[quote="bo3b"]For moving items to depth, that is one of the easiest effects to actually fix. Here are some notes from Mike_ar69, that I've saved off on the wiki for future use. Not really structured yet, but it's the basic idea for fixing skybox.
[url]http://wiki.bo3b.net/index.php?title=Skybox_notes[/url][/quote]
Some good notes there. Personally I always start out by trying to modify the output position at the end of the vertex shader, like:
[code]
o0.x += separation * convergence;
[/code]
Which is basically option 2 from Mike. It almost always works (with some exceptions, like post-processed skyboxes), and moves the skybox to exactly infinity regardless of the original depth and convergence settings. You can arrive at this result fairly easily with a bit of high school algebra by subtracting the nvidia formula and adding separation*w (The *w counters the perspective divide and moves it to infinity regardless of original depth):
[code]
x' = x - (separation * (w - convergence)) + (separation * w)
x' = x - ((separation * w) + (separation * convergence)) + (separation * w)
x' = x + (separation * convergence)
[/code]
If you have something you need to push back, but not all the way to infinity (one of those screenshots had some particles and clouds that I'm not sure about) you will need to experiment other depth adjustments - either adding separation*something to just o0.x, or multiplying all four components of o0.xyzw by some amount.
Looking at those screenshots the next serious issue will be the issue with the cockpit and stations. I can't be certain exactly what the issue will be from the screenshots, but it could be either or both of:
- A simple halo type problem on the surfaces, usually easily fixed in the vertex shader
- A misaligned light. I can definitely see signs that this might be the case and it could be difficult to fix, but disabling the lighting shader is usually fairly easy and can make a huge improvement.
There's also the issue with the sun. I'm not quite sure what's happening there - it might be another simple halo type issue, or it could be a misaligned shadow. If you can find the shaders for these effects we might be able to offer more advice.
bo3b said:For moving items to depth, that is one of the easiest effects to actually fix. Here are some notes from Mike_ar69, that I've saved off on the wiki for future use. Not really structured yet, but it's the basic idea for fixing skybox.
Some good notes there. Personally I always start out by trying to modify the output position at the end of the vertex shader, like:
o0.x += separation * convergence;
Which is basically option 2 from Mike. It almost always works (with some exceptions, like post-processed skyboxes), and moves the skybox to exactly infinity regardless of the original depth and convergence settings. You can arrive at this result fairly easily with a bit of high school algebra by subtracting the nvidia formula and adding separation*w (The *w counters the perspective divide and moves it to infinity regardless of original depth):
x' = x - (separation * (w - convergence)) + (separation * w)
x' = x - ((separation * w) + (separation * convergence)) + (separation * w)
x' = x + (separation * convergence)
If you have something you need to push back, but not all the way to infinity (one of those screenshots had some particles and clouds that I'm not sure about) you will need to experiment other depth adjustments - either adding separation*something to just o0.x, or multiplying all four components of o0.xyzw by some amount.
Looking at those screenshots the next serious issue will be the issue with the cockpit and stations. I can't be certain exactly what the issue will be from the screenshots, but it could be either or both of:
- A simple halo type problem on the surfaces, usually easily fixed in the vertex shader
- A misaligned light. I can definitely see signs that this might be the case and it could be difficult to fix, but disabling the lighting shader is usually fairly easy and can make a huge improvement.
There's also the issue with the sun. I'm not quite sure what's happening there - it might be another simple halo type issue, or it could be a misaligned shadow. If you can find the shaders for these effects we might be able to offer more advice.
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
Thankyou!!!
Can't wait to get this game looking sweet. Will have a go at disabling as soon as I am back! :)
Question:
The shaders seem to come in pairs. Will the fix for the VS part be similar enough to its VS counterpart's as exampled on the previous page?
cheers
edit
F10 still reloads the shader?
Also, will I need to do anything with the fixed shaders e.g. rename? move somewhere etc
Can't wait to get this game looking sweet. Will have a go at disabling as soon as I am back! :)
Question:
The shaders seem to come in pairs. Will the fix for the VS part be similar enough to its VS counterpart's as exampled on the previous page?
cheers
edit
F10 still reloads the shader?
Also, will I need to do anything with the fixed shaders e.g. rename? move somewhere etc
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Getting there!
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66161/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66162/[/img]
Still lots to do though.
Going to look at skybox now.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
I think this is nearly ready for Helix mod! ;) [EDIT Just noticed I must have deleted the smiley when putting in the image tags! :( Obviously not in any way Helix mod ready!]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66164/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66165/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66166/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66167/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66168/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66169/[/img]
I have had to disable the nebula and star maps which is a shame but hopefully one of our true shader-hackers might be able to help...
The problem is, as you travel within the station, the textures are now quite dark. And some of the detail has been lost. :(
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66170/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66171/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66172/[/img]
Also the selection option in a menu page darkens instead of lightens if that makes much difference...
[quote="DarkStarSword"]There's also the issue with the sun. I'm not quite sure what's happening there - it might be another simple halo type issue, or it could be a misaligned shadow. If you can find the shaders for these effects we might be able to offer more advice.
[/quote]
I have found the shader for that but I can't turn it off. It is weird. Hunting the shader turns off the effect but I can't disable it!
I think this is nearly ready for Helix mod! ;) [EDIT Just noticed I must have deleted the smiley when putting in the image tags! :( Obviously not in any way Helix mod ready!]
I have had to disable the nebula and star maps which is a shame but hopefully one of our true shader-hackers might be able to help...
The problem is, as you travel within the station, the textures are now quite dark. And some of the detail has been lost. :(
Also the selection option in a menu page darkens instead of lightens if that makes much difference...
DarkStarSword said:There's also the issue with the sun. I'm not quite sure what's happening there - it might be another simple halo type issue, or it could be a misaligned shadow. If you can find the shaders for these effects we might be able to offer more advice.
I have found the shader for that but I can't turn it off. It is weird. Hunting the shader turns off the effect but I can't disable it!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
[quote="andysonofbob"]Thanks mate
I tried the depth thingy on the 2D nebula and it isn't working - dull beep.
Also disabling the nebula made the area go orangy? FIXED o1.xyzw = v0.xyww; changed to o1.xyzw = v0.wwww;
This is the 2D nebula
[/quote]
No, that's not going to work. You don't want to set all the output params to wwww, that will make it fly off screen or disappear, and is probably the reason you get the low boop/error sound. That sound means the shader did not recompile properly, has a syntax error. You can look in the log for the actual error, but I'll bet it's mad that the output is incomplete.
You can use F10 to reload shaders, and as you've probably already found, the shaders are automatically moved to ShaderFixes when you Mark them. They are made live there as well upon Mark. You can then edit the file and hit F10 without having to relaunch the game.
This skybox fix is done in VS, to set the location correctly.
For the Nebula, you'll want something like:
[code]//Nebula 2D
cbuffer cb0 : register(b0)
{
float4 cb0[4];
}
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float3 o0 : TEXCOORD0,
out float4 o1 : SV_Position0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
r0.xyzw = cb0[1].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw;
r0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw;
o0.xyz = r0.xyz / r0.www;
o1.xyzw = v0.xyww;
// Move nebula to infinity.
float4 st = StereoParams.Load(0);
float separation = st.x; float convergence = st.y;
o1.x += separation * convergence;
return;
}[/code]
I didn't compile this, so it may or may not work. Also, the use of v0.xyww (2nd w instead of z) might require a different technique.
I tried the depth thingy on the 2D nebula and it isn't working - dull beep.
Also disabling the nebula made the area go orangy? FIXED o1.xyzw = v0.xyww; changed to o1.xyzw = v0.wwww;
This is the 2D nebula
No, that's not going to work. You don't want to set all the output params to wwww, that will make it fly off screen or disappear, and is probably the reason you get the low boop/error sound. That sound means the shader did not recompile properly, has a syntax error. You can look in the log for the actual error, but I'll bet it's mad that the output is incomplete.
You can use F10 to reload shaders, and as you've probably already found, the shaders are automatically moved to ShaderFixes when you Mark them. They are made live there as well upon Mark. You can then edit the file and hit F10 without having to relaunch the game.
This skybox fix is done in VS, to set the location correctly.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
That worked!
Silly question... What does the convergence and separation do?
I was keeping the values the same for both and things started look a bit toyificationy... ?
Silly question... What does the convergence and separation do?
I was keeping the values the same for both and things started look a bit toyificationy... ?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
[quote="andysonofbob"]That worked!
Silly question... What does the convergence and separation do?
I was keeping the values the same for both and things started look a bit toyificationy... ?[/quote]
Awesome, glad to hear that is working. This game is going to look terrific!
The separation is the same as depth. Convergence is the numeric value of the convergence setting from Ctrl-F6/F5. Separation will only be between 0-100%, but convergence is pretty much a random number depending upon how the game is structured. Convergence numerically is where the views are supposed to converge to give you zero depth/screen depth.
When you crank it up, it makes the visual depth cues you'd use for 2D viewing (edges, clipping, relative sizes) conflict with what your stereo vision is seeing. Your brain then decides that it must be scaled wrong, and makes it seem toyified, like looking at a doll house.
Silly question... What does the convergence and separation do?
I was keeping the values the same for both and things started look a bit toyificationy... ?
Awesome, glad to hear that is working. This game is going to look terrific!
The separation is the same as depth. Convergence is the numeric value of the convergence setting from Ctrl-F6/F5. Separation will only be between 0-100%, but convergence is pretty much a random number depending upon how the game is structured. Convergence numerically is where the views are supposed to converge to give you zero depth/screen depth.
When you crank it up, it makes the visual depth cues you'd use for 2D viewing (edges, clipping, relative sizes) conflict with what your stereo vision is seeing. Your brain then decides that it must be scaled wrong, and makes it seem toyified, like looking at a doll house.
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
There are a ton of us Rift DK2 owners who also owned 3DVision prior.
Nothing is as immersive as the Rift playing Elite and various racing/flight sims
Nothing is as graphically gorgeous as full 1080p/DSR 3DVision.
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
I think I am ready for first release. :) I have only used the tutorial so I expect to find more issues as I continue to play for real.
I had to use 1.0.1 because the other versions I tried (most of the newer ones) caused the game to crash on launch. With 1.0.1 I notice it isn't the most stable game in the world. Is that my setup or 1.0.1? I am still using 350.12 drivers!
So, what do I do now?
Also SHADOWS must be DISABLED
Tweaks list
Now at correct depth:
Starmap
Nebula
Planets in space
Certain planet types
Fixed:
Removed a texture causing ships' shields to occlude ship
Removed:
An orange out of sync texture on the dashboard and station
2D Blooms - which might have sadly included ship lights :(
Some Station lights - which might have sadly included ship lights :(
Grey fog within planet rings
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66221/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66222/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66223/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66225/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66226/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66227/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66228/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66229/[/img]
[url]https://forums.geforce.com/cmd/default/download-comment-attachment/66230/[/url]
Remaining Issues
I have only used the tutorials!!!
SHADOWS MUST BE DISABLED!!!
Some planets still look too near but they scale well
Some planets/star cause top of cockpit to halo
Stations are more murky
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66231/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66232/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66233/[/img]
I think I am ready for first release. :) I have only used the tutorial so I expect to find more issues as I continue to play for real.
I had to use 1.0.1 because the other versions I tried (most of the newer ones) caused the game to crash on launch. With 1.0.1 I notice it isn't the most stable game in the world. Is that my setup or 1.0.1? I am still using 350.12 drivers!
So, what do I do now?
Also SHADOWS must be DISABLED
Tweaks list
Now at correct depth:
Starmap
Nebula
Planets in space
Certain planet types
Fixed:
Removed a texture causing ships' shields to occlude ship
Removed:
An orange out of sync texture on the dashboard and station
2D Blooms - which might have sadly included ship lights :(
Some Station lights - which might have sadly included ship lights :(
Grey fog within planet rings
Remaining Issues
I have only used the tutorials!!!
SHADOWS MUST BE DISABLED!!!
Some planets still look too near but they scale well
Some planets/star cause top of cockpit to halo
Stations are more murky
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Some good notes there. Personally I always start out by trying to modify the output position at the end of the vertex shader, like:
Which is basically option 2 from Mike. It almost always works (with some exceptions, like post-processed skyboxes), and moves the skybox to exactly infinity regardless of the original depth and convergence settings. You can arrive at this result fairly easily with a bit of high school algebra by subtracting the nvidia formula and adding separation*w (The *w counters the perspective divide and moves it to infinity regardless of original depth):
If you have something you need to push back, but not all the way to infinity (one of those screenshots had some particles and clouds that I'm not sure about) you will need to experiment other depth adjustments - either adding separation*something to just o0.x, or multiplying all four components of o0.xyzw by some amount.
Looking at those screenshots the next serious issue will be the issue with the cockpit and stations. I can't be certain exactly what the issue will be from the screenshots, but it could be either or both of:
- A simple halo type problem on the surfaces, usually easily fixed in the vertex shader
- A misaligned light. I can definitely see signs that this might be the case and it could be difficult to fix, but disabling the lighting shader is usually fairly easy and can make a huge improvement.
There's also the issue with the sun. I'm not quite sure what's happening there - it might be another simple halo type issue, or it could be a misaligned shadow. If you can find the shaders for these effects we might be able to offer more advice.
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
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Can't wait to get this game looking sweet. Will have a go at disabling as soon as I am back! :)
Question:
The shaders seem to come in pairs. Will the fix for the VS part be similar enough to its VS counterpart's as exampled on the previous page?
cheers
edit
F10 still reloads the shader?
Also, will I need to do anything with the fixed shaders e.g. rename? move somewhere etc
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
Still lots to do though.
Going to look at skybox now.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
I tried the depth thingy on the 2D nebula and it isn't working - dull beep.
Also disabling the nebula made the area go orangy? FIXED o1.xyzw = v0.xyww; changed to o1.xyzw = v0.wwww;
This is the 2D nebula
And for the starfield which isn't quite deep enough
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
I have had to disable the nebula and star maps which is a shame but hopefully one of our true shader-hackers might be able to help...
The problem is, as you travel within the station, the textures are now quite dark. And some of the detail has been lost. :(
Also the selection option in a menu page darkens instead of lightens if that makes much difference...
I have found the shader for that but I can't turn it off. It is weird. Hunting the shader turns off the effect but I can't disable it!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
No, that's not going to work. You don't want to set all the output params to wwww, that will make it fly off screen or disappear, and is probably the reason you get the low boop/error sound. That sound means the shader did not recompile properly, has a syntax error. You can look in the log for the actual error, but I'll bet it's mad that the output is incomplete.
You can use F10 to reload shaders, and as you've probably already found, the shaders are automatically moved to ShaderFixes when you Mark them. They are made live there as well upon Mark. You can then edit the file and hit F10 without having to relaunch the game.
This skybox fix is done in VS, to set the location correctly.
For the Nebula, you'll want something like:
I didn't compile this, so it may or may not work. Also, the use of v0.xyww (2nd w instead of z) might require a different technique.
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
I will give that a go as soon as I can get home.
All the best!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
Silly question... What does the convergence and separation do?
I was keeping the values the same for both and things started look a bit toyificationy... ?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
Awesome, glad to hear that is working. This game is going to look terrific!
The separation is the same as depth. Convergence is the numeric value of the convergence setting from Ctrl-F6/F5. Separation will only be between 0-100%, but convergence is pretty much a random number depending upon how the game is structured. Convergence numerically is where the views are supposed to converge to give you zero depth/screen depth.
When you crank it up, it makes the visual depth cues you'd use for 2D viewing (edges, clipping, relative sizes) conflict with what your stereo vision is seeing. Your brain then decides that it must be scaled wrong, and makes it seem toyified, like looking at a doll house.
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
Nothing is as immersive as the Rift playing Elite and various racing/flight sims
Nothing is as graphically gorgeous as full 1080p/DSR 3DVision.
Gaming Rig 1
i7 5820K 3.3ghz (Stock Clock)
GTX 1080 Founders Edition (Stock Clock)
16GB DDR4 2400 RAM
512 SAMSUNG 840 PRO
Gaming Rig 2
My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
I had to use 1.0.1 because the other versions I tried (most of the newer ones) caused the game to crash on launch. With 1.0.1 I notice it isn't the most stable game in the world. Is that my setup or 1.0.1? I am still using 350.12 drivers!
So, what do I do now?
Also SHADOWS must be DISABLED
Tweaks list
Now at correct depth:
Starmap
Nebula
Planets in space
Certain planet types
Fixed:
Removed a texture causing ships' shields to occlude ship
Removed:
An orange out of sync texture on the dashboard and station
2D Blooms - which might have sadly included ship lights :(
Some Station lights - which might have sadly included ship lights :(
Grey fog within planet rings
https://forums.geforce.com/cmd/default/download-comment-attachment/66230/
Remaining Issues
I have only used the tutorials!!!
SHADOWS MUST BE DISABLED!!!
Some planets still look too near but they scale well
Some planets/star cause top of cockpit to halo
Stations are more murky
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
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Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes