Good news and bad news, after playing some time with Ada Wong:
- Good news: apparently I have figured out how to fix clipping for all shaders.
- Bad news: remember that element in Resident Evil 7 that if unfixed caused horrible performance at some spots and when fixed caused random crashes (but fixed performance)? IT'S BACK. Same hash and everything:
<UAV orig_hash=eae0e203 type=Buffer byte_width=20 usage="DEFAULT" bind_flags=0x80 cpu_access_flags=0x0 misc_flags=0x30 stride=0></UAV>
I hope 3Dmigoto can fix crashes in the future, caused by using StereoMode=2 in UAVs like this one.
In this case, if you add "match_byte_width = > 20" to "[TextureOverride_StereoFlagsDX10_0x4008_Fix4]", crashes are avoided, but in some Ada cutscenes fps can drop to below 15, and looking at some places can get you to lower and lower fps, until performance is almost 0.
This problem didn't happen at the police station. It started happening after some time of playing with Ada in the sewers.
Good news and bad news, after playing some time with Ada Wong:
- Good news: apparently I have figured out how to fix clipping for all shaders.
- Bad news: remember that element in Resident Evil 7 that if unfixed caused horrible performance at some spots and when fixed caused random crashes (but fixed performance)? IT'S BACK. Same hash and everything:
I hope 3Dmigoto can fix crashes in the future, caused by using StereoMode=2 in UAVs like this one.
In this case, if you add "match_byte_width = > 20" to "[TextureOverride_StereoFlagsDX10_0x4008_Fix4]", crashes are avoided, but in some Ada cutscenes fps can drop to below 15, and looking at some places can get you to lower and lower fps, until performance is almost 0.
This problem didn't happen at the police station. It started happening after some time of playing with Ada in the sewers.
[quote="Superbauch"]sad ... i was just about asking if re7 fix would profit from your new findings in this one.[/quote]
In some way, it can. Clipping, and the approximate volumetric lighting fix. RE7 doesn't have some effects I had to fix here. But the crashing/performance issue is the biggest problem. We are going to need (if it's possible) a 3Dmigoto update that can avoid the crashes. Then we'll be able to have perfect graphics with this engine.
Superbauch said:sad ... i was just about asking if re7 fix would profit from your new findings in this one.
In some way, it can. Clipping, and the approximate volumetric lighting fix. RE7 doesn't have some effects I had to fix here. But the crashing/performance issue is the biggest problem. We are going to need (if it's possible) a 3Dmigoto update that can avoid the crashes. Then we'll be able to have perfect graphics with this engine.
WIP 10: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP10.7z
- Disabled elements in "d3dx.ini" that users and I reported to cause crashes.
- All lighting clipping is now fixed properly, except for one compute shader that is mostly used in the main menu of story mode. But there is a small drawback: the right frustum of the left eye is darker.
- Added another HUD shader, the one that appears when you hack electronic devices with Ada.
- The fix needs (again) "UseVendorExtention=Disable" in "re2_config.ini". You can leave "UseOptimizeShader=Enable", as it is what I'm testing more lately and it works without problems.
Remember to uninstall the old fixes. "Mod_RE2.dll" from WIP 9 isn't used anymore, so you can delete it too.
If you get crashes in the sewers, try opening "d3dx.ini", going to the "[TextureOverride_StereoFlagsDX10_0x4008_Fix4]" block and uncommenting the ";match_byte_width = > 20" line. It will remove one source of crashes, but the game will suffer from very poor performance at times.
- Disabled elements in "d3dx.ini" that users and I reported to cause crashes.
- All lighting clipping is now fixed properly, except for one compute shader that is mostly used in the main menu of story mode. But there is a small drawback: the right frustum of the left eye is darker.
- Added another HUD shader, the one that appears when you hack electronic devices with Ada.
- The fix needs (again) "UseVendorExtention=Disable" in "re2_config.ini". You can leave "UseOptimizeShader=Enable", as it is what I'm testing more lately and it works without problems.
Remember to uninstall the old fixes. "Mod_RE2.dll" from WIP 9 isn't used anymore, so you can delete it too.
If you get crashes in the sewers, try opening "d3dx.ini", going to the "[TextureOverride_StereoFlagsDX10_0x4008_Fix4]" block and uncommenting the ";match_byte_width = > 20" line. It will remove one source of crashes, but the game will suffer from very poor performance at times.
I have a weird problem I'm hoping one of you can help me with?
I can't get the game to start in anything other than anaglyph mode. Since I don't have a 3D monitor--I'm playing on my Oculus Rift--this presents a problem. I have to play 3D games in SBS mode which thanks to awesome fixes like this--usually works. But not with this game. It always starts in anaglyph and F11 doesn't change anything.
Any suggestions?
I have a weird problem I'm hoping one of you can help me with?
I can't get the game to start in anything other than anaglyph mode. Since I don't have a 3D monitor--I'm playing on my Oculus Rift--this presents a problem. I have to play 3D games in SBS mode which thanks to awesome fixes like this--usually works. But not with this game. It always starts in anaglyph and F11 doesn't change anything.
Good news.
Although disabling SLI and removing the options from the profile did not help at all.
This profile Appears to resolve the issue with 3D breaking on convergence change entirely and with good SLI scaling. At this point not sure why. (remove .jps extention obviously.)
Although disabling SLI and removing the options from the profile did not help at all.
This profile Appears to resolve the issue with 3D breaking on convergence change entirely and with good SLI scaling. At this point not sure why. (remove .jps extention obviously.)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="masterotaku"]Attention, everyone: the game update broke the mod Schwing made for 3Dmigoto, and that's what makes the game crash at boot. We have to go back to "UseVendorExtention=Disable" ("UseOptimizeShader=Enable" always worked) and using the official 3Dmigoto release.
Perhaps I shouldn't have uploaded an update with an experimental mod, but at least it gave us some insight into HDR compatiblity.[/quote]
I expected it to be a temporary solution, but not break so soon. Ouch. No one has admitted to seeing any benefit to enabling the flags, so this can certainly wait for an official (3dmigoto) release. I'm just glad it happened to WIP9 (earliest) and not a blogspot post (too late). Your efforts in finding Enable fix-based hashes won't be wasted when an official release covers it.
I'll be sticking with PM's for my experimental builds, use this experience improve their reliability, and start with something for resource freeze/crash investigations tomorrow. I may extend an open PM invitation when ready since it would apply to anyone interested in helping iron out the rest of them. For the private builds, I'll continue to use Mod_<Game>.dll since I want to keep 3dmigoto DLLs as untouched as possible. This would help the builds to serve as quicker-to-make, proof-of-concept suggestions for potential official release features, and more easily convert the workaround part of each to something that passes official code review. Those are my thoughts at least.
[quote="Masterdid"]Where is the "select version" functionallity for a customer friendly downgrade? Found this https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994. Is that really the only option to downgrade?[/quote]
Yes, it's been around for quite a while, and is what I was planning on doing if needed. It's the way to download the older snapshots of the game that Steam has.
[quote="Necropants"]This profile Appears to resolve the issue with 3D breaking on convergence change entirely and with good SLI scaling[/quote]
I see "Maximum frames allowed" set to 1, which I never had enabled. I'll look and see if I can reproduce it tomorrow. It only happened to me twice when I switched between WIP versions. Edit (2019-02-17): no luck reproducing this.
masterotaku said:Attention, everyone: the game update broke the mod Schwing made for 3Dmigoto, and that's what makes the game crash at boot. We have to go back to "UseVendorExtention=Disable" ("UseOptimizeShader=Enable" always worked) and using the official 3Dmigoto release.
Perhaps I shouldn't have uploaded an update with an experimental mod, but at least it gave us some insight into HDR compatiblity.
I expected it to be a temporary solution, but not break so soon. Ouch. No one has admitted to seeing any benefit to enabling the flags, so this can certainly wait for an official (3dmigoto) release. I'm just glad it happened to WIP9 (earliest) and not a blogspot post (too late). Your efforts in finding Enable fix-based hashes won't be wasted when an official release covers it.
I'll be sticking with PM's for my experimental builds, use this experience improve their reliability, and start with something for resource freeze/crash investigations tomorrow. I may extend an open PM invitation when ready since it would apply to anyone interested in helping iron out the rest of them. For the private builds, I'll continue to use Mod_<Game>.dll since I want to keep 3dmigoto DLLs as untouched as possible. This would help the builds to serve as quicker-to-make, proof-of-concept suggestions for potential official release features, and more easily convert the workaround part of each to something that passes official code review. Those are my thoughts at least.
Yes, it's been around for quite a while, and is what I was planning on doing if needed. It's the way to download the older snapshots of the game that Steam has.
Necropants said:This profile Appears to resolve the issue with 3D breaking on convergence change entirely and with good SLI scaling
I see "Maximum frames allowed" set to 1, which I never had enabled. I'll look and see if I can reproduce it tomorrow. It only happened to me twice when I switched between WIP versions. Edit (2019-02-17): no luck reproducing this.
---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080
[quote="Necropants"]
This profile Appears to resolve the issue with 3D breaking on convergence change entirely and with good SLI scaling.[/quote]
Where did you get that profile and those settings? Can you narrow it down to a single fixing setting that I can put in d3dx.ini?
[quote="Schwing."]Your efforts in finding Enable fix-based hashes won't be wasted when an official release covers it.[/quote]
Vendor extensions didn't add any shaders, I think. "UseOptimizeShader" is what has different shaders (I have fixed all of them for Enable and Disable).
The most pressing issue is the crashes :p. It's almost luck based. Most of the time the faulty "eae0e203" hash won't complain (I have been playing for an hour in the sewers and it didn't crash. The hash is in the log), but yesterday it crashed sometimes when loading the save and once or twice during gameplay.
Necropants said:
This profile Appears to resolve the issue with 3D breaking on convergence change entirely and with good SLI scaling.
Where did you get that profile and those settings? Can you narrow it down to a single fixing setting that I can put in d3dx.ini?
Schwing. said:Your efforts in finding Enable fix-based hashes won't be wasted when an official release covers it.
Vendor extensions didn't add any shaders, I think. "UseOptimizeShader" is what has different shaders (I have fixed all of them for Enable and Disable).
The most pressing issue is the crashes :p. It's almost luck based. Most of the time the faulty "eae0e203" hash won't complain (I have been playing for an hour in the sewers and it didn't crash. The hash is in the log), but yesterday it crashed sometimes when loading the save and once or twice during gameplay.
It was actually linked earlier in the tread and was found buried in some SLI bits message board.
I will take a closer look later and see if I can narrow it down.
It was actually linked earlier in the tread and was found buried in some SLI bits message board.
I will take a closer look later and see if I can narrow it down.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="masterotaku"]WIP 10: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP10.7z
[/quote]
Hi Masterotaku. How can i donate to you for your perfect work on this fix?
PayPal?
Second question. How can i adjust 3D settings to get 3d Effect in Game like nVidia Logo in 3d Setup in Control panel?
Regards
Oleg
Hi Masterotaku. How can i donate to you for your perfect work on this fix?
PayPal?
Second question. How can i adjust 3D settings to get 3d Effect in Game like nVidia Logo in 3d Setup in Control panel?
[quote="CHip238"]
Hi Masterotaku. How can i donate to you for your perfect work on this fix?
PayPal?[/quote]
Thank you in advance! The paypal account is at the bottom of most of my blog posts: masterotakusuko@gmail.com
[quote="CHip238"]Second question. How can i adjust 3D settings to get 3d Effect in Game like nVidia Logo in 3d Setup in Control panel?
[/quote]
I'm not completely sure what you mean. More convergence? You can do that with the F1 hotkey or with your Nvidia hotkey (in the advanced options of the Nvidia Control Panel).
If you're asking about ingame settings, this is the updated list:
Mandatory:
- Open "re2_config.ini" and set "UseVendorExtention=Disable".
- Play in DirectX 11 mode, preferably in exclusive fulscreen.
Safe options:
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything, but don't disable and reenable it while you play because it can create inaccuracies and flickering.
- Contact shadows: anything.
- Screen space reflections: anything. I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution and not using interlaced mode.
- Volumetric lighting: approximate fix, but recommended.
- Subsurface scattering: anything.
- Particle lighting quality: anything. It can show different particles in each eye, but I can't fix that at the moment.
- Ambient occlusion: anything.
- Bloom: anything.
- Lens flares: correct position, but they have some kind of tilting.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
- Depth of field: necessary for automatic low convergence in cutscenes. But not mandatory in general.
- Film grain.
Unsafe options:
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
CHip238 said:
Hi Masterotaku. How can i donate to you for your perfect work on this fix?
PayPal?
Thank you in advance! The paypal account is at the bottom of most of my blog posts: masterotakusuko@gmail.com
CHip238 said:Second question. How can i adjust 3D settings to get 3d Effect in Game like nVidia Logo in 3d Setup in Control panel?
I'm not completely sure what you mean. More convergence? You can do that with the F1 hotkey or with your Nvidia hotkey (in the advanced options of the Nvidia Control Panel).
If you're asking about ingame settings, this is the updated list:
Mandatory:
- Open "re2_config.ini" and set "UseVendorExtention=Disable".
- Play in DirectX 11 mode, preferably in exclusive fulscreen.
Safe options:
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything, but don't disable and reenable it while you play because it can create inaccuracies and flickering.
- Contact shadows: anything.
- Screen space reflections: anything. I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution and not using interlaced mode.
- Volumetric lighting: approximate fix, but recommended.
- Subsurface scattering: anything.
- Particle lighting quality: anything. It can show different particles in each eye, but I can't fix that at the moment.
- Ambient occlusion: anything.
- Bloom: anything.
- Lens flares: correct position, but they have some kind of tilting.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
- Depth of field: necessary for automatic low convergence in cutscenes. But not mandatory in general.
- Film grain.
Unsafe options:
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
[quote="masterotaku"]
I'm not completely sure what you mean. More convergence?
[/quote]
I mean generally - all games in 3D vision are with "negative Z buffer" - look stereo vision into/behind the screen.
But after complete 3D Vision setup - this demo with flying nVidia LOGO is staring. End sometime this Logo is out of the Monitor - before your face, like you can touch it :-) that what i mean. To adjust 3D Setting to become that effect. Also the native 3d vision games like shadow of the tomb raider in 3D Mode looks like through the window. But i want to see objects out of the monitor.
P.S. sorry for my bad English.
masterotaku said:
I'm not completely sure what you mean. More convergence?
I mean generally - all games in 3D vision are with "negative Z buffer" - look stereo vision into/behind the screen.
But after complete 3D Vision setup - this demo with flying nVidia LOGO is staring. End sometime this Logo is out of the Monitor - before your face, like you can touch it :-) that what i mean. To adjust 3D Setting to become that effect. Also the native 3d vision games like shadow of the tomb raider in 3D Mode looks like through the window. But i want to see objects out of the monitor.
What you want is low separation and very high convergence. The convergence presets for the F1 key in d3dx.ini are:
convergence = 0, 0.20, 0.275, 0.333333, 0.5, 0.75, 1, 2, 3, 4
You can change the values or add more. But for low separation you have to make the adjustment manually or add your own hotkey.
With 100% separation and 1 convergence (what I use): https://u.cubeupload.com/masterotaku/re2100sep1conv.jpg
With 5% separation and 30.15 convergence: https://u.cubeupload.com/masterotaku/re25sep30conv.jpg
You can tweak it however you like.
I'm near the end of Leon's campaign. "[TextureOverride_Rain5]" caused a crash in a cutscene, by the way. It needs to be disabled (sad because it fixed an effect I know).
I'm near the end of Leon's campaign. "[TextureOverride_Rain5]" caused a crash in a cutscene, by the way. It needs to be disabled (sad because it fixed an effect I know).
This afternoon I finished Leon's campaign. While I had exactly the issues you described during the sewer-segment (random crashes, save-games randomly not loading etc.) I had zero crashes today (mainly the laboratory-section).
This afternoon I finished Leon's campaign. While I had exactly the issues you described during the sewer-segment (random crashes, save-games randomly not loading etc.) I had zero crashes today (mainly the laboratory-section).
- Good news: apparently I have figured out how to fix clipping for all shaders.
- Bad news: remember that element in Resident Evil 7 that if unfixed caused horrible performance at some spots and when fixed caused random crashes (but fixed performance)? IT'S BACK. Same hash and everything:
<UAV orig_hash=eae0e203 type=Buffer byte_width=20 usage="DEFAULT" bind_flags=0x80 cpu_access_flags=0x0 misc_flags=0x30 stride=0></UAV>
I hope 3Dmigoto can fix crashes in the future, caused by using StereoMode=2 in UAVs like this one.
In this case, if you add "match_byte_width = > 20" to "[TextureOverride_StereoFlagsDX10_0x4008_Fix4]", crashes are avoided, but in some Ada cutscenes fps can drop to below 15, and looking at some places can get you to lower and lower fps, until performance is almost 0.
This problem didn't happen at the police station. It started happening after some time of playing with Ada in the sewers.
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
i9-7900X @ 4,5GHz
Gigabyte X299 UD4-Pro
G.Skill 32Gb DDR4
2 x GTX 1070 FE
bequiet! Straight Power 11 1000W
Acer GN276HL DVI
Win 10 x64
In some way, it can. Clipping, and the approximate volumetric lighting fix. RE7 doesn't have some effects I had to fix here. But the crashing/performance issue is the biggest problem. We are going to need (if it's possible) a 3Dmigoto update that can avoid the crashes. Then we'll be able to have perfect graphics with this engine.
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
- Disabled elements in "d3dx.ini" that users and I reported to cause crashes.
- All lighting clipping is now fixed properly, except for one compute shader that is mostly used in the main menu of story mode. But there is a small drawback: the right frustum of the left eye is darker.
- Added another HUD shader, the one that appears when you hack electronic devices with Ada.
- The fix needs (again) "UseVendorExtention=Disable" in "re2_config.ini". You can leave "UseOptimizeShader=Enable", as it is what I'm testing more lately and it works without problems.
Remember to uninstall the old fixes. "Mod_RE2.dll" from WIP 9 isn't used anymore, so you can delete it too.
If you get crashes in the sewers, try opening "d3dx.ini", going to the "[TextureOverride_StereoFlagsDX10_0x4008_Fix4]" block and uncommenting the ";match_byte_width = > 20" line. It will remove one source of crashes, but the game will suffer from very poor performance at times.
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
I can't get the game to start in anything other than anaglyph mode. Since I don't have a 3D monitor--I'm playing on my Oculus Rift--this presents a problem. I have to play 3D games in SBS mode which thanks to awesome fixes like this--usually works. But not with this game. It always starts in anaglyph and F11 doesn't change anything.
Any suggestions?
Although disabling SLI and removing the options from the profile did not help at all.
This profile Appears to resolve the issue with 3D breaking on convergence change entirely and with good SLI scaling. At this point not sure why. (remove .jps extention obviously.)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I expected it to be a temporary solution, but not break so soon. Ouch. No one has admitted to seeing any benefit to enabling the flags, so this can certainly wait for an official (3dmigoto) release. I'm just glad it happened to WIP9 (earliest) and not a blogspot post (too late). Your efforts in finding Enable fix-based hashes won't be wasted when an official release covers it.
I'll be sticking with PM's for my experimental builds, use this experience improve their reliability, and start with something for resource freeze/crash investigations tomorrow. I may extend an open PM invitation when ready since it would apply to anyone interested in helping iron out the rest of them. For the private builds, I'll continue to use Mod_<Game>.dll since I want to keep 3dmigoto DLLs as untouched as possible. This would help the builds to serve as quicker-to-make, proof-of-concept suggestions for potential official release features, and more easily convert the workaround part of each to something that passes official code review. Those are my thoughts at least.
Yes, it's been around for quite a while, and is what I was planning on doing if needed. It's the way to download the older snapshots of the game that Steam has.
I see "Maximum frames allowed" set to 1, which I never had enabled. I'll look and see if I can reproduce it tomorrow. It only happened to me twice when I switched between WIP versions. Edit (2019-02-17): no luck reproducing this.
---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080
Where did you get that profile and those settings? Can you narrow it down to a single fixing setting that I can put in d3dx.ini?
Vendor extensions didn't add any shaders, I think. "UseOptimizeShader" is what has different shaders (I have fixed all of them for Enable and Disable).
The most pressing issue is the crashes :p. It's almost luck based. Most of the time the faulty "eae0e203" hash won't complain (I have been playing for an hour in the sewers and it didn't crash. The hash is in the log), but yesterday it crashed sometimes when loading the save and once or twice during gameplay.
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
I will take a closer look later and see if I can narrow it down.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Hi Masterotaku. How can i donate to you for your perfect work on this fix?
PayPal?
Second question. How can i adjust 3D settings to get 3d Effect in Game like nVidia Logo in 3d Setup in Control panel?
Regards
Oleg
Thank you in advance! The paypal account is at the bottom of most of my blog posts: masterotakusuko@gmail.com
I'm not completely sure what you mean. More convergence? You can do that with the F1 hotkey or with your Nvidia hotkey (in the advanced options of the Nvidia Control Panel).
If you're asking about ingame settings, this is the updated list:
Mandatory:
- Open "re2_config.ini" and set "UseVendorExtention=Disable".
- Play in DirectX 11 mode, preferably in exclusive fulscreen.
Safe options:
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything, but don't disable and reenable it while you play because it can create inaccuracies and flickering.
- Contact shadows: anything.
- Screen space reflections: anything. I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution and not using interlaced mode.
- Volumetric lighting: approximate fix, but recommended.
- Subsurface scattering: anything.
- Particle lighting quality: anything. It can show different particles in each eye, but I can't fix that at the moment.
- Ambient occlusion: anything.
- Bloom: anything.
- Lens flares: correct position, but they have some kind of tilting.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
- Depth of field: necessary for automatic low convergence in cutscenes. But not mandatory in general.
- Film grain.
Unsafe options:
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
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
I mean generally - all games in 3D vision are with "negative Z buffer" - look stereo vision into/behind the screen.
But after complete 3D Vision setup - this demo with flying nVidia LOGO is staring. End sometime this Logo is out of the Monitor - before your face, like you can touch it :-) that what i mean. To adjust 3D Setting to become that effect. Also the native 3d vision games like shadow of the tomb raider in 3D Mode looks like through the window. But i want to see objects out of the monitor.
P.S. sorry for my bad English.
convergence = 0, 0.20, 0.275, 0.333333, 0.5, 0.75, 1, 2, 3, 4
You can change the values or add more. But for low separation you have to make the adjustment manually or add your own hotkey.
With 100% separation and 1 convergence (what I use): https://u.cubeupload.com/masterotaku/re2100sep1conv.jpg
With 5% separation and 30.15 convergence: https://u.cubeupload.com/masterotaku/re25sep30conv.jpg
You can tweak it however you like.
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