lohan, and others with that issue: do you ever change convergence manually when DoF is disabled? The problem should be the convergence change, no matter the method used. Also, opening the inventory screws up some shaders in that situation for me.
But as I said, I need to test it because without logging it never happened.
lohan, and others with that issue: do you ever change convergence manually when DoF is disabled? The problem should be the convergence change, no matter the method used. Also, opening the inventory screws up some shaders in that situation for me.
But as I said, I need to test it because without logging it never happened.
You nailed it masterotaku! Manually changing the convergence was responsible for the issues I mentioned! When I don't change the convergence in-game manually everything works fine (including the auto-convergence feature)!
Unfortunately I ran into the next crash inducing scene. It's the Birkin-Fight (first Boss-fight). The game doesn't crash instantly (like it was the case with the licker) but it always crashes one or two minutes into the fight.
You nailed it masterotaku! Manually changing the convergence was responsible for the issues I mentioned! When I don't change the convergence in-game manually everything works fine (including the auto-convergence feature)!
Unfortunately I ran into the next crash inducing scene. It's the Birkin-Fight (first Boss-fight). The game doesn't crash instantly (like it was the case with the licker) but it always crashes one or two minutes into the fight.
WIP 7: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP7.7z
- It changes StereoTextureEnable to 23 instead of 27 (the game will ask you to apply changes). I had unknowingly left it at 27 for some tests (visually no difference), and it was probably the cause of convergence breaking graphics.
- I commented a TextureOverride that was guilty of crashes in the first boss fight. That was a manual one that coincidentally didn't crash in situations after that fight.
I hope you can kill the boss now, lohan_0903 :). I did it again after removing that texture override.
If the convergence problem still happens, try deleting all contents inside "C:\Users\XXXXXX\AppData\Local\Temp\NVIDIA Corporation\NV_Cache".
- It changes StereoTextureEnable to 23 instead of 27 (the game will ask you to apply changes). I had unknowingly left it at 27 for some tests (visually no difference), and it was probably the cause of convergence breaking graphics.
- I commented a TextureOverride that was guilty of crashes in the first boss fight. That was a manual one that coincidentally didn't crash in situations after that fight.
I hope you can kill the boss now, lohan_0903 :). I did it again after removing that texture override.
If the convergence problem still happens, try deleting all contents inside "C:\Users\XXXXXX\AppData\Local\Temp\NVIDIA Corporation\NV_Cache".
[quote="Jojo_fr"]My game crashes with the patch, I shut down afterburner but still
Does someone have a clue?[/quote]
With WIP 7? At a specific point of the game, or when something specific happens?
A huge thank you Masterotaku, it's just great. What work! A must have this game with the wip.
Otherwise no worries of crash but I have not advanced much, I'm waiting for the final version.
Awesome stuff masterotaku! Using WIP7 the game didn't crash during the Boss-Fight (William Birkin)!
Also manually changing convergence in-game isn't a problem anymore (with depth-of-field/auto-convergence enabled).
Being a high-convergence enthusiast I still tend to leave depth-of-field/auto convergence disabled as I absolutely love the cutscenes and the item-inspection with high-convergence settings. I definitely have to pay a price for that as the cut-scenes with the most extreme close-ups definitely break for me but all in all it's a price I am willing to pay.
Best for me would be some kind of middle-ground where cut-scenes,items and menus are still displayed in relatively high convergence, just not as high as my main game.
Perfectly fine with the way it is now! Cannot thank you enough!
Awesome stuff masterotaku! Using WIP7 the game didn't crash during the Boss-Fight (William Birkin)!
Also manually changing convergence in-game isn't a problem anymore (with depth-of-field/auto-convergence enabled).
Being a high-convergence enthusiast I still tend to leave depth-of-field/auto convergence disabled as I absolutely love the cutscenes and the item-inspection with high-convergence settings. I definitely have to pay a price for that as the cut-scenes with the most extreme close-ups definitely break for me but all in all it's a price I am willing to pay.
Best for me would be some kind of middle-ground where cut-scenes,items and menus are still displayed in relatively high convergence, just not as high as my main game.
Perfectly fine with the way it is now! Cannot thank you enough!
[quote="lohan_0903"]Awesome stuff masterotaku! Using WIP7 the game didn't crash during the Boss-Fight (William Birkin)![/quote]
I'm glad to have testers while I do the fix :). Especially for stability testing.
[quote="lohan_0903"]
Best for me would be some kind of middle-ground where cut-scenes,items and menus are still displayed in relatively high convergence, just not as high as my main game.[/quote]
You can. In "d3dx.ini", look for the "[PresetCutscene]" block. You will see "convergence = 0.333333", and you can change that number to anything you want. For gameplay the default value I put in the profile is "1.0", just so you have an idea of the scale.
If you delete or comment that convergence line, the preset will only change the dynamic HUD setting.
For your information, "[PresetGameplay]" isn't used. It's from when I tried (and failed) to do the opposite, a default value for cutscenes and a preset for gameplay. A preset for cutscenes is better, in my opinion.
lohan_0903 said:Awesome stuff masterotaku! Using WIP7 the game didn't crash during the Boss-Fight (William Birkin)!
I'm glad to have testers while I do the fix :). Especially for stability testing.
lohan_0903 said:
Best for me would be some kind of middle-ground where cut-scenes,items and menus are still displayed in relatively high convergence, just not as high as my main game.
You can. In "d3dx.ini", look for the "[PresetCutscene]" block. You will see "convergence = 0.333333", and you can change that number to anything you want. For gameplay the default value I put in the profile is "1.0", just so you have an idea of the scale.
If you delete or comment that convergence line, the preset will only change the dynamic HUD setting.
For your information, "[PresetGameplay]" isn't used. It's from when I tried (and failed) to do the opposite, a default value for cutscenes and a preset for gameplay. A preset for cutscenes is better, in my opinion.
[quote="masterotaku"]WIP 7: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP7.7z
- It changes StereoTextureEnable to 23 instead of 27 (the game will ask you to apply changes). I had unknowingly left it at 27 for some tests (visually no difference), and it was probably the cause of convergence breaking graphics.
- I commented a TextureOverride that was guilty of crashes in the first boss fight. That was a manual one that coincidentally didn't crash in situations after that fight.
I hope you can kill the boss now, lohan_0903 :). I did it again after removing that texture override.
If the convergence problem still happens, try deleting all contents inside "C:\Users\XXXXXX\AppData\Local\Temp\NVIDIA Corporation\NV_Cache".[/quote]
Thank you so much master!!
I’m having great experience in this game thanks to your magic
Your last sip indeed fix the problem where changing convergence in the police station messed everything.
Really appreciate you man.
- It changes StereoTextureEnable to 23 instead of 27 (the game will ask you to apply changes). I had unknowingly left it at 27 for some tests (visually no difference), and it was probably the cause of convergence breaking graphics.
- I commented a TextureOverride that was guilty of crashes in the first boss fight. That was a manual one that coincidentally didn't crash in situations after that fight.
I hope you can kill the boss now, lohan_0903 :). I did it again after removing that texture override.
If the convergence problem still happens, try deleting all contents inside "C:\Users\XXXXXX\AppData\Local\Temp\NVIDIA Corporation\NV_Cache".
Thank you so much master!!
I’m having great experience in this game thanks to your magic
Your last sip indeed fix the problem where changing convergence in the police station messed everything.
Really appreciate you man.
[quote="masterotaku"]WIP 7: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP7.7z
- It changes StereoTextureEnable to 23 instead of 27 (the game will ask you to apply changes). I had unknowingly left it at 27 for some tests (visually no difference), and it was probably the cause of convergence breaking graphics.
- I commented a TextureOverride that was guilty of crashes in the first boss fight. That was a manual one that coincidentally didn't crash in situations after that fight.
I hope you can kill the boss now, lohan_0903 :). I did it again after removing that texture override.
If the convergence problem still happens, try deleting all contents inside "C:\Users\XXXXXX\AppData\Local\Temp\NVIDIA Corporation\NV_Cache".[/quote]
It still happens with WIP 7 for me =( The logging option you reference appears to switched off by default in this new version?
To make sure I did not modify convergence from default, apart from removing the transition values. (They cause me motion sickness). I went to try that suggestion but I don't actually have a Nvidia folder in that location. which is odd I even check my environment variables in windows and the location should be correct.
The only Nv_cache folder I have is here;
C:\ProgramData\NVIDIA Corporation\NV_Cache
Deleting the contents of that had no effect on the problem.
and yes also occurs if you try to add manual convergence presets. (I added one to right thumbstick.) DOF doesn't seem to effect the issue for me any on the fly change to convergence. Only weird thing is sometimes it does and sometimes it doesn't.
- It changes StereoTextureEnable to 23 instead of 27 (the game will ask you to apply changes). I had unknowingly left it at 27 for some tests (visually no difference), and it was probably the cause of convergence breaking graphics.
- I commented a TextureOverride that was guilty of crashes in the first boss fight. That was a manual one that coincidentally didn't crash in situations after that fight.
I hope you can kill the boss now, lohan_0903 :). I did it again after removing that texture override.
If the convergence problem still happens, try deleting all contents inside "C:\Users\XXXXXX\AppData\Local\Temp\NVIDIA Corporation\NV_Cache".
It still happens with WIP 7 for me =( The logging option you reference appears to switched off by default in this new version?
To make sure I did not modify convergence from default, apart from removing the transition values. (They cause me motion sickness). I went to try that suggestion but I don't actually have a Nvidia folder in that location. which is odd I even check my environment variables in windows and the location should be correct.
The only Nv_cache folder I have is here;
C:\ProgramData\NVIDIA Corporation\NV_Cache
Deleting the contents of that had no effect on the problem.
and yes also occurs if you try to add manual convergence presets. (I added one to right thumbstick.) DOF doesn't seem to effect the issue for me any on the fly change to convergence. Only weird thing is sometimes it does and sometimes it doesn't.
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)
Forgive me for my ignorance...
I use vorpx to add head tracking to non-VR games, in order to play them in VR.
The profile for RE7 does not work, as it only displays the game in one eye.
It appears that masterotaku has fixed this problem, but to be used in 3d.
Would the current WIP fix work for those of us that wish to play RE2 in VR, using vorpx?
Thanks in advance for any insights you may have on this.
Forgive me for my ignorance...
I use vorpx to add head tracking to non-VR games, in order to play them in VR.
The profile for RE7 does not work, as it only displays the game in one eye.
It appears that masterotaku has fixed this problem, but to be used in 3d.
Would the current WIP fix work for those of us that wish to play RE2 in VR, using vorpx?
Thanks in advance for any insights you may have on this.
Thank masterotaku!
yesterday i test the fix and works great....i only have 3 issues:
1) yesterday i have a crash in the library in the Police Station.
2) The lights from headlights and flashlights are off...i play with convergence = 1.4
3) 3Dmigoto 1.3.14 (the one you shipped) don't kick in in win7 (i don't know why)....i have to use the 1.2.xx branch to make 3Dmigoto kick in...so i have to traslate to that version.
Cheers!!
Thank masterotaku!
yesterday i test the fix and works great....i only have 3 issues:
1) yesterday i have a crash in the library in the Police Station.
2) The lights from headlights and flashlights are off...i play with convergence = 1.4
3) 3Dmigoto 1.3.14 (the one you shipped) don't kick in in win7 (i don't know why)....i have to use the 1.2.xx branch to make 3Dmigoto kick in...so i have to traslate to that version.
[quote="DHR"]
1) yesterday i have a crash in the library in the Police Station.[/quote]
I'll have to test that. If it happened with a specific action or enemy, tell me.
[quote="DHR"]2) The lights from headlights and flashlights are off...i play with convergence = 1.4[/quote]
That's volumetric lighting. Even if it's supposedly correct at 0 convergence, some parts of them can clip at some sides. Check the shaders that start with "//Volumetric lighting PS" if you're interested in the code.
[quote="DHR"]3) 3Dmigoto 1.3.14 (the one you shipped) don't kick in in win7 (i don't know why)....i have to use the 1.2.xx branch to make 3Dmigoto kick in...so i have to traslate to that version.
[/quote]
Two problems then:
1- I use y10, z10 and w10 for no real reasons. You have to change that number in the ini and the affected shaders.
2- This texture override:
[code][TextureOverride_General_SSR_specific]
match_type = Buffer
match_byte_width = res_width * res_height
match_bind_flags = 0x88
match_misc_flags = 0x30
match_stride = 4
StereoMode = 1
match_priority = 2[/code]
It can't be done in previous 3Dmigoto versions because being able to use "res_width * res_height" is something new. If you generate your ShaderUsage.txt, there's only one buffer with those characteristics per resolution. The override I have works as long as internal resolution is 100% and interlaced mode isn't used.
DHR said:
1) yesterday i have a crash in the library in the Police Station.
I'll have to test that. If it happened with a specific action or enemy, tell me.
DHR said:2) The lights from headlights and flashlights are off...i play with convergence = 1.4
That's volumetric lighting. Even if it's supposedly correct at 0 convergence, some parts of them can clip at some sides. Check the shaders that start with "//Volumetric lighting PS" if you're interested in the code.
DHR said:3) 3Dmigoto 1.3.14 (the one you shipped) don't kick in in win7 (i don't know why)....i have to use the 1.2.xx branch to make 3Dmigoto kick in...so i have to traslate to that version.
Two problems then:
1- I use y10, z10 and w10 for no real reasons. You have to change that number in the ini and the affected shaders.
2- This texture override:
It can't be done in previous 3Dmigoto versions because being able to use "res_width * res_height" is something new. If you generate your ShaderUsage.txt, there's only one buffer with those characteristics per resolution. The override I have works as long as internal resolution is 100% and interlaced mode isn't used.
1) Happens when i avoid an enemy. I stop playing when crash, i will test again today in that part.
2) I will check
3) The 2 problems are:
a) y = 16/9....i change to y = 1,7777777...no problem with y10, z10 and w10
b) match_byte_width = res_width * res_height....i just comment that line.
Don't have any warning or issues.
I don't know what fix that override, but SSR are fixed and working correctly.
1) Happens when i avoid an enemy. I stop playing when crash, i will test again today in that part.
2) I will check
3) The 2 problems are:
a) y = 16/9....i change to y = 1,7777777...no problem with y10, z10 and w10
b) match_byte_width = res_width * res_height....i just comment that line.
Don't have any warning or issues.
I don't know what fix that override, but SSR are fixed and working correctly.
But as I said, I need to test it because without logging it never happened.
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
Unfortunately I ran into the next crash inducing scene. It's the Birkin-Fight (first Boss-fight). The game doesn't crash instantly (like it was the case with the licker) but it always crashes one or two minutes into the fight.
- It changes StereoTextureEnable to 23 instead of 27 (the game will ask you to apply changes). I had unknowingly left it at 27 for some tests (visually no difference), and it was probably the cause of convergence breaking graphics.
- I commented a TextureOverride that was guilty of crashes in the first boss fight. That was a manual one that coincidentally didn't crash in situations after that fight.
I hope you can kill the boss now, lohan_0903 :). I did it again after removing that texture override.
If the convergence problem still happens, try deleting all contents inside "C:\Users\XXXXXX\AppData\Local\Temp\NVIDIA Corporation\NV_Cache".
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
Does someone have a clue?
With WIP 7? At a specific point of the game, or when something specific happens?
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
Otherwise no worries of crash but I have not advanced much, I'm waiting for the final version.
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
Also manually changing convergence in-game isn't a problem anymore (with depth-of-field/auto-convergence enabled).
Being a high-convergence enthusiast I still tend to leave depth-of-field/auto convergence disabled as I absolutely love the cutscenes and the item-inspection with high-convergence settings. I definitely have to pay a price for that as the cut-scenes with the most extreme close-ups definitely break for me but all in all it's a price I am willing to pay.
Best for me would be some kind of middle-ground where cut-scenes,items and menus are still displayed in relatively high convergence, just not as high as my main game.
Perfectly fine with the way it is now! Cannot thank you enough!
I'm glad to have testers while I do the fix :). Especially for stability testing.
You can. In "d3dx.ini", look for the "[PresetCutscene]" block. You will see "convergence = 0.333333", and you can change that number to anything you want. For gameplay the default value I put in the profile is "1.0", just so you have an idea of the scale.
If you delete or comment that convergence line, the preset will only change the dynamic HUD setting.
For your information, "[PresetGameplay]" isn't used. It's from when I tried (and failed) to do the opposite, a default value for cutscenes and a preset for gameplay. A preset for cutscenes is better, in my opinion.
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
Thanks for the info!
Thank you so much master!!
I’m having great experience in this game thanks to your magic
Your last sip indeed fix the problem where changing convergence in the police station messed everything.
Really appreciate you man.
It still happens with WIP 7 for me =( The logging option you reference appears to switched off by default in this new version?
To make sure I did not modify convergence from default, apart from removing the transition values. (They cause me motion sickness). I went to try that suggestion but I don't actually have a Nvidia folder in that location. which is odd I even check my environment variables in windows and the location should be correct.
The only Nv_cache folder I have is here;
C:\ProgramData\NVIDIA Corporation\NV_Cache
Deleting the contents of that had no effect on the problem.
and yes also occurs if you try to add manual convergence presets. (I added one to right thumbstick.) DOF doesn't seem to effect the issue for me any on the fly change to convergence. Only weird thing is sometimes it does and sometimes it doesn't.
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 use vorpx to add head tracking to non-VR games, in order to play them in VR.
The profile for RE7 does not work, as it only displays the game in one eye.
It appears that masterotaku has fixed this problem, but to be used in 3d.
Would the current WIP fix work for those of us that wish to play RE2 in VR, using vorpx?
Thanks in advance for any insights you may have on this.
yesterday i test the fix and works great....i only have 3 issues:
1) yesterday i have a crash in the library in the Police Station.
2) The lights from headlights and flashlights are off...i play with convergence = 1.4
3) 3Dmigoto 1.3.14 (the one you shipped) don't kick in in win7 (i don't know why)....i have to use the 1.2.xx branch to make 3Dmigoto kick in...so i have to traslate to that version.
Cheers!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I'll have to test that. If it happened with a specific action or enemy, tell me.
That's volumetric lighting. Even if it's supposedly correct at 0 convergence, some parts of them can clip at some sides. Check the shaders that start with "//Volumetric lighting PS" if you're interested in the code.
Two problems then:
1- I use y10, z10 and w10 for no real reasons. You have to change that number in the ini and the affected shaders.
2- This texture override:
It can't be done in previous 3Dmigoto versions because being able to use "res_width * res_height" is something new. If you generate your ShaderUsage.txt, there's only one buffer with those characteristics per resolution. The override I have works as long as internal resolution is 100% and interlaced mode isn't used.
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
2) I will check
3) The 2 problems are:
a) y = 16/9....i change to y = 1,7777777...no problem with y10, z10 and w10
b) match_byte_width = res_width * res_height....i just comment that line.
Don't have any warning or issues.
I don't know what fix that override, but SSR are fixed and working correctly.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com