Metro Exodus?
  5 / 23    
[quote="Helifax"]@Losti: The blur problem comes from TAA, not motion blur. Even if you completely disable it, it will still blur! TAA is Temporal Anti-Aliasing. Read on how it works and you will understand why is this. Unless TAA can be disabled, there is no possibility to make a proper 3D Vision fix. You can't fix this with Reshade (which is post-process). I see some people getting hyped for this, at least post some screenshots, with your claims, before giving people hopes:) [/quote] [s]The Blure is removed, set down to a minimalistic blure....may be i will post a ascreenhot later. I also found a shader that will remove it completely but skip some lights. Need investigation on this if i will be able to make some general progress here.[/s] Killed blure (no effects fixed else) [url=https://ibb.co/syHz9yB][img]https://i.ibb.co/syHz9yB/Metro-Exodus001-050-2.jpg[/img][/url] [url=https://ibb.co/gW9QnK8][img]https://i.ibb.co/gW9QnK8/Metro-Exodus001-050-3.jpg[/img][/url]
Helifax said:@Losti:
The blur problem comes from TAA, not motion blur. Even if you completely disable it, it will still blur!
TAA is Temporal Anti-Aliasing. Read on how it works and you will understand why is this.

Unless TAA can be disabled, there is no possibility to make a proper 3D Vision fix. You can't fix this with Reshade (which is post-process).
I see some people getting hyped for this, at least post some screenshots, with your claims, before giving people hopes:)


The Blure is removed, set down to a minimalistic blure....may be i will post a ascreenhot later. I also found a shader that will remove it completely but skip some lights. Need investigation on this if i will be able to make some general progress here.

Killed blure (no effects fixed else)

Image
Image

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#61
Posted 03/03/2019 09:01 AM   
@Losti: Oo nice!!!!! Very nice! Now that is what I am talking about! Can you share how you did it? I want to see if it will work in 3D Surround to bypass the stupid 2X AA limitation!
@Losti:
Oo nice!!!!! Very nice! Now that is what I am talking about!
Can you share how you did it? I want to see if it will work in 3D Surround to bypass the stupid 2X AA limitation!

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)

#62
Posted 03/03/2019 11:54 AM   
[quote="joker18"]This game look great in CM unleashed but I don't know if I will be able to enjoy the game. The voice acting is terrible especially Artyom's wife. Why the fuck would you ruin a good game with that acting.[/quote] Thats why Iam playing this game with german voices :D
joker18 said:This game look great in CM unleashed but I don't know if I will be able to enjoy the game. The voice acting is terrible especially Artyom's wife. Why the fuck would you ruin a good game with that acting.


Thats why Iam playing this game with german voices :D

#63
Posted 03/03/2019 01:15 PM   
I played the other two with Russian voices. I didn't understand a word besides Artyom, but it was cool, lol. Good job, Losti.
I played the other two with Russian voices. I didn't understand a word besides Artyom, but it was cool, lol.

Good job, Losti.

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#64
Posted 03/03/2019 01:49 PM   
[quote="Helifax"]@Losti: Oo nice!!!!! Very nice! Now that is what I am talking about! Can you share how you did it? I want to see if it will work in 3D Surround to bypass the stupid 2X AA limitation![/quote] [u][b]user.cfg[/b][/u] r_blur_level 0 r_game_mblur_scale 0. [u][b]and in the PS:[/b][/u] b1c09e97b07d94d2-ps_replace.txt r9.w = 1; //kill blure //r9.xyzw = r9.xyzw * r5.wwww;
Helifax said:@Losti:
Oo nice!!!!! Very nice! Now that is what I am talking about!
Can you share how you did it? I want to see if it will work in 3D Surround to bypass the stupid 2X AA limitation!


user.cfg
r_blur_level 0
r_game_mblur_scale 0.

and in the PS:
b1c09e97b07d94d2-ps_replace.txt


r9.w = 1;
//kill blure
//r9.xyzw = r9.xyzw * r5.wwww;

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#65
Posted 03/03/2019 03:00 PM   
NVM:) I found the correct shader for TAA and fixed it properly. No hacky hacky:) (For Surround I mean.) How did you fix the overall lighting? By manually fixing Compute Shaders or by a DX10 flag? I see the left eye for me is completely bright...
NVM:) I found the correct shader for TAA and fixed it properly. No hacky hacky:)
(For Surround I mean.)

How did you fix the overall lighting? By manually fixing Compute Shaders or by a DX10 flag? I see the left eye for me is completely bright...

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)

#66
Posted 03/03/2019 04:33 PM   
Thank you so much Losti, once again !!!
Thank you so much Losti, once again !!!

#67
Posted 03/03/2019 04:42 PM   
@Losti: Try this shader and see if it doesn't fixes the TAA blur problem ;) For me it fixes the issues I was seeing in 3D Surround (half the resolution missing) and removes the blur in Single Monitor 3D as well. I am also curious as how you managed to fix the lighting problems. (Are you using the Metro: Last Light profile?)
@Losti:
Try this shader and see if it doesn't fixes the TAA blur problem ;)
For me it fixes the issues I was seeing in 3D Surround (half the resolution missing) and removes the blur in Single Monitor 3D as well.

I am also curious as how you managed to fix the lighting problems. (Are you using the Metro: Last Light profile?)

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)

#68
Posted 03/03/2019 05:48 PM   
You need the metro last light flags or just the 4000. wrong flag will cause the bright eye thing. I am using the exodus profile and set flags to 4000. Many shadows to fix all in VS strange.... but i cant get it in the right depth they are @ screen depth and i was onlyable to move it in a static depth, thts not ok..... [code] //light VS 2 // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.3.14 on Sun Mar 03 17:16:35 2019 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // NORMAL 0 xyzw 1 NONE float // TANGENT 0 xyzw 2 NONE float w // BINORMAL 0 xyzw 3 NONE float z // TEXCOORD 0 xy 4 NONE float xy // inst 0 xyzw 5 NONE float xyzw // inst 1 xyzw 6 NONE float xyzw // inst 2 xyzw 7 NONE float xyzw // inst 3 xyzw 8 NONE uint // SV_InstanceID 0 x 9 INSTID uint // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[4], immediateIndexed dcl_constantbuffer cb3[18], immediateIndexed dcl_input v0.xyzw dcl_input v2.w dcl_input v3.z dcl_input v4.xy dcl_input v5.xyzw dcl_input v6.xyzw dcl_input v7.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_resource_texture2d (float,float,float,float) t125 dcl_temps 25 ld_indexable(texture2d)(float,float,float,float) r19.xyzw, l(0, 0, 0, 0), t125.xyzw dp4 r0.x, v5.xyzw, v0.xyzw dp4 r0.y, v6.xyzw, v0.xyzw dp4 r0.z, v7.xyzw, v0.xyzw mov r0.w, l(1.000000) //add r19.w, r0.w, -r19.y //add r19.w, r19.w, r19.x //mul r19.w, r19.w, l(-0.1) //add r0.x, r0.x, r19.w dp4 o0.x, cb3[14].xyzw, r0.xyzw dp4 o0.y, cb3[15].xyzw, r0.xyzw dp4 o0.z, cb3[16].xyzw, r0.xyzw dp4 o0.w, cb3[17].xyzw, r0.xyzw mad o1.z, v3.z, l(0.500000), l(0.500000) mad o1.xy, v4.xyxx, cb0[3].zwzz, cb0[3].xyxx add o1.w, -v2.w, l(1.000000) ret // Approximately 0 instruction slots used [/code] I have disabled most of them only for get the light right (inj the ini @ the ned)....its OK but not in any situation, ref. reflections and so on.... Ill not have the time next week to spend the work i need, may be next weekend ..... you can give it a try if you want ^^ I have also not found the 100 % matching formula for the CS lights, they flicker sometimes.... This is my current state... [url]https://s3.amazonaws.com/losti/MetroExodus_Early-WIP_V0.01.rar[/url] Your file seems to be ok and do not influence the things as i can see.... I need the b1c09e97b07d94d2-ps_replace to fix the blure. the game looks 3D-Vision ready without shadows but this is not an option and the light is an issue too but i think this is fixable for some one more skilled or for me if i find "some" time ^^ but no promise here. But the good news: only light and shadows left ^^
You need the metro last light flags or just the 4000. wrong flag will cause the bright eye thing. I am using the exodus profile and set flags to 4000.

Many shadows to fix all in VS strange.... but i cant get it in the right depth they are @ screen depth and i was onlyable to move it in a static depth, thts not ok.....

//light VS 2
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.3.14 on Sun Mar 03 17:16:35 2019
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// NORMAL 0 xyzw 1 NONE float
// TANGENT 0 xyzw 2 NONE float w
// BINORMAL 0 xyzw 3 NONE float z
// TEXCOORD 0 xy 4 NONE float xy
// inst 0 xyzw 5 NONE float xyzw
// inst 1 xyzw 6 NONE float xyzw
// inst 2 xyzw 7 NONE float xyzw
// inst 3 xyzw 8 NONE uint
// SV_InstanceID 0 x 9 INSTID uint
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb3[18], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.w
dcl_input v3.z
dcl_input v4.xy
dcl_input v5.xyzw
dcl_input v6.xyzw
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw

dcl_resource_texture2d (float,float,float,float) t125
dcl_temps 25
ld_indexable(texture2d)(float,float,float,float) r19.xyzw, l(0, 0, 0, 0), t125.xyzw

dp4 r0.x, v5.xyzw, v0.xyzw
dp4 r0.y, v6.xyzw, v0.xyzw
dp4 r0.z, v7.xyzw, v0.xyzw
mov r0.w, l(1.000000)

//add r19.w, r0.w, -r19.y
//add r19.w, r19.w, r19.x
//mul r19.w, r19.w, l(-0.1)
//add r0.x, r0.x, r19.w


dp4 o0.x, cb3[14].xyzw, r0.xyzw
dp4 o0.y, cb3[15].xyzw, r0.xyzw
dp4 o0.z, cb3[16].xyzw, r0.xyzw
dp4 o0.w, cb3[17].xyzw, r0.xyzw
mad o1.z, v3.z, l(0.500000), l(0.500000)
mad o1.xy, v4.xyxx, cb0[3].zwzz, cb0[3].xyxx
add o1.w, -v2.w, l(1.000000)
ret
// Approximately 0 instruction slots used


I have disabled most of them only for get the light right (inj the ini @ the ned)....its OK but not in any situation, ref. reflections and so on.... Ill not have the time next week to spend the work i need, may be next weekend ..... you can give it a try if you want ^^

I have also not found the 100 % matching formula for the CS lights, they flicker sometimes....

This is my current state...

https://s3.amazonaws.com/losti/MetroExodus_Early-WIP_V0.01.rar

Your file seems to be ok and do not influence the things as i can see....
I need the b1c09e97b07d94d2-ps_replace to fix the blure.

the game looks 3D-Vision ready without shadows but this is not an option and the light is an issue too but i think this is fixable for some one more skilled or for me if i find "some" time ^^ but no promise here. But the good news: only light and shadows left ^^

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#69
Posted 03/03/2019 07:06 PM   
Hello, I am not using 3d vision, but I am just hoping that you guys will be able to disable TAA and FXAA in a normal mode. I hate blurry picture so much. Thanks.
Hello, I am not using 3d vision, but I am just hoping that you guys will be able to disable TAA and FXAA in a normal mode. I hate blurry picture so much. Thanks.

#70
Posted 03/04/2019 12:40 AM   
woow looks great thanks Losti . If completed, it will be an amazing experience. Have great camera angles.
woow looks great thanks Losti . If completed, it will be an amazing experience. Have great camera angles.

Windows 10 Pro x64 (1809) / Intel i7 6700K 4.7GHz (Corsair H110) / Gigabyte GA-Z170X-UD5 TH (Bios F21) / Corsair Vengeance 32GB DDR4 3000MHz / Gigabyte GTX 1080Ti Xtreme WaterForce + SLI / Sound Blaster Z / Samsung 950 Pro NVMe (512GB) / EVGA SuperNOVA 1000W 80+ Platinum 220V / Asus Rog Swift PG278Q / 3D Kit 3D Vision 2 / Nvidia Shield TV (2017)
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#71
Posted 03/04/2019 03:48 AM   
[quote="Losti"]You need the metro last light flags or just the 4000. wrong flag will cause the bright eye thing. I am using the exodus profile and set flags to 4000. [/quote] Very good work, Losti! I just renamed the .exe to MetroLL.exe to fix the white eye. Your profile is already very playable. Thank you for sharing it.
Losti said:You need the metro last light flags or just the 4000. wrong flag will cause the bright eye thing. I am using the exodus profile and set flags to 4000.


Very good work, Losti! I just renamed the .exe to MetroLL.exe to fix the white eye. Your profile is already very playable. Thank you for sharing it.

#72
Posted 03/04/2019 04:38 AM   
Good work, Thanks for the wip Losti
Good work, Thanks for the wip Losti

#73
Posted 03/04/2019 09:25 AM   
Is the wip more enjoyable at current state than the compatibility mode ?
Is the wip more enjoyable at current state than the compatibility mode ?

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#74
Posted 03/04/2019 04:26 PM   
[quote="Metal-O-Holic"]Is the wip more enjoyable at current state than the compatibility mode ?[/quote] No i dont think so because there are many issues left and its only for have a look how it could look but without shadoes and so on. I do not recommend it currently. Its only forthe fist sceene looking OK. BTW i was able to find a refletion/light formula.... I am working on this the time i have but do not expect anything in the next weeks.
Metal-O-Holic said:Is the wip more enjoyable at current state than the compatibility mode ?


No i dont think so because there are many issues left and its only for have a look how it could look but without shadoes and so on. I do not recommend it currently. Its only forthe fist sceene looking OK.

BTW i was able to find a refletion/light formula....

I am working on this the time i have but do not expect anything in the next weeks.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#75
Posted 03/04/2019 05:19 PM   
  5 / 23    
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