Mass Effect: Andromeda - 3D Vision Fix (3D Vision Partial-fix released)
9 / 27
[quote="helifax"]Well...if I could make the LIGHTS STICK in both eyes the game would be fixed...
Problem like any other FB3 game is that some lights are rendered only in one eye. But, If I change some params in the engine, that forces to "reinit" the lights appear and STAY for like 3 seconds before it goes dark in one eye!
I think this is a game issue, as this is the only one that does this. All other games run fine with Computes rendering twice, but all FB3 games have this behaviour.
To see it in action:
[url=http://www.iforce.co.nz/View.aspx?i=5jsxuppf.2cj.jpg][img]http://iforce.co.nz/i/5jsxuppf.2cj.jpg[/img][/url]
This stays like this for like 3 seconds.
Then it goes to this:
[url=http://www.iforce.co.nz/View.aspx?i=x1haest3.0af.jpg][img]http://iforce.co.nz/i/x1haest3.0af.jpg[/img][/url]
I looked in the shaders, all that I could hunt and find and cannot understand why this would happen:(
There are 2 shaders for the lights. One which is "tiny" that actually controls the tiles and one that does the rendering and is GIGANTIC.
In the above images, I already fixed the shadows and light position. But the lights simply TURN off in one eye...
So yeah, the game would be fixed if it would render PROPERLY for both eyes...[/quote]
DSS mentions "ShaderUsage.txt" in his [url=https://forums.geforce.com/default/topic/897529/]HBAO+[/url] thread.
"It can be a rather difficult effect to find all it's shaders with hunting alone since it operates in so many separate passes - I recommend using frame analysis to find it and looking for a sequence like this (alternatively you might have some luck if you can identify the vertex shaders and use ShaderUsage.txt to find other matching pixel shaders)."
Is this perhaps what you were inquiring about in your other post?
[quote="helifax"]Can somebody, refresh my memory, on how can I use Frame-Analysis to see all the shaders that are called/used by this CS?[/quote]
helifax said:Well...if I could make the LIGHTS STICK in both eyes the game would be fixed...
Problem like any other FB3 game is that some lights are rendered only in one eye. But, If I change some params in the engine, that forces to "reinit" the lights appear and STAY for like 3 seconds before it goes dark in one eye!
I think this is a game issue, as this is the only one that does this. All other games run fine with Computes rendering twice, but all FB3 games have this behaviour.
To see it in action:
This stays like this for like 3 seconds.
Then it goes to this:
I looked in the shaders, all that I could hunt and find and cannot understand why this would happen:(
There are 2 shaders for the lights. One which is "tiny" that actually controls the tiles and one that does the rendering and is GIGANTIC.
In the above images, I already fixed the shadows and light position. But the lights simply TURN off in one eye...
So yeah, the game would be fixed if it would render PROPERLY for both eyes...
DSS mentions "ShaderUsage.txt" in his HBAO+ thread.
"It can be a rather difficult effect to find all it's shaders with hunting alone since it operates in so many separate passes - I recommend using frame analysis to find it and looking for a sequence like this (alternatively you might have some luck if you can identify the vertex shaders and use ShaderUsage.txt to find other matching pixel shaders)."
Is this perhaps what you were inquiring about in your other post?
helifax said:Can somebody, refresh my memory, on how can I use Frame-Analysis to see all the shaders that are called/used by this CS?
Only thing is... they are neither Pixels or Vertex Shaders but Compute Shaders. "ShaderUsage.txt" doesn't say anything about compute shaders:)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="mrorange55"]Can we just turn off this light shader and play it without? :) I would like to play guinee pig for a wip without lights ;)[/quote]
Doubt anyone wants to play like that. Even I don't :(
[quote="helifax"]So my trial is up.
Unfortunately the Compute Shaders don't work and it seems to be a driver problem as not all CS are rendering in stereo. some of them simply render in just one eye :( I don't think there is anything we can do about it as is a 3D Vision Automatic driver problem...
If CS disabled, most interiors will look bland without funky lighting but it renders perfectly fine:
[url=http://www.iforce.co.nz/View.aspx?i=tdayaeqa.ty5.jpg][img]http://iforce.co.nz/i/tdayaeqa.ty5.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=fg0sg1km.131.jpg][img]http://iforce.co.nz/i/fg0sg1km.131.jpg[/img][/url]
However, some cutscenes in the beginning will be mostly BLACK :(
[url=http://www.iforce.co.nz/View.aspx?i=31m3bl4z.lby.jpg][img]http://iforce.co.nz/i/31m3bl4z.lby.jpg[/img][/url]
And this is when CS are enabled but rendering one eye :(
[url=http://www.iforce.co.nz/View.aspx?i=23t10qpm.o0u.jpg][img]http://iforce.co.nz/i/23t10qpm.o0u.jpg[/img][/url]
Aside from this, once you get to the planet surface, this doesn't matter anymore;) And the game can look very good!
Fixed so far:
- Shadows
- Reflections
- Some UI
- Some decals
[url=http://www.iforce.co.nz/View.aspx?i=pxhqxelf.lxe.jpg][img]http://iforce.co.nz/i/pxhqxelf.lxe.jpg[/img][/url]
[url=http://www.iforce.co.nz/View.aspx?i=irduymy1.5g1.jpg][img]http://iforce.co.nz/i/irduymy1.5g1.jpg[/img][/url]
So, I don't know... maybe some parts of the game can be played in CM and other in Geometry 3D, as I can't see any way around the CS problem :(
They had to use a different engine version than Battlefiend 1...[/quote]
[color="orange"] There is a MIDDLE ground here though[/color]
To just disable the lights that are in one eye (which are mostly the specular reflectivity) while keeping the CS on and "some" lights will work-out!
I'd rather focus on a proper-fix then a half-disabled fix, if that makes sense.
mrorange55 said:Can we just turn off this light shader and play it without? :) I would like to play guinee pig for a wip without lights ;)
Doubt anyone wants to play like that. Even I don't :(
helifax said:So my trial is up.
Unfortunately the Compute Shaders don't work and it seems to be a driver problem as not all CS are rendering in stereo. some of them simply render in just one eye :( I don't think there is anything we can do about it as is a 3D Vision Automatic driver problem...
If CS disabled, most interiors will look bland without funky lighting but it renders perfectly fine:
However, some cutscenes in the beginning will be mostly BLACK :(
And this is when CS are enabled but rendering one eye :(
Aside from this, once you get to the planet surface, this doesn't matter anymore;) And the game can look very good!
Fixed so far:
- Shadows
- Reflections
- Some UI
- Some decals
So, I don't know... maybe some parts of the game can be played in CM and other in Geometry 3D, as I can't see any way around the CS problem :(
They had to use a different engine version than Battlefiend 1...
There is a MIDDLE ground here though
To just disable the lights that are in one eye (which are mostly the specular reflectivity) while keeping the CS on and "some" lights will work-out!
I'd rather focus on a proper-fix then a half-disabled fix, if that makes sense.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
@helifax: In the CS that has the problem where it goes dark after a few seconds, are there any variables there that seem too small in the bit sense? Like a 16 bit number, or 32 bit number that could be 64 bit?
The reason I ask is because that turning off after a few seconds could be a cumulative bit error. If that is possible, it might be interesting to try using larger floats. Just an idea.
@helifax: In the CS that has the problem where it goes dark after a few seconds, are there any variables there that seem too small in the bit sense? Like a 16 bit number, or 32 bit number that could be 64 bit?
The reason I ask is because that turning off after a few seconds could be a cumulative bit error. If that is possible, it might be interesting to try using larger floats. Just an idea.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"]@helifax: In the CS that has the problem where it goes dark after a few seconds, are there any variables there that seem too small in the bit sense? Like a 16 bit number, or 32 bit number that could be 64 bit?
The reason I ask is because that turning off after a few seconds could be a cumulative bit error. If that is possible, it might be interesting to try using larger floats. Just an idea.[/quote]
What I did find out is that there is one CS shader that seems to be a "cumulative" shader.
It only has a t0. I found it's hash and used it to make it stereo. Same result, which tells me that this is not the problem.
The shader is pretty basic. (Don't have it at hand as I am work). I can paste it later, when I get home.
I honestly have no idea what to pursue anyone as all the things I tried gave me zero results:(
The shader that controls the shadows and some effect of the ligths is pasted here.
https://pastebin.com/bXrpW3dr
I can't see anything small, but oh well, the headers are stripped ofc...
bo3b said:@helifax: In the CS that has the problem where it goes dark after a few seconds, are there any variables there that seem too small in the bit sense? Like a 16 bit number, or 32 bit number that could be 64 bit?
The reason I ask is because that turning off after a few seconds could be a cumulative bit error. If that is possible, it might be interesting to try using larger floats. Just an idea.
What I did find out is that there is one CS shader that seems to be a "cumulative" shader.
It only has a t0. I found it's hash and used it to make it stereo. Same result, which tells me that this is not the problem.
The shader is pretty basic. (Don't have it at hand as I am work). I can paste it later, when I get home.
I honestly have no idea what to pursue anyone as all the things I tried gave me zero results:(
I can't see anything small, but oh well, the headers are stripped ofc...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
@Helifax
This week Bioware realase a new patch for the game....."may be" have some changues and the problem with this CS fix itself alone.
http://twinfinite.net/2017/03/bioware-will-announce-plans-to-improve-mass-effect-andromeda-in-early-april/
PD: dreaming is free :))
[quote="murilladas"]@Helifax
This week Bioware realase a new patch for the game....."may be" have some changues and the problem with this CS fix itself alone.
http://twinfinite.net/2017/03/bioware-will-announce-plans-to-improve-mass-effect-andromeda-in-early-april/
PD: dreaming is free :))[/quote]
This are the plans for the improvements not the relase of the patch itselfe :-) .. Annyway, hopefully your right ^^ Lets see what they announce tomorrow.
This are the plans for the improvements not the relase of the patch itselfe :-) .. Annyway, hopefully your right ^^ Lets see what they announce tomorrow.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
The engine will not update or change. Never has after release for any of the Frostbite 3 games.
I give up on this. Is not worth the effort anymore.
If anyone else is interested in pursuing this in the future, first try to make the same lights stick in both eyes. Fixing the shaders and position in stereo is easy.
The engine will not update or change. Never has after release for any of the Frostbite 3 games.
I give up on this. Is not worth the effort anymore.
If anyone else is interested in pursuing this in the future, first try to make the same lights stick in both eyes. Fixing the shaders and position in stereo is easy.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
It's incredible ... all the stars have been put together to make the fix impossible.
Extremely bad luck!!!! :_(((
thanks Helifax for all hours of hard work invested :).
D-Man11 - do you think NVIDIA would be willing to help helifax with this complex issue? NVIDIA could use its industry clout to help identify (and motivate) a Frostbite engine lighting expert to interact with helifax. A Mass Effect: Andromeda 3D Vision fix would be beneficial for both NVIDIA and EA (more products sold for each company)...
I continue to marvel at the talent of shaderhackers like helifax, fixing complex 3D rendering issues without any code documentation or game math model support (as well as creating an infrastructure like 3Dmigoto). NVIDIA really needs to acknowledge the incredible talents of this community's shaderhackers, and do more to help when 3D Vision fix problems are encountered!
D-Man11 - do you think NVIDIA would be willing to help helifax with this complex issue? NVIDIA could use its industry clout to help identify (and motivate) a Frostbite engine lighting expert to interact with helifax. A Mass Effect: Andromeda 3D Vision fix would be beneficial for both NVIDIA and EA (more products sold for each company)...
I continue to marvel at the talent of shaderhackers like helifax, fixing complex 3D rendering issues without any code documentation or game math model support (as well as creating an infrastructure like 3Dmigoto). NVIDIA really needs to acknowledge the incredible talents of this community's shaderhackers, and do more to help when 3D Vision fix problems are encountered!
[quote="whyme466"]D-Man11 - do you think NVIDIA would be willing to help helifax with this complex issue? NVIDIA could use its industry clout to help identify (and motivate) a Frostbite engine lighting expert to interact with helifax. A Mass Effect: Andromeda 3D Vision fix would be beneficial for both NVIDIA and EA (more products sold for each company)...
I continue to marvel at the talent of shaderhackers like helifax, fixing complex 3D rendering issues without any code documentation or game math model support (as well as creating an infrastructure like 3Dmigoto). NVIDIA really needs to acknowledge the incredible talents of this community's shaderhackers, and do more to help when 3D Vision fix problems are encountered![/quote]
This is an nvidia forum so i am sure they know about their talents. But i think its not worth spend time in this for NV/EA because 3D Vision users are a small number of customers i think....sadly but true....
May be DSS will return some time and can have a look.
whyme466 said:D-Man11 - do you think NVIDIA would be willing to help helifax with this complex issue? NVIDIA could use its industry clout to help identify (and motivate) a Frostbite engine lighting expert to interact with helifax. A Mass Effect: Andromeda 3D Vision fix would be beneficial for both NVIDIA and EA (more products sold for each company)...
I continue to marvel at the talent of shaderhackers like helifax, fixing complex 3D rendering issues without any code documentation or game math model support (as well as creating an infrastructure like 3Dmigoto). NVIDIA really needs to acknowledge the incredible talents of this community's shaderhackers, and do more to help when 3D Vision fix problems are encountered!
This is an nvidia forum so i am sure they know about their talents. But i think its not worth spend time in this for NV/EA because 3D Vision users are a small number of customers i think....sadly but true....
May be DSS will return some time and can have a look.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Yes, sadly.
I don't know how 3D Vision Automatic works like DSS and Bo3b does. I think the problem that we see, is somewhere in the pipeline. In the past, usually DSS was the one who always was inspired and looked into this :(
I tried to use the Frame Analyser, but except hunting textures, I don't know all the other options the tool can provide and no matter what I tried it didn't give me any concrete results.
I tried to force stereo some of the texture and I got the same result, so no idea what is going on.
Like, bo3b said, if we can make the game render in both eyes then we can start fixing stuff. Until then...:(
I've asked my contact in NVIDIA QA if they know anything about FB3 and 3D Vision Automatic producing this error.
If they want/ask, I can provide a bug report and see what it comes out of it. If then, they will say is something they can fix from the driver and IF it will get some priority in one way or another, maybe we can make a fix. If is an engine problem (most likely) well... CM looks pretty awesome ^_^
Yes, sadly.
I don't know how 3D Vision Automatic works like DSS and Bo3b does. I think the problem that we see, is somewhere in the pipeline. In the past, usually DSS was the one who always was inspired and looked into this :(
I tried to use the Frame Analyser, but except hunting textures, I don't know all the other options the tool can provide and no matter what I tried it didn't give me any concrete results.
I tried to force stereo some of the texture and I got the same result, so no idea what is going on.
Like, bo3b said, if we can make the game render in both eyes then we can start fixing stuff. Until then...:(
I've asked my contact in NVIDIA QA if they know anything about FB3 and 3D Vision Automatic producing this error.
If they want/ask, I can provide a bug report and see what it comes out of it. If then, they will say is something they can fix from the driver and IF it will get some priority in one way or another, maybe we can make a fix. If is an engine problem (most likely) well... CM looks pretty awesome ^_^
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
DSS mentions "ShaderUsage.txt" in his HBAO+ thread.
"It can be a rather difficult effect to find all it's shaders with hunting alone since it operates in so many separate passes - I recommend using frame analysis to find it and looking for a sequence like this (alternatively you might have some luck if you can identify the vertex shaders and use ShaderUsage.txt to find other matching pixel shaders)."
Is this perhaps what you were inquiring about in your other post?
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
Doubt anyone wants to play like that. Even I don't :(
There is a MIDDLE ground here though
To just disable the lights that are in one eye (which are mostly the specular reflectivity) while keeping the CS on and "some" lights will work-out!
I'd rather focus on a proper-fix then a half-disabled fix, if that makes sense.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay
Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay
The reason I ask is because that turning off after a few seconds could be a cumulative bit error. If that is possible, it might be interesting to try using larger floats. Just an idea.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
What I did find out is that there is one CS shader that seems to be a "cumulative" shader.
It only has a t0. I found it's hash and used it to make it stereo. Same result, which tells me that this is not the problem.
The shader is pretty basic. (Don't have it at hand as I am work). I can paste it later, when I get home.
I honestly have no idea what to pursue anyone as all the things I tried gave me zero results:(
The shader that controls the shadows and some effect of the ligths is pasted here.
https://pastebin.com/bXrpW3dr
I can't see anything small, but oh well, the headers are stripped ofc...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
This week Bioware realase a new patch for the game....."may be" have some changues and the problem with this CS fix itself alone.
http://twinfinite.net/2017/03/bioware-will-announce-plans-to-improve-mass-effect-andromeda-in-early-april/
PD: dreaming is free :))
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
This are the plans for the improvements not the relase of the patch itselfe :-) .. Annyway, hopefully your right ^^ Lets see what they announce tomorrow.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
I give up on this. Is not worth the effort anymore.
If anyone else is interested in pursuing this in the future, first try to make the same lights stick in both eyes. Fixing the shaders and position in stereo is easy.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Extremely bad luck!!!! :_(((
thanks Helifax for all hours of hard work invested :).
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
I continue to marvel at the talent of shaderhackers like helifax, fixing complex 3D rendering issues without any code documentation or game math model support (as well as creating an infrastructure like 3Dmigoto). NVIDIA really needs to acknowledge the incredible talents of this community's shaderhackers, and do more to help when 3D Vision fix problems are encountered!
This is an nvidia forum so i am sure they know about their talents. But i think its not worth spend time in this for NV/EA because 3D Vision users are a small number of customers i think....sadly but true....
May be DSS will return some time and can have a look.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
I don't know how 3D Vision Automatic works like DSS and Bo3b does. I think the problem that we see, is somewhere in the pipeline. In the past, usually DSS was the one who always was inspired and looked into this :(
I tried to use the Frame Analyser, but except hunting textures, I don't know all the other options the tool can provide and no matter what I tried it didn't give me any concrete results.
I tried to force stereo some of the texture and I got the same result, so no idea what is going on.
Like, bo3b said, if we can make the game render in both eyes then we can start fixing stuff. Until then...:(
I've asked my contact in NVIDIA QA if they know anything about FB3 and 3D Vision Automatic producing this error.
If they want/ask, I can provide a bug report and see what it comes out of it. If then, they will say is something they can fix from the driver and IF it will get some priority in one way or another, maybe we can make a fix. If is an engine problem (most likely) well... CM looks pretty awesome ^_^
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)