find it.
Sure, here's the change I made that fixed them - the other two related shaders were fixed in exactly the same way. The big clue was that c0 was named TextureSpaceBlurOrigin:

https://github.com/DarkStarSword/3d-fixes/commit/ad6535c0534b68638dd2411a2ad770ccec3ba9f6

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 09/05/2014 04:24 AM   
[quote="Pirateguybrush"]Interesting. I don't completely understand what you're saying, but I'm also a lesson behind. I might play around with it a bit more later to see if it starts to make sense. :)[/quote]Actually, moving the HUD, you are on Lesson 6, which is a couple of weeks in the future. :-> At a minimum, I'm not really expecting that to make sense to you until after Lesson 5 where I'll talk about the prime directive, and why adding and subtracting to the .x parameter makes it deeper or shallower.
Pirateguybrush said:Interesting. I don't completely understand what you're saying, but I'm also a lesson behind. I might play around with it a bit more later to see if it starts to make sense. :)
Actually, moving the HUD, you are on Lesson 6, which is a couple of weeks in the future. :-> At a minimum, I'm not really expecting that to make sense to you until after Lesson 5 where I'll talk about the prime directive, and why adding and subtracting to the .x parameter makes it deeper or shallower.

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
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Latest 3Dmigoto Release
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Posted 09/05/2014 07:56 AM   
Great, no rush. I thought it might be something simple I could play with, but I guess not. :) I was trying to adjust all parameters at once as in The Ball example, and I'd also experimented with Z as I figured that would be depth. I'll put it aside for now and come back to it after a few more lessons.
Great, no rush. I thought it might be something simple I could play with, but I guess not. :)

I was trying to adjust all parameters at once as in The Ball example, and I'd also experimented with Z as I figured that would be depth. I'll put it aside for now and come back to it after a few more lessons.

Posted 09/05/2014 09:51 AM   
The letters, xyzw, are just the dimensions of the register. Think of them as places, x=1st, y=2nd, z=3rd, and w=4th ... so the z dimension in this case doesn't necessarily have anything to do with the 3rd dimension that we're used to but just the 3rd number of the register.
The letters, xyzw, are just the dimensions of the register. Think of them as places, x=1st, y=2nd, z=3rd, and w=4th ... so the z dimension in this case doesn't necessarily have anything to do with the 3rd dimension that we're used to but just the 3rd number of the register.
Posted 09/05/2014 01:21 PM   
Question for the students... What is your opinion of the [i]length[/i] of the videos? Too long? OK? (Me saying "um" and "OK" too much? Yes. :-) We talked earlier about trying to keep them under 5 minutes, but I don't think that is realistic for a complex subject like this. I've been trying to keep them under 30 minutes, but even that is challenging unless I break things up into more lessons. And, I arbitrarily chose 30 minutes without asking what works best for you. With the current class, it's closer to 55 minutes long. With some aggressive editing I can get that down to 30, but that will cut some mildly interesting commentary that you may have been finding useful. Or I can break it into two lessons instead. So... I'm checking in to see what works best for everyone. TIA.
Question for the students...

What is your opinion of the length of the videos? Too long? OK?

(Me saying "um" and "OK" too much? Yes. :-)


We talked earlier about trying to keep them under 5 minutes, but I don't think that is realistic for a complex subject like this. I've been trying to keep them under 30 minutes, but even that is challenging unless I break things up into more lessons. And, I arbitrarily chose 30 minutes without asking what works best for you.

With the current class, it's closer to 55 minutes long. With some aggressive editing I can get that down to 30, but that will cut some mildly interesting commentary that you may have been finding useful. Or I can break it into two lessons instead.

So... I'm checking in to see what works best for everyone. TIA.

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
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 09/06/2014 12:56 PM   
Hi Bo3b. I might only speak for myself, but I don't have any problem with the videos pushing the 30 minutes length that you arbitrarily chose. Also, including comments and information in the videos that will prove itself valuable to understand more advanced topics, with the bi-product of increased length, should just be a positive addition in my honest opinion. Videos have a high degree of modulation control, in terms of just pausing, rewinding, forwarding to a specific subject in the timeline, so it shouldn't matter if the video is longer that 30 minutes. And like you mentioned, you could break it down to smaller sections, but that would eventually leave out data that would otherwise serve as an important guidance if something is not clear enough. This is my current position in this regard, but I also understand that too much information could incorporate perplexity to others. But again, personally, I feel that much nuanced information have a positive tendency to fuel my desire to keep digging for any unsolved problems I might have had, and also aid in clearifying a statement/point that was perhaps a little cloudy to begin with. But this is me though. hehe. ;) So to break it down to a simple sentence, I don't mind longer videos. And your "um's" and "OK's" somehow actually makes me even more focused. hehe. :) Thanks again Bo3b for putting your time and effort into this, so much work, and know that I truly respect you for sharing your knowledge with me/us. I'm a dedicated person, and I don't usually derail from something I start working on, so I'll follow you all the way until you decide to set the final punctuation on your lessons.
Hi Bo3b.

I might only speak for myself, but I don't have any problem with the videos pushing the 30 minutes length that you arbitrarily chose. Also, including comments and information in the videos that will prove itself valuable to understand more advanced topics, with the bi-product of increased length, should just be a positive addition in my honest opinion. Videos have a high degree of modulation control, in terms of just pausing, rewinding, forwarding to a specific subject in the timeline, so it shouldn't matter if the video is longer that 30 minutes. And like you mentioned, you could break it down to smaller sections, but that would eventually leave out data that would otherwise serve as an important guidance if something is not clear enough.

This is my current position in this regard, but I also understand that too much information could incorporate perplexity to others. But again, personally, I feel that much nuanced information have a positive tendency to fuel my desire to keep digging for any unsolved problems I might have had, and also aid in clearifying a statement/point that was perhaps a little cloudy to begin with.
But this is me though. hehe. ;)

So to break it down to a simple sentence, I don't mind longer videos.

And your "um's" and "OK's" somehow actually makes me even more focused. hehe. :)

Thanks again Bo3b for putting your time and effort into this, so much work, and know that I truly respect you for sharing your knowledge with me/us. I'm a dedicated person, and I don't usually derail from something I start working on, so I'll follow you all the way until you decide to set the final punctuation on your lessons.

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Posted 09/06/2014 01:57 PM   
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