[quote="DarkStarSword"][quote="skr68"]I found another problem. During the "The last Dollar" quest series (the one where you hack the money machines and watch the bank customers trying to withdraw money), the picture is completely out of focus. Might have to do with the fish-eye lens effect of the surveillance camera you are looking through.[/quote]How far into the game is that mission? (I've spent so long fixing effects that I'm only about two missions in) If someone could send me a save from just before or during the mission I'd appreciate it.
[/quote]Actually I found out that it is called "Bottom Dollar". It is a side quest that I got from one of the yellow marked fellows on the map very early in the game (I think it was the first mission I did). Sorry, no savegame. I found this link where you can see some screenshots, with the camera I spoke about: http://guides.gamepressure.com/watchdogs2/guide.asp?ID=37782
[quote][quote]And still another: Windows in Net Hack view seem to be off focus as well.[/quote]Rats, I was thinking about releasing it until you mentioned that :( I thought I had fixed these - is it all windows, or just some? Any particular place in the game, and what settings are you currently using?
[/quote]I did not think that a game breaker, but would be nice to be fixed. Basically, those are the windows that you find on top of some towers with the quadrocopter mostly, the ones that you can look through to find some hackable objects inside. And it's not only windows, also the holes that the jumper can pass through (not the ventilation pipes but the holes through a wall).
Now testing your 0.6 alpha fix. I will try to post some screenshots once I figure out how to do it ;)
skr68 said:I found another problem. During the "The last Dollar" quest series (the one where you hack the money machines and watch the bank customers trying to withdraw money), the picture is completely out of focus. Might have to do with the fish-eye lens effect of the surveillance camera you are looking through.
How far into the game is that mission? (I've spent so long fixing effects that I'm only about two missions in) If someone could send me a save from just before or during the mission I'd appreciate it.
Actually I found out that it is called "Bottom Dollar". It is a side quest that I got from one of the yellow marked fellows on the map very early in the game (I think it was the first mission I did). Sorry, no savegame. I found this link where you can see some screenshots, with the camera I spoke about: http://guides.gamepressure.com/watchdogs2/guide.asp?ID=37782
And still another: Windows in Net Hack view seem to be off focus as well.
Rats, I was thinking about releasing it until you mentioned that :( I thought I had fixed these - is it all windows, or just some? Any particular place in the game, and what settings are you currently using?
I did not think that a game breaker, but would be nice to be fixed. Basically, those are the windows that you find on top of some towers with the quadrocopter mostly, the ones that you can look through to find some hackable objects inside. And it's not only windows, also the holes that the jumper can pass through (not the ventilation pipes but the holes through a wall).
Now testing your 0.6 alpha fix. I will try to post some screenshots once I figure out how to do it ;)
[quote="Losti"][quote]I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm?[/quote]
nope .-([/quote]What settings are you on at the moment? I figure I must have changed something that made the problem go away, but I'm not sure what... :-/
I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm?
nope .-(
What settings are you on at the moment? I figure I must have changed something that made the problem go away, but I'm not sure what... :-/
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
[quote="DarkStarSword"][quote="Losti"][quote]I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm?[/quote]
nope .-([/quote]What settings are you on at the moment? I figure I must have changed something that made the problem go away, but I'm not sure what... :-/[/quote]
Will go some what deeper into the setting which is responsible. actually i am on ultra, except terrain this is @high, i have no motion blure (but strange....using the gun aiming....there is motion blure...this is from the game or the fix??), TXAA2x, SMAA, shadows = high.
Ähm, let me test something ill check back later !!
I have attached the two corrected research app HUD shaders you missed. (rename ro RAR/ZIP)
[u][b]//EDIT1:[/b][/u]
Do you have noticed that the gras/bushes will also desync while they are blowing in the wind? F1 did not help. Just noticed that ^_^
I think screen space reflections are also now working with temporal filtering, though I did not specifically do anything to fix them. Can others confirm?
nope .-(
What settings are you on at the moment? I figure I must have changed something that made the problem go away, but I'm not sure what... :-/
Will go some what deeper into the setting which is responsible. actually i am on ultra, except terrain this is @high, i have no motion blure (but strange....using the gun aiming....there is motion blure...this is from the game or the fix??), TXAA2x, SMAA, shadows = high.
Ähm, let me test something ill check back later !!
I have attached the two corrected research app HUD shaders you missed. (rename ro RAR/ZIP)
//EDIT1:
Do you have noticed that the gras/bushes will also desync while they are blowing in the wind? F1 did not help. Just noticed that ^_^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Just wanted to chime in briefly to congratulate DSS, and the other testers, since I see that you guys are so active with the updates.
DSS, you're simply amazing ! Thank you very much for this fix!
I only bought the game because you announced the beta fix, otherwise I would have simply missed out, like AC Syndicate, Arkham Knight, Dishonored 2, etc.
But man, your fix is so awesome and this game is so good, I find myself so surprised and not believing sometimes. Like a kid, you brought so much excitement in an old gamer, you cannot imagine. I hope you have fun with the game as well. In my head and in my heart, basically you are the game creator, not just the fix creator, because without the fix the game would not have existed for me. And it would have been a pity, because the game is hella fun, very optimised, complex in its gameplay, an absolute improvement on it's predecessor in all aspects, etc.
Some simple input:
I'm using fix version 0.3 alpha, on an aging system (copying signature manually since my profile is busted)
I'm not using AA, motion blur, dof. FOV 100. Details on high, some on medium, I think, like shadows. Recently disabled AO as well, to have an even smoother frame rate in outside environments.
I'm usually pretty critical with 3D quality assessment, but I cannot see any issues with your fix so far. I've only played about 6-7 main story missions and some side missions. HUD does not seem to flicker, or I cannot notice it. No obvious shader issues. Broken pipes seem to have their textures as flat effects, or incorect depth or something, but I don't care.
If I notice anything I'll let you know.
Is it worth it to upgrade to other fix versions, or better to take a "if it's not broken don't fix it approach" ?
THANK YOU AGAIN FOR THIS PRECIOUS GIFT !
============
3DVision 2 on Asus VG278HR 27", SLI GTX980 Strix, i7-2600K 3.70GHz, 8GB RAM, Win7 64bit on Intel SSD, Motherboard Gigabyte Z68XP-UD3.
Just wanted to chime in briefly to congratulate DSS, and the other testers, since I see that you guys are so active with the updates.
DSS, you're simply amazing ! Thank you very much for this fix!
I only bought the game because you announced the beta fix, otherwise I would have simply missed out, like AC Syndicate, Arkham Knight, Dishonored 2, etc.
But man, your fix is so awesome and this game is so good, I find myself so surprised and not believing sometimes. Like a kid, you brought so much excitement in an old gamer, you cannot imagine. I hope you have fun with the game as well. In my head and in my heart, basically you are the game creator, not just the fix creator, because without the fix the game would not have existed for me. And it would have been a pity, because the game is hella fun, very optimised, complex in its gameplay, an absolute improvement on it's predecessor in all aspects, etc.
Some simple input:
I'm using fix version 0.3 alpha, on an aging system (copying signature manually since my profile is busted)
I'm not using AA, motion blur, dof. FOV 100. Details on high, some on medium, I think, like shadows. Recently disabled AO as well, to have an even smoother frame rate in outside environments.
I'm usually pretty critical with 3D quality assessment, but I cannot see any issues with your fix so far. I've only played about 6-7 main story missions and some side missions. HUD does not seem to flicker, or I cannot notice it. No obvious shader issues. Broken pipes seem to have their textures as flat effects, or incorect depth or something, but I don't care.
If I notice anything I'll let you know.
Is it worth it to upgrade to other fix versions, or better to take a "if it's not broken don't fix it approach" ?
THANK YOU AGAIN FOR THIS PRECIOUS GIFT !
============
3DVision 2 on Asus VG278HR 27", SLI GTX980 Strix, i7-2600K 3.70GHz, 8GB RAM, Win7 64bit on Intel SSD, Motherboard Gigabyte Z68XP-UD3.
[quote="Zappologist"]
Is it worth it to upgrade to other fix versions, or better to take a "if it's not broken don't fix it approach" ?[/quote]
Update of cause :-) Use the uninstall.bat to unstall your 0.3 and copy the 0.6 over or wait until release. Many things are fixed with 0.6 hence playing 0.3 and report issues will not make much sense.
[b][u]@ DSS:[/u][/b]
Regarding the SSR with Temporal Filtering i wasnt able to find any setting to make this working. The moment TF = on, SSR will be broken. Even if i delete all the BIN files and let them compile again with TF = on. BUT: If the bin files were created with TF = 0 you have to delete it after turning TF = OF to have fully working SSR without TF.
So we have to go without TF AND: TF has to be turned of BEFORE applying the fix (or the bin files have to be deletet switching TF = off and needs restart the game).
Of cause you can go with TF but disable SSR but ... who wants this :-) ---- may be TF working with SSR is a system dependend issue? Or something in the Nvidia driver settings (got it @ standard) so....i think a hint in the final fix description will warn the users and let them decide.
Can you confirm that there is a desync issue in plants and bushes and the gras while it is moving in the wind?
[s][b]//EDIT1:[/b][/s]
Plants OK:
[URL=http://www.directupload.net/file/d/4592/imvftdfa_jpg.htm][IMG]http://fs5.directupload.net/images/170106/temp/imvftdfa.jpg[/IMG][/URL]
Plants get desnyced:
[URL=http://www.directupload.net/file/d/4592/ptp5ojnf_jpg.htm][IMG]http://fs5.directupload.net/images/170106/temp/ptp5ojnf.jpg[/IMG][/URL]
Zappologist said:
Is it worth it to upgrade to other fix versions, or better to take a "if it's not broken don't fix it approach" ?
Update of cause :-) Use the uninstall.bat to unstall your 0.3 and copy the 0.6 over or wait until release. Many things are fixed with 0.6 hence playing 0.3 and report issues will not make much sense.
@ DSS:
Regarding the SSR with Temporal Filtering i wasnt able to find any setting to make this working. The moment TF = on, SSR will be broken. Even if i delete all the BIN files and let them compile again with TF = on. BUT: If the bin files were created with TF = 0 you have to delete it after turning TF = OF to have fully working SSR without TF.
So we have to go without TF AND: TF has to be turned of BEFORE applying the fix (or the bin files have to be deletet switching TF = off and needs restart the game).
Of cause you can go with TF but disable SSR but ... who wants this :-) ---- may be TF working with SSR is a system dependend issue? Or something in the Nvidia driver settings (got it @ standard) so....i think a hint in the final fix description will warn the users and let them decide.
Can you confirm that there is a desync issue in plants and bushes and the gras while it is moving in the wind?
//EDIT1:
Plants OK:
Plants get desnyced:
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[quote="Losti"]I have attached the two corrected research app HUD shaders you missed. (rename ro RAR/ZIP)[/quote]Thanks :)
[quote]Do you have noticed that the gras/bushes will also desync while they are blowing in the wind? F1 did not help. Just noticed that ^_^[/quote]No, I hadn't noticed that yet. It will almost certainly be related to the wind buffer that the driver decides to steroise after a while (the one that caused a crash when we tried forcing it to mono). I'm not entirely sure what triggers the driver to stereoise it - it starts out mono. Seems like single GPU might make it steroise it sooner, but I'm not positive. Is this sync issue serious or relatively minor?
Losti said:I have attached the two corrected research app HUD shaders you missed. (rename ro RAR/ZIP)
Thanks :)
Do you have noticed that the gras/bushes will also desync while they are blowing in the wind? F1 did not help. Just noticed that ^_^
No, I hadn't noticed that yet. It will almost certainly be related to the wind buffer that the driver decides to steroise after a while (the one that caused a crash when we tried forcing it to mono). I'm not entirely sure what triggers the driver to stereoise it - it starts out mono. Seems like single GPU might make it steroise it sooner, but I'm not positive. Is this sync issue serious or relatively minor?
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
Hi,
I found something probably went wrong with far distance objects -- fading differently for left and right eye. Maybe fog related. I took a screenshot I just took from outside the dedsec main headquarters. However, still trying to find out how to attach it in this post...
I found something probably went wrong with far distance objects -- fading differently for left and right eye. Maybe fog related. I took a screenshot I just took from outside the dedsec main headquarters. However, still trying to find out how to attach it in this post...
Can anybody tell me with simple steps how to attach screenshots that are visible without having to click on something, and when creating (not modifying) the posting? I seem to be too old for that...
Can anybody tell me with simple steps how to attach screenshots that are visible without having to click on something, and when creating (not modifying) the posting? I seem to be too old for that...
[quote="DarkStarSword"] Is this sync issue serious or relatively minor?[/quote]
As you wrote it stats correct but will get worst with the time you stay @ a plant. So its bothering if you have to stay, not realy if you move. This is nothing game breaking but disturbing (especially in areas with much vegetation), and the last issue i realy could notice (and the leaves but this can be left disabled).
I have attached 2 screenshots showing that this can realy be strange ^^ on time the flowers seems to be little, other time it seems to be lager than me ^^
May there is an option in the WD2 profile of the driver causing it ?
DarkStarSword said: Is this sync issue serious or relatively minor?
As you wrote it stats correct but will get worst with the time you stay @ a plant. So its bothering if you have to stay, not realy if you move. This is nothing game breaking but disturbing (especially in areas with much vegetation), and the last issue i realy could notice (and the leaves but this can be left disabled).
I have attached 2 screenshots showing that this can realy be strange ^^ on time the flowers seems to be little, other time it seems to be lager than me ^^
May there is an option in the WD2 profile of the driver causing it ?
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[quote="skr68"]Hi,
I found something probably went wrong with far distance objects -- fading differently for left and right eye. Maybe fog related. I took a screenshot I just took from outside the dedsec main headquarters. However, still trying to find out how to attach it in this post...[/quote]
Hm...strange...nothing like that @ my system.
I found something probably went wrong with far distance objects -- fading differently for left and right eye. Maybe fog related. I took a screenshot I just took from outside the dedsec main headquarters. However, still trying to find out how to attach it in this post...
Hm...strange...nothing like that @ my system.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[center][size="XL"][color="orange"][b]Alpha release 0.7:[/b][/color][/size]
[url]https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.7.zip[/url]
[size="L"][color="orange"]It is VITAL that you use uninstall.bat when upgrading to this version![/color][/size]
[/center]
This is hopefully the final alpha before it goes on the blog - I've taken another stab at the wind problem and belive I have it sorted, but please test and let me know if you still see any one eye or desynchronised leaves, grass or bushes. The leaves are enabled by default now, but I'm leaving the disable key in (moved to backslash) just in case.
Changes since v0.6:
- Fixed the wind simulation on single GPU
- Fixed screen space reflections with temporal filtering on single GPU
- Fixed police helicopter search light (can people test this? I've only tested on SLI / ultra)
- Fixed "fake interior" lights inside buildings when looking through windows - looks fantastic :)
- Added the crosshair while driving to automatic adjustment list
- Added the two HUD shaders Losti found
- Fixed a tonne of shaders that are only used in NVIDIA Ansel mode (Alt+F2). There are definitely still lots of broken shaders (mostly lights and reflections), but given that the Ansel variants of the lighting and SSR shaders are only dumped when Ansel is used (and are the only shaders that my generic_shader_extractor can't seem to find) it would be an impossible task to find them all. At least all decals should be fixed in Ansel anyway - those seem to have all dumped with the main shaders from the game and/or were found by my generic extractor.
- Removed some more shaders that had no fix and were included by mistake
- Updated to 3DMigoto 1.2.53
It is VITAL that you use uninstall.bat when upgrading to this version!
This is hopefully the final alpha before it goes on the blog - I've taken another stab at the wind problem and belive I have it sorted, but please test and let me know if you still see any one eye or desynchronised leaves, grass or bushes. The leaves are enabled by default now, but I'm leaving the disable key in (moved to backslash) just in case.
Changes since v0.6:
- Fixed the wind simulation on single GPU
- Fixed screen space reflections with temporal filtering on single GPU
- Fixed police helicopter search light (can people test this? I've only tested on SLI / ultra)
- Fixed "fake interior" lights inside buildings when looking through windows - looks fantastic :)
- Added the crosshair while driving to automatic adjustment list
- Added the two HUD shaders Losti found
- Fixed a tonne of shaders that are only used in NVIDIA Ansel mode (Alt+F2). There are definitely still lots of broken shaders (mostly lights and reflections), but given that the Ansel variants of the lighting and SSR shaders are only dumped when Ansel is used (and are the only shaders that my generic_shader_extractor can't seem to find) it would be an impossible task to find them all. At least all decals should be fixed in Ansel anyway - those seem to have all dumped with the main shaders from the game and/or were found by my generic extractor.
- Removed some more shaders that had no fix and were included by mistake
- Updated to 3DMigoto 1.2.53
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
They are using a different type of unprojection. A shader from the main game typically does this:
[code]
r0.xy = v0.xy * VPosScale.zw + VPosOffset.zw;
r0.z = DeferredLightingCommon__DepthSamplerMS.Load(r1.xy, v1.x).x;
r0.w = 1;
r2.x = dot(r0.zw, InvProjectionMatrix._m22_m32);
r0.z = dot(r0.zw, InvProjectionMatrix._m23_m33);
r0.z = -r2.x / r0.z;
r2.z = -r0.z;
r2.xy = r2.zz * r0.xy;
[/code]
While the Ansel versions all do this:
[code]
r0.xy = (int2)v0.xy;
r0.zw = float2(0,0);
r1.z = Viewport__DepthVPSampler__TexObj__.Load(r0.xyw).x;
r2.xy = v0.xy * ViewportSize.zw + float2(-0.5,-0.5);
r1.xy = float2(2,-2) * r2.xy;
r1.w = 1;
r2.x = dot(r1.xyzw, InvProjectionMatrix._m00_m10_m20_m30);
r2.y = dot(r1.xyzw, InvProjectionMatrix._m01_m11_m21_m31);
r2.z = dot(r1.xyzw, InvProjectionMatrix._m02_m12_m22_m32);
r1.x = dot(r1.xyzw, InvProjectionMatrix._m03_m13_m23_m33);
r1.xyz = r2.xyz / r1.xxx;
[/code]
In the main game they are only using the inverse projection matrix to turn a value from the depth buffer into a linear depth, then multiplying that by a 2D screen coordinate to get a 3D coordinate in view space, whereas in the Ansel shaders they are using the inverse projection matrix to convert a 4D clip space coordinate (XY + Depth buffer at Homogeneous W=1) into a 3D view space coordinate (which they then multiply by the inverse view matrix to get a 3D world space coordiante).
My guess is that Ansel requires their unprojection to work with off-center projection matrices like we use for stereo rendering and they have to do the unprojection properly, while in the main game they assume that the projection is not off-center and take a shortcut.
In the main game they are only using the inverse projection matrix to turn a value from the depth buffer into a linear depth, then multiplying that by a 2D screen coordinate to get a 3D coordinate in view space, whereas in the Ansel shaders they are using the inverse projection matrix to convert a 4D clip space coordinate (XY + Depth buffer at Homogeneous W=1) into a 3D view space coordinate (which they then multiply by the inverse view matrix to get a 3D world space coordiante).
My guess is that Ansel requires their unprojection to work with off-center projection matrices like we use for stereo rendering and they have to do the unprojection properly, while in the main game they assume that the projection is not off-center and take a shortcut.
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
I did not think that a game breaker, but would be nice to be fixed. Basically, those are the windows that you find on top of some towers with the quadrocopter mostly, the ones that you can look through to find some hackable objects inside. And it's not only windows, also the holes that the jumper can pass through (not the ventilation pipes but the holes through a wall).
Now testing your 0.6 alpha fix. I will try to post some screenshots once I figure out how to do it ;)
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
Will go some what deeper into the setting which is responsible. actually i am on ultra, except terrain this is @high, i have no motion blure (but strange....using the gun aiming....there is motion blure...this is from the game or the fix??), TXAA2x, SMAA, shadows = high.
Ähm, let me test something ill check back later !!
I have attached the two corrected research app HUD shaders you missed. (rename ro RAR/ZIP)
//EDIT1:
Do you have noticed that the gras/bushes will also desync while they are blowing in the wind? F1 did not help. Just noticed that ^_^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
DSS, you're simply amazing ! Thank you very much for this fix!
I only bought the game because you announced the beta fix, otherwise I would have simply missed out, like AC Syndicate, Arkham Knight, Dishonored 2, etc.
But man, your fix is so awesome and this game is so good, I find myself so surprised and not believing sometimes. Like a kid, you brought so much excitement in an old gamer, you cannot imagine. I hope you have fun with the game as well. In my head and in my heart, basically you are the game creator, not just the fix creator, because without the fix the game would not have existed for me. And it would have been a pity, because the game is hella fun, very optimised, complex in its gameplay, an absolute improvement on it's predecessor in all aspects, etc.
Some simple input:
I'm using fix version 0.3 alpha, on an aging system (copying signature manually since my profile is busted)
I'm not using AA, motion blur, dof. FOV 100. Details on high, some on medium, I think, like shadows. Recently disabled AO as well, to have an even smoother frame rate in outside environments.
I'm usually pretty critical with 3D quality assessment, but I cannot see any issues with your fix so far. I've only played about 6-7 main story missions and some side missions. HUD does not seem to flicker, or I cannot notice it. No obvious shader issues. Broken pipes seem to have their textures as flat effects, or incorect depth or something, but I don't care.
If I notice anything I'll let you know.
Is it worth it to upgrade to other fix versions, or better to take a "if it's not broken don't fix it approach" ?
THANK YOU AGAIN FOR THIS PRECIOUS GIFT !
============
3DVision 2 on Asus VG278HR 27", SLI GTX980 Strix, i7-2600K 3.70GHz, 8GB RAM, Win7 64bit on Intel SSD, Motherboard Gigabyte Z68XP-UD3.
Update of cause :-) Use the uninstall.bat to unstall your 0.3 and copy the 0.6 over or wait until release. Many things are fixed with 0.6 hence playing 0.3 and report issues will not make much sense.
@ DSS:
Regarding the SSR with Temporal Filtering i wasnt able to find any setting to make this working. The moment TF = on, SSR will be broken. Even if i delete all the BIN files and let them compile again with TF = on. BUT: If the bin files were created with TF = 0 you have to delete it after turning TF = OF to have fully working SSR without TF.
So we have to go without TF AND: TF has to be turned of BEFORE applying the fix (or the bin files have to be deletet switching TF = off and needs restart the game).
Of cause you can go with TF but disable SSR but ... who wants this :-) ---- may be TF working with SSR is a system dependend issue? Or something in the Nvidia driver settings (got it @ standard) so....i think a hint in the final fix description will warn the users and let them decide.
Can you confirm that there is a desync issue in plants and bushes and the gras while it is moving in the wind?
//EDIT1:Plants OK:
Plants get desnyced:
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
No, I hadn't noticed that yet. It will almost certainly be related to the wind buffer that the driver decides to steroise after a while (the one that caused a crash when we tried forcing it to mono). I'm not entirely sure what triggers the driver to stereoise it - it starts out mono. Seems like single GPU might make it steroise it sooner, but I'm not positive. Is this sync issue serious or relatively minor?
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
I found something probably went wrong with far distance objects -- fading differently for left and right eye. Maybe fog related. I took a screenshot I just took from outside the dedsec main headquarters. However, still trying to find out how to attach it in this post...
As you wrote it stats correct but will get worst with the time you stay @ a plant. So its bothering if you have to stay, not realy if you move. This is nothing game breaking but disturbing (especially in areas with much vegetation), and the last issue i realy could notice (and the leaves but this can be left disabled).
I have attached 2 screenshots showing that this can realy be strange ^^ on time the flowers seems to be little, other time it seems to be lager than me ^^
May there is an option in the WD2 profile of the driver causing it ?
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Hm...strange...nothing like that @ my system.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.7.zip
It is VITAL that you use uninstall.bat when upgrading to this version!
This is hopefully the final alpha before it goes on the blog - I've taken another stab at the wind problem and belive I have it sorted, but please test and let me know if you still see any one eye or desynchronised leaves, grass or bushes. The leaves are enabled by default now, but I'm leaving the disable key in (moved to backslash) just in case.
Changes since v0.6:
- Fixed the wind simulation on single GPU
- Fixed screen space reflections with temporal filtering on single GPU
- Fixed police helicopter search light (can people test this? I've only tested on SLI / ultra)
- Fixed "fake interior" lights inside buildings when looking through windows - looks fantastic :)
- Added the crosshair while driving to automatic adjustment list
- Added the two HUD shaders Losti found
- Fixed a tonne of shaders that are only used in NVIDIA Ansel mode (Alt+F2). There are definitely still lots of broken shaders (mostly lights and reflections), but given that the Ansel variants of the lighting and SSR shaders are only dumped when Ansel is used (and are the only shaders that my generic_shader_extractor can't seem to find) it would be an impossible task to find them all. At least all decals should be fixed in Ansel anyway - those seem to have all dumped with the main shaders from the game and/or were found by my generic extractor.
- Removed some more shaders that had no fix and were included by mistake
- Updated to 3DMigoto 1.2.53
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
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
While the Ansel versions all do this:
In the main game they are only using the inverse projection matrix to turn a value from the depth buffer into a linear depth, then multiplying that by a 2D screen coordinate to get a 3D coordinate in view space, whereas in the Ansel shaders they are using the inverse projection matrix to convert a 4D clip space coordinate (XY + Depth buffer at Homogeneous W=1) into a 3D view space coordinate (which they then multiply by the inverse view matrix to get a 3D world space coordiante).
My guess is that Ansel requires their unprojection to work with off-center projection matrices like we use for stereo rendering and they have to do the unprojection properly, while in the main game they assume that the projection is not off-center and take a shortcut.
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