Dragons Dogma: Dark Arisen.
  16 / 18    
I don't exactly if the light-problem above is related to the problem I have. Here an upload, as long as the forum software does not accept my attachements. http://www.file-upload.net/download-11285422/DDDA21_50.jpg.jps.html
I don't exactly if the light-problem above is related to the problem I have. Here an upload, as long as the forum software does not accept my attachements.

http://www.file-upload.net/download-11285422/DDDA21_50.jpg.jps.html

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Posted 02/07/2016 10:49 AM   
To which I'll respond with this identical screenshot which shows that I'm not having the same issue, so unfortunately I'm not sure how to help :/ [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68180/[/img] Interestingly enough, this is the EXACT location and set of lights where I had gone back and refixed lighting, so I was having this exact issue before and fixed it. I can't remember if you said you had done so or not, but are you sure that you've properly uninstalled the old fix by deleting the whole shaderoverride folder and reinstalled the latest fix from the blog?
To which I'll respond with this identical screenshot which shows that I'm not having the same issue, so unfortunately I'm not sure how to help :/

Image

Interestingly enough, this is the EXACT location and set of lights where I had gone back and refixed lighting, so I was having this exact issue before and fixed it.

I can't remember if you said you had done so or not, but are you sure that you've properly uninstalled the old fix by deleting the whole shaderoverride folder and reinstalled the latest fix from the blog?
Attachments

DDDA05_85.jps

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Posted 02/07/2016 11:14 AM   
[quote="DJ-RK"]Ok so guys, I got to looking at the specific lights that Necro pointed out. Regarding the lights on the lower archway that turn on as you get close... well, guess what? I tested that in 2D, and it still happens there, so that's simply the game's coding, and ain't nothing I can do about that. Here are a couple screenshots taken with Stereoscopic 3D completely disabled in my Nvidia control panel (and Helix wrapper removed from the game's folder) to prove the point. Lights on [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68175/[/img] Take a few steps back and lights off [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68176/[/img] Secondly, regarding certain lights at a distance that look a little bit broken, well, the lights are properly stereoized, they are just being slightly clipped on the sides. Here is a screenshot I took of the far light being clipped slightly. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68178/[/img] Then take a few steps to the right and it's fine. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68177/[/img] Again, as far as I can tell, nothing I can do about it... and besides, it's *barely* even noticeable and happens at extreme distances and angles here. Unless there are other locations where it's REALLY noticeable and has a significant effect, then feel free to let me know, but otherwise I have to say at this point: c'mon guys, lighten up a bit and enjoy the darn game! :P It's not exactly Crysis in terms of graphics, anyway. I know that I've played for hours without noticing a single flaw, so I can't imagine it's really bad anywhere. On the plus side of things, I figured out the rest of the broken water reflections... I think. By using the Witchwoods stream, I was able to determine that a few shaders got 'fixed' by my automated process that didn't really need it, so they broke reflections. I'll reupload the fix tomorrow with these shaders removed and you could either redownload it and reinstall it, or it would simply be easier to just delete the following files from the shaderoverride/pixelshaders folder: 754DAD24.txt 4991E3E5.txt 12330A61.txt A9C692E7.txt E2A68219.txt FCA0BBFB.txt So hopefully that at least gives some answers, and solves one of the last remaining issues.[/quote] With all due respect, I am not convinced you are seeing the same issue I am. your screens look totally acceptable to me. It's pretty massively broken on my game. In particular in that location walking right up to the city gates the torches around the door stay bad until you are right on top of them. If this is just how it has to be then that's cool, and it's how the lighting is done in the game and exists in 2d as well than I can live with it, especially if it's not a common problem throughout the game, Just seems like its pretty messed up. It doesn't look correctly stereoized from my perspective. I can live with it this way just wanted to point it out in case something could be done. Thank you, I appreciate your work on this game very very much.
DJ-RK said:Ok so guys, I got to looking at the specific lights that Necro pointed out.

Regarding the lights on the lower archway that turn on as you get close... well, guess what? I tested that in 2D, and it still happens there, so that's simply the game's coding, and ain't nothing I can do about that.

Here are a couple screenshots taken with Stereoscopic 3D completely disabled in my Nvidia control panel (and Helix wrapper removed from the game's folder) to prove the point.

Lights on
Image

Take a few steps back and lights off
Image



Secondly, regarding certain lights at a distance that look a little bit broken, well, the lights are properly stereoized, they are just being slightly clipped on the sides.

Here is a screenshot I took of the far light being clipped slightly.
Image

Then take a few steps to the right and it's fine.
Image

Again, as far as I can tell, nothing I can do about it... and besides, it's *barely* even noticeable and happens at extreme distances and angles here. Unless there are other locations where it's REALLY noticeable and has a significant effect, then feel free to let me know, but otherwise I have to say at this point: c'mon guys, lighten up a bit and enjoy the darn game! :P It's not exactly Crysis in terms of graphics, anyway. I know that I've played for hours without noticing a single flaw, so I can't imagine it's really bad anywhere.

On the plus side of things, I figured out the rest of the broken water reflections... I think. By using the Witchwoods stream, I was able to determine that a few shaders got 'fixed' by my automated process that didn't really need it, so they broke reflections. I'll reupload the fix tomorrow with these shaders removed and you could either redownload it and reinstall it, or it would simply be easier to just delete the following files from the shaderoverride/pixelshaders folder:

754DAD24.txt
4991E3E5.txt
12330A61.txt
A9C692E7.txt
E2A68219.txt
FCA0BBFB.txt

So hopefully that at least gives some answers, and solves one of the last remaining issues.


With all due respect, I am not convinced you are seeing the same issue I am. your screens look totally acceptable to me.

It's pretty massively broken on my game. In particular in that location walking right up to the city gates the torches around the door stay bad until you are right on top of them.

If this is just how it has to be then that's cool, and it's how the lighting is done in the game and exists in 2d as well than I can live with it, especially if it's not a common problem throughout the game, Just seems like its pretty messed up. It doesn't look correctly stereoized from my perspective. I can live with it this way just wanted to point it out in case something could be done.

Thank you, I appreciate your work on this game very very much.

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Posted 02/08/2016 02:03 AM   
[quote="necropants"]With all due respect, I am not convinced you are seeing the same issue I am. your screens look totally acceptable to me.[/quote] Yeah, I came to that conclusion once I saw mrorange55's screenshot, and how that was completely different than my own. I immediately felt bad for my previous post once I saw that. The fact that I was seeing *some* issue, albeit a small one, made me think that's what you guys were referring to (and also the screenshots that Losti previously provided were small, and seemed like the lights were distant which, again, made me think this was the same issue), and at that point I had to ask myself, "Really? This is what people will complain about these days?" I then proceeded to actually try fixing the issues and got nowhere, but then I also got the idea to test in 2D, and confirmed that the one issue also existed there. At that point, I admittedly got annoyed with trying to fix something that wasn't really broken, lol, and the other that I felt wasn't even worth the time spent, hence the snarky tone in my response, but clearly what you guys are seeing is a much more significant issue, so I'll formally apologize for any offense given. At this point, I think we need to start comparing settings to try to track this issue down. I'm running Windows 10 Pro 64-bit, with Nvidia driver 361.43. In game, I'm running at 1080P with everything maxed, except DOF off and V-sync off. I've found FOV to not have any impact on the results, I had it at 0 while fixing everything, but have since played on 15, and currently on 10. I'm going to include the contents of my config.ini file for a reference. [code][GRAPHICS] AltAntiAlias=FXAA3HQ HDR=FLOAT TextureDetail=HIGH ShadowQuality=HIGH MaxFPS=60.000000 GrassQuality=HIGH CameraFov=10.000000 TextureFiltering=ANISO_X16 EffectVolume=HIGH Brightness=10.000000 ViewRange=FARTHEST DofFilter=OFF AntiAlias=NONE SLI=ON Stereo=ON TextureMipLimite=2 [DISPLAY] Resolution=1920x1080 RefreshRate=120.00Hz VSYNC=OFF FullScreen=ON Flush=OFF [SOUNDS] SeVoiceNum=96 [CPU] JobThread=3 RenderingThread=ON[/code]
necropants said:With all due respect, I am not convinced you are seeing the same issue I am. your screens look totally acceptable to me.


Yeah, I came to that conclusion once I saw mrorange55's screenshot, and how that was completely different than my own.

I immediately felt bad for my previous post once I saw that. The fact that I was seeing *some* issue, albeit a small one, made me think that's what you guys were referring to (and also the screenshots that Losti previously provided were small, and seemed like the lights were distant which, again, made me think this was the same issue), and at that point I had to ask myself, "Really? This is what people will complain about these days?" I then proceeded to actually try fixing the issues and got nowhere, but then I also got the idea to test in 2D, and confirmed that the one issue also existed there. At that point, I admittedly got annoyed with trying to fix something that wasn't really broken, lol, and the other that I felt wasn't even worth the time spent, hence the snarky tone in my response, but clearly what you guys are seeing is a much more significant issue, so I'll formally apologize for any offense given.

At this point, I think we need to start comparing settings to try to track this issue down.

I'm running Windows 10 Pro 64-bit, with Nvidia driver 361.43. In game, I'm running at 1080P with everything maxed, except DOF off and V-sync off. I've found FOV to not have any impact on the results, I had it at 0 while fixing everything, but have since played on 15, and currently on 10. I'm going to include the contents of my config.ini file for a reference.

[GRAPHICS]
AltAntiAlias=FXAA3HQ
HDR=FLOAT
TextureDetail=HIGH
ShadowQuality=HIGH
MaxFPS=60.000000
GrassQuality=HIGH
CameraFov=10.000000
TextureFiltering=ANISO_X16
EffectVolume=HIGH
Brightness=10.000000
ViewRange=FARTHEST
DofFilter=OFF
AntiAlias=NONE
SLI=ON
Stereo=ON
TextureMipLimite=2
[DISPLAY]
Resolution=1920x1080
RefreshRate=120.00Hz
VSYNC=OFF
FullScreen=ON
Flush=OFF
[SOUNDS]
SeVoiceNum=96
[CPU]
JobThread=3
RenderingThread=ON

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

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Posted 02/08/2016 03:26 AM   
Thanks man. Yeah now I have played a fair bit more today, I actually notice it appears to be a global problem with light sources at night from torches. it's across the game. It just doesn't look right but its hard to explain. Ill see if I can get you some better screenshots soon. (actually looking at the shots others are posting it is similar) The strange thing is it looks like I am using the exact same settings as you are apart from using windows 7 pro 64. I also completely reinstalled the game from scratch cleaning out all the old folders. I will paste in your config settings and see how it goes. Also is everyone that's not running windows 10. Do you have "the evil windows update" installed? And were all using resident evil 6 profile right?
Thanks man.

Yeah now I have played a fair bit more today, I actually notice it appears to be a global problem with light sources at night from torches. it's across the game. It just doesn't look right but its hard to explain. Ill see if I can get you some better screenshots soon. (actually looking at the shots others are posting it is similar)

The strange thing is it looks like I am using the exact same settings as you are apart from using windows 7 pro 64. I also completely reinstalled the game from scratch cleaning out all the old folders.

I will paste in your config settings and see how it goes.

Also is everyone that's not running windows 10. Do you have "the evil windows update" installed?
And were all using resident evil 6 profile right?

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Posted 02/08/2016 09:06 AM   
[quote="DJ-RK"]Well, I just got around to testing with some ENB's last night, so I'll provide some instructions...[/quote] Thanks very much!
DJ-RK said:Well, I just got around to testing with some ENB's last night, so I'll provide some instructions...


Thanks very much!

Posted 02/08/2016 10:09 AM   
Fasty his steps to use enb are a few posts back. DJ-RK could it be possible that its doing things depending on things like where the game is installed. I know this has been a bit of an issue of late with the odd title. Light sources are definitely broken across the board in my game, its in the day around torches as well, but you can't see it so well. I have aped your configuration to the letter and completely reinstalled the fix and I am still getting the problem. I don't have my game installed in the typical steam location. Can you give me your full path to where you have the game installed? This might be one for the shader hacker school someone may have come across this kind of thing before.
Fasty his steps to use enb are a few posts back.

DJ-RK could it be possible that its doing things depending on things like where the game is installed. I know this has been a bit of an issue of late with the odd title.

Light sources are definitely broken across the board in my game, its in the day around torches as well, but you can't see it so well. I have aped your configuration to the letter and completely reinstalled the fix and I am still getting the problem.

I don't have my game installed in the typical steam location. Can you give me your full path to where you have the game installed?

This might be one for the shader hacker school someone may have come across this kind of thing before.

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Posted 02/08/2016 10:51 PM   
Hmmm, well, I did set GetCurDirAtLoad = true, which I thought should alleviate and installation folder discreptencies, but considering we're drawing at straws here for a solution, anything is worth investigating at this point. My installation path is X:\SteamLibrary\steamapps\common\DDDA I just tried loading the game on my Win 7 partition to see if that had any impact. I ran through the starter dungeon without any issues, and then once I got to the new character creation screen the screen just went all black, so I couldn't proceed onward. I tried copying my save over from my Win10 steam folder, so I could try to check the Gran Soren area, but it said the save was corrupted and wouldn't load that up, so I couldn't get that far. I couldn't be bothered to run through the prologue again (especially considering I had already done it about 100 times back when I was first fixing that area) Also, a little blurb about water reflections: man, these things are a b****. Thought I had them all sorted, came out of an area last night right by a river, and found them slightly broken there. Spent a good couple hours trying to sort that out with varying/odd results. I could just disable the shiniest part of the reflection, which is the only remaining broken part, but then it makes the water look a little bit flat, so I'd just rather leave it as is. So that's bring updated as "partially fixed" and I'm moving on.
Hmmm, well, I did set GetCurDirAtLoad = true, which I thought should alleviate and installation folder discreptencies, but considering we're drawing at straws here for a solution, anything is worth investigating at this point. My installation path is X:\SteamLibrary\steamapps\common\DDDA

I just tried loading the game on my Win 7 partition to see if that had any impact. I ran through the starter dungeon without any issues, and then once I got to the new character creation screen the screen just went all black, so I couldn't proceed onward. I tried copying my save over from my Win10 steam folder, so I could try to check the Gran Soren area, but it said the save was corrupted and wouldn't load that up, so I couldn't get that far. I couldn't be bothered to run through the prologue again (especially considering I had already done it about 100 times back when I was first fixing that area)

Also, a little blurb about water reflections: man, these things are a b****. Thought I had them all sorted, came out of an area last night right by a river, and found them slightly broken there. Spent a good couple hours trying to sort that out with varying/odd results. I could just disable the shiniest part of the reflection, which is the only remaining broken part, but then it makes the water look a little bit flat, so I'd just rather leave it as is. So that's bring updated as "partially fixed" and I'm moving on.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 02/09/2016 05:15 AM   
I've just posted a minor update to the blog for better water reflections, and also fixing an issue with some water effects appearing as solid colors in the WaterGod Alter.
I've just posted a minor update to the blog for better water reflections, and also fixing an issue with some water effects appearing as solid colors in the WaterGod Alter.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 02/09/2016 05:36 AM   
Ok.... Literally drive x: ? Yep definitely clutching at straws at this point. it's pretty wierd. ;)
Ok.... Literally drive x: ?

Yep definitely clutching at straws at this point. it's pretty wierd. ;)

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Posted 02/09/2016 06:35 AM   
The difference is monitor size and/or separation settings - mrorange's images are separated much more than DJ-RK's, which leads to minor clipping on DJ-RK becoming major clipping on mrorange's screen. mrorange's screenshot makes the specific problem very clear if you look at it without glasses: [img]http://darkstarsword.net/ddda_mono_light_vertex_shader.jpg[/img] This is one reason that I still use my 17" laptop despite having an 80" projector when I'm fixing a game - if I'm fixing a game I want to see the worst case scenario that other people may experience, which happens on smaller screens with maximum separation (plus any screenshots I take will have more pop on the blog than those taken on a larger screen), though conversely I can use a much higher convergence on the projector which can reveal problems with pop out.
The difference is monitor size and/or separation settings - mrorange's images are separated much more than DJ-RK's, which leads to minor clipping on DJ-RK becoming major clipping on mrorange's screen.

mrorange's screenshot makes the specific problem very clear if you look at it without glasses:

Image

This is one reason that I still use my 17" laptop despite having an 80" projector when I'm fixing a game - if I'm fixing a game I want to see the worst case scenario that other people may experience, which happens on smaller screens with maximum separation (plus any screenshots I take will have more pop on the blog than those taken on a larger screen), though conversely I can use a much higher convergence on the projector which can reveal problems with pop out.

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Posted 02/09/2016 09:15 AM   
Ahh... Yes it's extremely bad in my game it even occurs on the player lantern effect somewhat. I have a 24" screen running max depth with moderate convergence so the character is just beyond screen depth.
Ahh... Yes it's extremely bad in my game it even occurs on the player lantern effect somewhat. I have a 24" screen running max depth with moderate convergence so the character is just beyond screen depth.

i7-4790K CPU 4.8Ghz stable overclock.
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Posted 02/09/2016 11:48 AM   
[quote="necropants"]Ahh... Yes it's extremely bad in my game it even occurs on the player lantern effect somewhat. I have a 24" screen running max depth with moderate convergence so the character is just beyond screen depth.[/quote] I am running it with the same convergence on an 27 inches monitor (the ASUS) and on a WIN7. I understand DDS that the problem might be fixed, if as a starting point a smaller screen / resolution ? is used. This means in consequence, that a bigger screen won't have any problem either with the fix worked out on the smaller screen?
necropants said:Ahh... Yes it's extremely bad in my game it even occurs on the player lantern effect somewhat. I have a 24" screen running max depth with moderate convergence so the character is just beyond screen depth.


I am running it with the same convergence on an 27 inches monitor (the ASUS) and on a WIN7.

I understand DDS that the problem might be fixed, if as a starting point a smaller screen / resolution ? is used. This means in consequence, that a bigger screen won't have any problem either with the fix worked out on the smaller screen?

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Posted 02/09/2016 05:26 PM   
[quote="DarkStarSword"]The difference is monitor size and/or separation settings - mrorange's images are separated much more than DJ-RK's, which leads to minor clipping on DJ-RK becoming major clipping on mrorange's screen. mrorange's screenshot makes the specific problem very clear if you look at it without glasses: [img]http://darkstarsword.net/ddda_mono_light_vertex_shader.jpg[/img] This is one reason that I still use my 17" laptop despite having an 80" projector when I'm fixing a game - if I'm fixing a game I want to see the worst case scenario that other people may experience, which happens on smaller screens with maximum separation (plus any screenshots I take will have more pop on the blog than those taken on a larger screen), though conversely I can use a much higher convergence on the projector which can reveal problems with pop out.[/quote] Ok, so yeah, that's definitely it. I've been using my projector this whole time. I fired it up on my 24" monitor earlier, and confirmed the same issues there. I've been hard at work, but I'm happy to report back that [b][u]I believe I've resolved the issue, and version 2.0 of the fix is now up on the blog.[/u][/b] It took quite a bit of brainstorming and legwork since it's 1 vertex shader responsible for about 100 pixel shaders, some needing it to be in stereo, and others needing it not to be... I essentially had to create an override .txt.ps for EVERY single PS that is connected to it... there were some glitches happening if I, say, kept the VS fixed and made an override for only the pixel shaders that needed it not to be fixed (about 30 of them)... the lights kept 'twitching' back and forth between fixed and broken. So in the end I had to go ahead and create the overrides for the rest of the pixel shaders that required it to be fixed as well, and now all seems to be cooperating well. However, with such a massive overhaul, I would honestly be surprised if there weren't any new issues reintroduced, so I'll need you guys to test and report back.
DarkStarSword said:The difference is monitor size and/or separation settings - mrorange's images are separated much more than DJ-RK's, which leads to minor clipping on DJ-RK becoming major clipping on mrorange's screen.

mrorange's screenshot makes the specific problem very clear if you look at it without glasses:

Image

This is one reason that I still use my 17" laptop despite having an 80" projector when I'm fixing a game - if I'm fixing a game I want to see the worst case scenario that other people may experience, which happens on smaller screens with maximum separation (plus any screenshots I take will have more pop on the blog than those taken on a larger screen), though conversely I can use a much higher convergence on the projector which can reveal problems with pop out.


Ok, so yeah, that's definitely it. I've been using my projector this whole time. I fired it up on my 24" monitor earlier, and confirmed the same issues there. I've been hard at work, but I'm happy to report back that I believe I've resolved the issue, and version 2.0 of the fix is now up on the blog.

It took quite a bit of brainstorming and legwork since it's 1 vertex shader responsible for about 100 pixel shaders, some needing it to be in stereo, and others needing it not to be... I essentially had to create an override .txt.ps for EVERY single PS that is connected to it... there were some glitches happening if I, say, kept the VS fixed and made an override for only the pixel shaders that needed it not to be fixed (about 30 of them)... the lights kept 'twitching' back and forth between fixed and broken. So in the end I had to go ahead and create the overrides for the rest of the pixel shaders that required it to be fixed as well, and now all seems to be cooperating well.

However, with such a massive overhaul, I would honestly be surprised if there weren't any new issues reintroduced, so I'll need you guys to test and report back.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

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Posted 02/10/2016 02:50 AM   
I don't know if it is the same here, but in Unity games the vertex shader needs to be adjusted for point & spot lights, but left alone for any full screen lights (directional, physical). For Unity I found testing for output position w == 1 seems to be the most reliable way to tell them apart without having to pair it to each individual pixel shader. Theoretically that could momentarily glitch point & spot lights as they pass that exact depth, but in practice I have never noticed any problems resulting from this approach in Unity.
I don't know if it is the same here, but in Unity games the vertex shader needs to be adjusted for point & spot lights, but left alone for any full screen lights (directional, physical). For Unity I found testing for output position w == 1 seems to be the most reliable way to tell them apart without having to pair it to each individual pixel shader. Theoretically that could momentarily glitch point & spot lights as they pass that exact depth, but in practice I have never noticed any problems resulting from this approach in Unity.

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

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Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Posted 02/10/2016 05:44 AM   
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