Vampyr
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Vampyr, developed by the makers of "Life is Strange" using the Unreal 4 engine Developer: DONTNOD Entertainment Publisher: Focus Home Interactive Release Date: Jun 5, 2018 http://store.steampowered.com/app/427290/Vampyr/ About This Game London, 1918. You are newly-turned Vampyr Dr. Jonathan Reid. As a doctor, you must find a cure to save the city’s flu-ravaged citizens. As a Vampyr, you are cursed to feed on those you vowed to heal. Will you embrace the monster within? Survive and fight against Vampyr hunters, undead skals, and other supernatural creatures. Use your unholy powers to manipulate and delve into the lives of those around you, to decide who will be your next victim. Struggle to live with your decisions… your actions will save or doom London. https://www.youtube.com/watch?v=Y-wsrKufDKU
Vampyr, developed by the makers of "Life is Strange" using the Unreal 4 engine

Developer: DONTNOD Entertainment
Publisher: Focus Home Interactive
Release Date: Jun 5, 2018

http://store.steampowered.com/app/427290/Vampyr/

About This Game

London, 1918. You are newly-turned Vampyr Dr. Jonathan Reid. As a doctor, you must find a cure to save the city’s flu-ravaged citizens. As a Vampyr, you are cursed to feed on those you vowed to heal.

Will you embrace the monster within? Survive and fight against Vampyr hunters, undead skals, and other supernatural creatures. Use your unholy powers to manipulate and delve into the lives of those around you, to decide who will be your next victim. Struggle to live with your decisions… your actions will save or doom London.




#1
Posted 04/19/2018 07:51 AM   
Can't wait for this.
Can't wait for this.

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#2
Posted 04/19/2018 08:41 AM   
Game is available on Steam. Just played it real briefly and applied DHR's UE4 Universal Fix. There are lighting issues and a few other tweaks needed, it seems, to get it functioning properly in S3D. There is also a weird glitch (for me, anyway) where the main character's beard appears thru the back of his head - problem exists in mono as well. Game is available for less than $40 at GMG, courtesy of their 25% off June promo. Can't yet vouch for it, but will play some more and post screens when I can. I liked Remember Me and am hoping this game is a result of the developer's learnings from that effort.
Game is available on Steam.

Just played it real briefly and applied DHR's UE4 Universal Fix. There are lighting issues and a few other tweaks needed, it seems, to get it functioning properly in S3D. There is also a weird glitch (for me, anyway) where the main character's beard appears thru the back of his head - problem exists in mono as well.

Game is available for less than $40 at GMG, courtesy of their 25% off June promo.

Can't yet vouch for it, but will play some more and post screens when I can. I liked Remember Me and am hoping this game is a result of the developer's learnings from that effort.

#3
Posted 06/04/2018 11:49 PM   
Seems that the fix was causing the beard/hair issue. Once uninstalled, the problem went away. The game supposedly is using the UE 4 engine, but not so sure... maybe modified?
Seems that the fix was causing the beard/hair issue. Once uninstalled, the problem went away. The game supposedly is using the UE 4 engine, but not so sure... maybe modified?

#4
Posted 06/05/2018 04:18 AM   
[quote="TheBigDogma"]Seems that the fix was causing the beard/hair issue. Once uninstalled, the problem went away. The game supposedly is using the UE 4 engine, but not so sure... maybe modified?[/quote] Hows the pace of the game? Lot of action, or are they constantly dragging you through unskippable dialogues/cutscenes etc striving for a realistic walking simulator?
TheBigDogma said:Seems that the fix was causing the beard/hair issue. Once uninstalled, the problem went away. The game supposedly is using the UE 4 engine, but not so sure... maybe modified?


Hows the pace of the game? Lot of action, or are they constantly dragging you through unskippable dialogues/cutscenes etc striving for a realistic walking simulator?

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#5
Posted 06/05/2018 06:06 AM   
Reviews are looking good too, 5/5 in HPP https://www.heypoorplayer.com/2018/06/04/vampyr-review-ps4/
Reviews are looking good too, 5/5 in HPP https://www.heypoorplayer.com/2018/06/04/vampyr-review-ps4/

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#6
Posted 06/05/2018 09:10 AM   
Will have a look @ the game this evening using the UE4 universal fix today and may fix some remaining issues.
Will have a look @ the game this evening using the UE4 universal fix today and may fix some remaining issues.

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#7
Posted 06/05/2018 01:25 PM   
Great Losti!
Great Losti!

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#8
Posted 06/05/2018 02:12 PM   
Thanks Losti! I can't really comment on the pace of the game quite yet. In the first half-hour or so, it is pretty linear with some basic combat, a little tracking (similar to that in Arkham Knight's "Detective Mode") and some exposition via talking to a few people in a bar. Atmosphere is really cool, set in London in the early 20th century - evokes Sherlock Holmes, The Order: 1886, Thief, AC: Syndicate, etc. - personally, one of my favorite historical settings for games.
Thanks Losti!

I can't really comment on the pace of the game quite yet. In the first half-hour or so, it is pretty linear with some basic combat, a little tracking (similar to that in Arkham Knight's "Detective Mode") and some exposition via talking to a few people in a bar.

Atmosphere is really cool, set in London in the early 20th century - evokes Sherlock Holmes, The Order: 1886, Thief, AC: Syndicate, etc. - personally, one of my favorite historical settings for games.

#9
Posted 06/05/2018 02:24 PM   
hmmm ... for me the fix doesn't kick in. game starts in compatible mode and doesn't let me switch. (today's game-ready driver for the game.)
hmmm ... for me the fix doesn't kick in. game starts in compatible mode and doesn't let me switch.
(today's game-ready driver for the game.)

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#10
Posted 06/05/2018 04:12 PM   
@TheBigDogma Can you use the fix from "Agony" in this game, if fix the lights....in that game i tweak one regex to cover more CS lights/reflections. If is not fixed probably they change the constant buffer # for some patterns. Also "Temporal AA" in UE4 games is totally broken...you need to disable and use FXAA for example.
@TheBigDogma
Can you use the fix from "Agony" in this game, if fix the lights....in that game i tweak one regex to cover more CS lights/reflections. If is not fixed probably they change the constant buffer # for some patterns.

Also "Temporal AA" in UE4 games is totally broken...you need to disable and use FXAA for example.

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#11
Posted 06/05/2018 04:45 PM   
Tried it - same results... lights/reflections messed up and the possessed beard/hair issue... LOL
Tried it - same results... lights/reflections messed up and the possessed beard/hair issue... LOL

#12
Posted 06/05/2018 05:11 PM   
OK made some progress but i cant actually fix the CS lights, DHR you may can apply your remote fixing ability ^^ [code] //main CS lights broken -- // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.3.11 on Wed Jun 06 19:41:16 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Input // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Output cs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[59], immediateIndexed dcl_constantbuffer cb1[341], dynamicIndexed dcl_constantbuffer cb2[4], immediateIndexed dcl_resource_buffer (float,float,float,float) t0 dcl_uav_typed_buffer (uint,uint,uint,uint) u0 dcl_uav_typed_buffer (uint,uint,uint,uint) u1 dcl_uav_typed_buffer (uint,uint,uint,uint) u2 dcl_input vThreadID.xyz dcl_temps 11 dcl_thread_group 4, 4, 4 ult r0.xyz, vThreadID.xyzx, cb2[1].xyzx and r0.x, r0.y, r0.x and r0.x, r0.z, r0.x if_nz r0.x imad r0.x, vThreadID.z, cb2[1].y, vThreadID.y imad r0.x, r0.x, cb2[1].x, vThreadID.x itof r0.yz, cb2[1].xxyx div r0.yz, l(0.000000, 2.000000, 2.000000, 0.000000), r0.yyzy utof r1.xyz, vThreadID.xyzx mad r1.xy, r1.xyxx, r0.yzyy, l(-1.000000, -1.000000, 0.000000, 0.000000) mul r1.xy, r1.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000) iadd r2.xyz, vThreadID.xyzx, l(1, 1, 1, 0) utof r2.xyw, r2.xyxz mad r0.yz, r2.xxyx, r0.yyzy, l(0.000000, -1.000000, -1.000000, 0.000000) mul r0.yz, r0.yyzy, l(0.000000, 1.000000, -1.000000, 0.000000) div r0.w, r1.z, cb2[3].z exp r0.w, r0.w add r0.w, r0.w, -cb2[3].y div r0.w, r0.w, cb2[3].x ieq r1.z, vThreadID.z, cb2[1].z movc r3.z, r1.z, l(2000000.000000), r0.w div r0.w, r2.w, cb2[3].z exp r0.w, r0.w add r0.w, r0.w, -cb2[3].y div r0.w, r0.w, cb2[3].x ieq r1.z, r2.z, cb2[1].z movc r2.z, r1.z, l(2000000.000000), r0.w lt r0.w, cb0[27].w, l(1.000000) add r1.z, r3.z, cb0[53].w mul r1.z, r1.z, cb0[53].z div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z mad r1.w, r3.z, cb0[26].z, cb0[27].z movc r1.z, r0.w, r1.z, r1.w mul r4.xyz, r1.yyyy, cb0[29].xywx mad r5.xyz, r1.xxxx, cb0[28].xywx, r4.xyzx mad r6.xyz, r1.zzzz, cb0[30].xywx, r5.xyzx add r6.xyz, r6.xyzx, cb0[31].xywx mul r7.xyz, r0.zzzz, cb0[29].xywx mad r8.xyz, r0.yyyy, cb0[28].xywx, r7.xyzx mad r9.xyz, r1.zzzz, cb0[30].xywx, r8.xyzx add r9.xyz, r9.xyzx, cb0[31].xywx mad r1.xyw, r1.xxxx, cb0[28].xyxw, r7.xyxz mad r7.xyz, r1.zzzz, cb0[30].xywx, r1.xywx add r7.xyz, r7.xyzx, cb0[31].xywx mad r4.xyz, r0.yyyy, cb0[28].xywx, r4.xyzx mad r10.xyz, r1.zzzz, cb0[30].xywx, r4.xyzx add r10.xyz, r10.xyzx, cb0[31].xywx add r0.y, r2.z, cb0[53].w mul r0.y, r0.y, cb0[53].z div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y mad r0.z, r2.z, cb0[26].z, cb0[27].z movc r0.y, r0.w, r0.y, r0.z mad r5.xyz, r0.yyyy, cb0[30].xywx, r5.xyzx add r5.xyz, r5.xyzx, cb0[31].xywx mad r8.xyz, r0.yyyy, cb0[30].xywx, r8.xyzx add r8.xyz, r8.xyzx, cb0[31].xywx mad r1.xyz, r0.yyyy, cb0[30].xywx, r1.xywx add r1.xyz, r1.xyzx, cb0[31].xywx mad r0.yzw, r0.yyyy, cb0[30].xxyw, r4.xxyz add r0.yzw, r0.yyzw, cb0[31].xxyw div r4.xy, r6.xyxx, r6.zzzz div r4.zw, r9.xxxy, r9.zzzz min r6.xy, r4.zwzz, r4.xyxx div r6.zw, r7.xxxy, r7.zzzz min r6.xy, r6.zwzz, r6.xyxx div r7.xy, r10.xyxx, r10.zzzz min r6.xy, r6.xyxx, r7.xyxx div r5.xy, r5.xyxx, r5.zzzz min r5.zw, r5.xxxy, r6.xxxy div r6.xy, r8.xyxx, r8.zzzz min r5.zw, r5.zzzw, r6.xxxy div r1.xy, r1.xyxx, r1.zzzz min r1.zw, r1.xxxy, r5.zzzw div r0.yz, r0.yyzy, r0.wwww min r3.xy, r0.yzyy, r1.zwzz max r1.zw, r4.zzzw, r4.xxxy max r1.zw, r6.zzzw, r1.zzzw max r1.zw, r7.xxxy, r1.zzzw max r1.zw, r5.xxxy, r1.zzzw max r1.zw, r6.xxxy, r1.zzzw max r1.xy, r1.xyxx, r1.zwzz max r2.xy, r0.yzyy, r1.xyxx add r0.yzw, r2.xxyz, r3.xxyz mad r1.xyz, -r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), r2.xyzx imul null, r1.w, cb2[0].w, cb2[1].w ishl r1.w, r1.w, l(1) mov r2.x, l(0) loop uge r2.y, r2.x, cb2[0].x breakc_nz r2.y ishl r2.y, r2.x, l(2) ld_indexable(buffer)(float,float,float,float) r3.xyzw, r2.yyyy, t0.xyzw div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w bfi r2.z, l(30), l(2), r2.x, l(3) ld_indexable(buffer)(float,float,float,float) r2.z, r2.zzzz, t0.yzxw lt r2.w, l(-2.000000), r2.z if_nz r2.w bfi r2.w, l(30), l(2), r2.x, l(2) ld_indexable(buffer)(float,float,float,float) r4.xyz, r2.wwww, t0.xyzw mul r4.xyz, r2.yyyy, r4.xyzx mad r3.xyz, -r4.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r3.xyzx mul r2.w, r2.y, r2.y mul r2.z, r2.z, r2.w mad r2.z, r2.w, l(1.250000), -r2.z sqrt r2.y, r2.z endif add r3.xyz, r3.xyzx, cb0[58].xyzx mul r4.xyz, r3.yyyy, cb0[9].xyzx mad r3.xyw, r3.xxxx, cb0[8].xyxz, r4.xyxz mad r3.xyz, r3.zzzz, cb0[10].xyzx, r3.xywx add r3.xyz, r3.xyzx, cb0[11].xyzx mad r3.xyz, -r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), r3.xyzx add r3.xyz, -r1.xyzx, |r3.xyzx| max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) dp3 r2.z, r3.xyzx, r3.xyzx mul r2.y, r2.y, r2.y lt r2.y, r2.z, r2.y if_nz r2.y imm_atomic_iadd r3.x, u0, l(0), l(1) ult r2.y, r3.x, r1.w if_nz r2.y imm_atomic_exch r4.x, u1, r0.x, r3.x ishl r2.y, r3.x, l(1) store_uav_typed u2.xyzw, r2.yyyy, r2.xxxx bfi r2.z, l(31), l(1), r3.x, l(1) store_uav_typed u2.xyzw, r2.zzzz, r4.xxxx endif endif iadd r2.x, r2.x, l(1) endloop iadd r0.x, r0.x, cb2[0].w mov r2.x, l(0) loop uge r2.y, r2.x, cb2[0].y breakc_nz r2.y add r2.yzw, cb0[58].xxyz, cb1[r2.x + 0].xxyz mul r3.xyz, r2.zzzz, cb0[9].xyzx mad r3.xyz, r2.yyyy, cb0[8].xyzx, r3.xyzx mad r2.yzw, r2.wwww, cb0[10].xxyz, r3.xxyz add r2.yzw, r2.yyzw, cb0[11].xxyz mad r2.yzw, -r0.yyzw, l(0.000000, 0.500000, 0.500000, 0.500000), r2.yyzw add r2.yzw, -r1.xxyz, |r2.yyzw| max r2.yzw, r2.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000) dp3 r2.y, r2.yzwy, r2.yzwy mul r2.z, cb1[r2.x + 0].w, cb1[r2.x + 0].w lt r2.y, r2.y, r2.z if_nz r2.y imm_atomic_iadd r3.x, u0, l(0), l(1) ult r2.y, r3.x, r1.w if_nz r2.y imm_atomic_exch r4.x, u1, r0.x, r3.x ishl r2.y, r3.x, l(1) store_uav_typed u2.xyzw, r2.yyyy, r2.xxxx bfi r2.z, l(31), l(1), r3.x, l(1) store_uav_typed u2.xyzw, r2.zzzz, r4.xxxx endif endif iadd r2.x, r2.x, l(1) endloop endif ret [/code]
OK made some progress but i cant actually fix the CS lights, DHR you may can apply your remote fixing ability ^^

//main CS lights broken --
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.3.11 on Wed Jun 06 19:41:16 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
cs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[59], immediateIndexed
dcl_constantbuffer cb1[341], dynamicIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_uav_typed_buffer (uint,uint,uint,uint) u0
dcl_uav_typed_buffer (uint,uint,uint,uint) u1
dcl_uav_typed_buffer (uint,uint,uint,uint) u2
dcl_input vThreadID.xyz
dcl_temps 11
dcl_thread_group 4, 4, 4
ult r0.xyz, vThreadID.xyzx, cb2[1].xyzx
and r0.x, r0.y, r0.x
and r0.x, r0.z, r0.x
if_nz r0.x
imad r0.x, vThreadID.z, cb2[1].y, vThreadID.y
imad r0.x, r0.x, cb2[1].x, vThreadID.x
itof r0.yz, cb2[1].xxyx
div r0.yz, l(0.000000, 2.000000, 2.000000, 0.000000), r0.yyzy
utof r1.xyz, vThreadID.xyzx
mad r1.xy, r1.xyxx, r0.yzyy, l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
iadd r2.xyz, vThreadID.xyzx, l(1, 1, 1, 0)
utof r2.xyw, r2.xyxz
mad r0.yz, r2.xxyx, r0.yyzy, l(0.000000, -1.000000, -1.000000, 0.000000)
mul r0.yz, r0.yyzy, l(0.000000, 1.000000, -1.000000, 0.000000)
div r0.w, r1.z, cb2[3].z
exp r0.w, r0.w
add r0.w, r0.w, -cb2[3].y
div r0.w, r0.w, cb2[3].x
ieq r1.z, vThreadID.z, cb2[1].z
movc r3.z, r1.z, l(2000000.000000), r0.w
div r0.w, r2.w, cb2[3].z
exp r0.w, r0.w
add r0.w, r0.w, -cb2[3].y
div r0.w, r0.w, cb2[3].x
ieq r1.z, r2.z, cb2[1].z
movc r2.z, r1.z, l(2000000.000000), r0.w
lt r0.w, cb0[27].w, l(1.000000)
add r1.z, r3.z, cb0[53].w
mul r1.z, r1.z, cb0[53].z
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
mad r1.w, r3.z, cb0[26].z, cb0[27].z
movc r1.z, r0.w, r1.z, r1.w
mul r4.xyz, r1.yyyy, cb0[29].xywx
mad r5.xyz, r1.xxxx, cb0[28].xywx, r4.xyzx
mad r6.xyz, r1.zzzz, cb0[30].xywx, r5.xyzx
add r6.xyz, r6.xyzx, cb0[31].xywx
mul r7.xyz, r0.zzzz, cb0[29].xywx
mad r8.xyz, r0.yyyy, cb0[28].xywx, r7.xyzx
mad r9.xyz, r1.zzzz, cb0[30].xywx, r8.xyzx
add r9.xyz, r9.xyzx, cb0[31].xywx
mad r1.xyw, r1.xxxx, cb0[28].xyxw, r7.xyxz
mad r7.xyz, r1.zzzz, cb0[30].xywx, r1.xywx
add r7.xyz, r7.xyzx, cb0[31].xywx
mad r4.xyz, r0.yyyy, cb0[28].xywx, r4.xyzx
mad r10.xyz, r1.zzzz, cb0[30].xywx, r4.xyzx
add r10.xyz, r10.xyzx, cb0[31].xywx
add r0.y, r2.z, cb0[53].w
mul r0.y, r0.y, cb0[53].z
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mad r0.z, r2.z, cb0[26].z, cb0[27].z
movc r0.y, r0.w, r0.y, r0.z
mad r5.xyz, r0.yyyy, cb0[30].xywx, r5.xyzx
add r5.xyz, r5.xyzx, cb0[31].xywx
mad r8.xyz, r0.yyyy, cb0[30].xywx, r8.xyzx
add r8.xyz, r8.xyzx, cb0[31].xywx
mad r1.xyz, r0.yyyy, cb0[30].xywx, r1.xywx
add r1.xyz, r1.xyzx, cb0[31].xywx
mad r0.yzw, r0.yyyy, cb0[30].xxyw, r4.xxyz
add r0.yzw, r0.yyzw, cb0[31].xxyw
div r4.xy, r6.xyxx, r6.zzzz
div r4.zw, r9.xxxy, r9.zzzz
min r6.xy, r4.zwzz, r4.xyxx
div r6.zw, r7.xxxy, r7.zzzz
min r6.xy, r6.zwzz, r6.xyxx
div r7.xy, r10.xyxx, r10.zzzz
min r6.xy, r6.xyxx, r7.xyxx
div r5.xy, r5.xyxx, r5.zzzz
min r5.zw, r5.xxxy, r6.xxxy
div r6.xy, r8.xyxx, r8.zzzz
min r5.zw, r5.zzzw, r6.xxxy
div r1.xy, r1.xyxx, r1.zzzz
min r1.zw, r1.xxxy, r5.zzzw
div r0.yz, r0.yyzy, r0.wwww
min r3.xy, r0.yzyy, r1.zwzz
max r1.zw, r4.zzzw, r4.xxxy
max r1.zw, r6.zzzw, r1.zzzw
max r1.zw, r7.xxxy, r1.zzzw
max r1.zw, r5.xxxy, r1.zzzw
max r1.zw, r6.xxxy, r1.zzzw
max r1.xy, r1.xyxx, r1.zwzz
max r2.xy, r0.yzyy, r1.xyxx
add r0.yzw, r2.xxyz, r3.xxyz
mad r1.xyz, -r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), r2.xyzx
imul null, r1.w, cb2[0].w, cb2[1].w
ishl r1.w, r1.w, l(1)
mov r2.x, l(0)
loop
uge r2.y, r2.x, cb2[0].x
breakc_nz r2.y
ishl r2.y, r2.x, l(2)
ld_indexable(buffer)(float,float,float,float) r3.xyzw, r2.yyyy, t0.xyzw
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
bfi r2.z, l(30), l(2), r2.x, l(3)
ld_indexable(buffer)(float,float,float,float) r2.z, r2.zzzz, t0.yzxw
lt r2.w, l(-2.000000), r2.z
if_nz r2.w
bfi r2.w, l(30), l(2), r2.x, l(2)
ld_indexable(buffer)(float,float,float,float) r4.xyz, r2.wwww, t0.xyzw
mul r4.xyz, r2.yyyy, r4.xyzx
mad r3.xyz, -r4.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r3.xyzx
mul r2.w, r2.y, r2.y
mul r2.z, r2.z, r2.w
mad r2.z, r2.w, l(1.250000), -r2.z
sqrt r2.y, r2.z
endif
add r3.xyz, r3.xyzx, cb0[58].xyzx
mul r4.xyz, r3.yyyy, cb0[9].xyzx
mad r3.xyw, r3.xxxx, cb0[8].xyxz, r4.xyxz
mad r3.xyz, r3.zzzz, cb0[10].xyzx, r3.xywx
add r3.xyz, r3.xyzx, cb0[11].xyzx
mad r3.xyz, -r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), r3.xyzx
add r3.xyz, -r1.xyzx, |r3.xyzx|
max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r3.xyzx, r3.xyzx
mul r2.y, r2.y, r2.y
lt r2.y, r2.z, r2.y
if_nz r2.y
imm_atomic_iadd r3.x, u0, l(0), l(1)
ult r2.y, r3.x, r1.w
if_nz r2.y
imm_atomic_exch r4.x, u1, r0.x, r3.x
ishl r2.y, r3.x, l(1)
store_uav_typed u2.xyzw, r2.yyyy, r2.xxxx
bfi r2.z, l(31), l(1), r3.x, l(1)
store_uav_typed u2.xyzw, r2.zzzz, r4.xxxx
endif
endif
iadd r2.x, r2.x, l(1)
endloop
iadd r0.x, r0.x, cb2[0].w
mov r2.x, l(0)
loop
uge r2.y, r2.x, cb2[0].y
breakc_nz r2.y
add r2.yzw, cb0[58].xxyz, cb1[r2.x + 0].xxyz
mul r3.xyz, r2.zzzz, cb0[9].xyzx
mad r3.xyz, r2.yyyy, cb0[8].xyzx, r3.xyzx
mad r2.yzw, r2.wwww, cb0[10].xxyz, r3.xxyz
add r2.yzw, r2.yyzw, cb0[11].xxyz
mad r2.yzw, -r0.yyzw, l(0.000000, 0.500000, 0.500000, 0.500000), r2.yyzw
add r2.yzw, -r1.xxyz, |r2.yyzw|
max r2.yzw, r2.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r2.yzwy, r2.yzwy
mul r2.z, cb1[r2.x + 0].w, cb1[r2.x + 0].w
lt r2.y, r2.y, r2.z
if_nz r2.y
imm_atomic_iadd r3.x, u0, l(0), l(1)
ult r2.y, r3.x, r1.w
if_nz r2.y
imm_atomic_exch r4.x, u1, r0.x, r3.x
ishl r2.y, r3.x, l(1)
store_uav_typed u2.xyzw, r2.yyyy, r2.xxxx
bfi r2.z, l(31), l(1), r3.x, l(1)
store_uav_typed u2.xyzw, r2.zzzz, r4.xxxx
endif
endif
iadd r2.x, r2.x, l(1)
endloop
endif
ret

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

#13
Posted 06/06/2018 05:46 PM   
OK, here is my WIP that is likely playable if you can live with 20% Depth. I could not fix the CS light shader but using a high convergence and a lower depth will make it. Its up to u play the game in 2D, may be CM or with this WIP with 20% Depth. You can change th depth of cause but this will breake main light effects....its up to you !!! ---fix uses the lastest UE4-UNIVERSAL fix by DHR--- I will not have time to work on this fix about approx. a week, hence i post this WIP to give you the chance to play the game in 3D under some circumstances or to give the others a version to work with ^^ [url]https://s3.amazonaws.com/losti/Vampyr_UE4UV-Fixed-DHR-Improved-Losti-WIP-1.00.rar[/url] Some Regex will disable several effects, i have fixed it manually....some hair will be broken using 3D-Migoto (without its ok) ... but the main remaining problem is the lightening CS i have posted above. Ill check back here as soon as i can but it will last a week in minimum. ==> If you start the game it will go with your settings in depth/separation, please use Z-KEY to set a playable depth without realy noticalbe broken effects. Use Z-KEY again (its a cycle key) for cut scenes and every situation the convergence is too much for your eyes. Feel free to modify the Z-KEY settings but notice: the lower the convergence the higher the faults. This WIP version was tested until the house you will be after the first couple of minutes of playing... Hence there can be more effects be broken that i have not tracked down.
OK, here is my WIP that is likely playable if you can live with 20% Depth. I could not fix the CS light shader but using a high convergence and a lower depth will make it. Its up to u play the game in 2D, may be CM or with this WIP with 20% Depth. You can change th depth of cause but this will breake main light effects....its up to you !!!

---fix uses the lastest UE4-UNIVERSAL fix by DHR---


I will not have time to work on this fix about approx. a week, hence i post this WIP to give you the chance to play the game in 3D under some circumstances or to give the others a version to work with ^^

https://s3.amazonaws.com/losti/Vampyr_UE4UV-Fixed-DHR-Improved-Losti-WIP-1.00.rar

Some Regex will disable several effects, i have fixed it manually....some hair will be broken using 3D-Migoto (without its ok) ... but the main remaining problem is the lightening CS i have posted above.

Ill check back here as soon as i can but it will last a week in minimum.

==> If you start the game it will go with your settings in depth/separation, please use Z-KEY to set a playable depth without realy noticalbe broken effects. Use Z-KEY again (its a cycle key) for cut scenes and every situation the convergence is too much for your eyes.

Feel free to modify the Z-KEY settings but notice: the lower the convergence the higher the faults.

This WIP version was tested until the house you will be after the first couple of minutes of playing... Hence there can be more effects be broken that i have not tracked down.

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

#14
Posted 06/06/2018 07:34 PM   
Hi Losti, that CS shader don't seems related to the common pattern for lights or Tile Lights. Also i check you WIP and see the shader you fixed manually and i can see that the Regex need a couple of tweaks to work properly...they change some constant buffer # Today morning I left installing the game, so when i arrive home today in a couple of hours i can take a look what happens.
Hi Losti, that CS shader don't seems related to the common pattern for lights or Tile Lights.

Also i check you WIP and see the shader you fixed manually and i can see that the Regex need a couple of tweaks to work properly...they change some constant buffer #

Today morning I left installing the game, so when i arrive home today in a couple of hours i can take a look what happens.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#15
Posted 06/06/2018 09:45 PM   
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