This little indie game looks interesting.
[img]http://cdn.akamai.steamstatic.com/steam/apps/253230/header.jpg?t=1507301244[/img]
https://www.youtube.com/watch?v=qDNz8JDIPck
It's a 3D platformer in the style of Mario 64, Banjo Kazooie etc...
Steam page : http://store.steampowered.com/app/253230/A_Hat_in_Time/
Has anyone tested it in 3D.
It's also on GOG: https://www.gog.com/game/a_hat_in_time
I'll buy it sooner or later. Most likely when it hits at least 50% off. It uses Unreal Engine 3 and I think it's DX9 (maybe 64 bits or maybe not. The pcgamingwiki information is incomplete). I'd have preferred UE4 and DX11, even if just to use 3Dmigoto...
I'll buy it sooner or later. Most likely when it hits at least 50% off. It uses Unreal Engine 3 and I think it's DX9 (maybe 64 bits or maybe not. The pcgamingwiki information is incomplete). I'd have preferred UE4 and DX11, even if just to use 3Dmigoto...
I just gave this game a try and here are my results.
(I played a little bit in the hub area and the 1st level)
The game is heavier than it looks. With max settings, I'm getting rougly 30fps, sometimes dips to 20fps in big scenes. I'm using a core i5 3570K, 8GB Ram and a GTX1070.
The only graphics setting that makes a real difference is draw distance. I had to tune it down to "standard" to ensure at least a constant 30fps. (it goes all the way up to 60 in small rooms).
[b]Nvidia 3D Vision (default profile)[/b]
The game runs fine but there is a very annoying issue with shadows being projected all over the place.
As is, it is not a good experience. I hope the shader hackers will be able to fix this game.
[b]Tridef (generic profile)[/b]
With the use of some advanced flags, I managed to fix the shadows, [b]the game runs perfect in proper dual-camera true 3D mode[/b]. You need to activate the following profile options :
-Object detection : shader analyser (on)
-Advanced : Depth map correction (on)
-if using autofocus, the mode must be set to sliding mode, and or you'll get a big camera jolt every time you pick a collectable item. A good minimum depth range of 50 is a good value in my opinion (actually only a depth range of 5 but for some reason the sliding mode requires a 10x to this value to work)
Two graphics setting must to be turned off :
-Depth of field cannot be set to complex or everything in the distance turns 2D (you can use "standard" depth of field setting or disable it completely).
-Screen blur (camera based motion blur) The game detects the Left and Right eye views as extremely quick sideways motion and applies blur
Optional options to be turned off :
- Light rays (rare effect, most of it's appearances have very little annoyance)
- Vignetting (applies a dark contour to the screen border. Nice effect in 2D but useless in 3D.
I'm uploading my little profile to the Tridef forums for archival.
[url]https://www.tridef.com/forum/viewtopic.php?f=9&t=7119[/url]
Non 3D Vision related notes :
-F5 and F6 keys appear to be mapped to some debug functions. Pressing F5 turns some of the postFX off.
Pressing F6 turns them back on. It surprized me when I tried tweaking the convergence.
-The game's keyboard mapping cannot be changed. It is designed for QWERTY keyboards only. (if you have any other type of keyboard, you can the the Windows keyboards setting to temporarily force your keyboard layout into QWERTY and play the game.
I just gave this game a try and here are my results.
(I played a little bit in the hub area and the 1st level)
The game is heavier than it looks. With max settings, I'm getting rougly 30fps, sometimes dips to 20fps in big scenes. I'm using a core i5 3570K, 8GB Ram and a GTX1070.
The only graphics setting that makes a real difference is draw distance. I had to tune it down to "standard" to ensure at least a constant 30fps. (it goes all the way up to 60 in small rooms).
Nvidia 3D Vision (default profile)
The game runs fine but there is a very annoying issue with shadows being projected all over the place.
As is, it is not a good experience. I hope the shader hackers will be able to fix this game.
Tridef (generic profile)
With the use of some advanced flags, I managed to fix the shadows, the game runs perfect in proper dual-camera true 3D mode. You need to activate the following profile options :
-Object detection : shader analyser (on)
-Advanced : Depth map correction (on)
-if using autofocus, the mode must be set to sliding mode, and or you'll get a big camera jolt every time you pick a collectable item. A good minimum depth range of 50 is a good value in my opinion (actually only a depth range of 5 but for some reason the sliding mode requires a 10x to this value to work)
Two graphics setting must to be turned off :
-Depth of field cannot be set to complex or everything in the distance turns 2D (you can use "standard" depth of field setting or disable it completely).
-Screen blur (camera based motion blur) The game detects the Left and Right eye views as extremely quick sideways motion and applies blur
Optional options to be turned off :
- Light rays (rare effect, most of it's appearances have very little annoyance)
- Vignetting (applies a dark contour to the screen border. Nice effect in 2D but useless in 3D.
I'm uploading my little profile to the Tridef forums for archival. https://www.tridef.com/forum/viewtopic.php?f=9&t=7119
Non 3D Vision related notes :
-F5 and F6 keys appear to be mapped to some debug functions. Pressing F5 turns some of the postFX off.
Pressing F6 turns them back on. It surprized me when I tried tweaking the convergence.
-The game's keyboard mapping cannot be changed. It is designed for QWERTY keyboards only. (if you have any other type of keyboard, you can the the Windows keyboards setting to temporarily force your keyboard layout into QWERTY and play the game.
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
It is UE 3, DX 9 and 64-bit. I messed around with some of the shadow and lighting settings (there are actually more graphic options than you would expect in this type of game) and was able to get a clean enough environment to make it playable in S3D - better in the interior environs than the exterior, but not too bad. Will post a few pics.
It is UE 3, DX 9 and 64-bit. I messed around with some of the shadow and lighting settings (there are actually more graphic options than you would expect in this type of game) and was able to get a clean enough environment to make it playable in S3D - better in the interior environs than the exterior, but not too bad. Will post a few pics.
@TheBigDogma
You can try using the helix lua script. Normally the lua script fix all effects in UE3 DX9 games.
I will post a zip with the defaults lua script to try....probably you need to try a couple of lua version.
@TheBigDogma
You can try using the helix lua script. Normally the lua script fix all effects in UE3 DX9 games.
I will post a zip with the defaults lua script to try....probably you need to try a couple of lua version.
Looking the reviews and the 10/10...i purchase this game.
I already try the lua script and works....but there are still some issues remaining that need manual fixing. I will try to put a WIP during the day or tomorrow...i'm a little rusty using helix dll.
Game is really nice!! reviews are totally right.
Looking the reviews and the 10/10...i purchase this game.
I already try the lua script and works....but there are still some issues remaining that need manual fixing. I will try to put a WIP during the day or tomorrow...i'm a little rusty using helix dll.
Awesome! Thanks for fixing a DX9 game like this.
[quote]For some reason i can't fix VS, the game/DLL refuse to inject fixing code.[/quote]
It reminds me of my BlazBlue fixes. I always needed to use ".txt.ps" vertex shaders (tied to specific pixel shaders) instead of normal ".txt" files, or else graphics related to them would be bugged and sometimes disappearing.
For some reason i can't fix VS, the game/DLL refuse to inject fixing code.
It reminds me of my BlazBlue fixes. I always needed to use ".txt.ps" vertex shaders (tied to specific pixel shaders) instead of normal ".txt" files, or else graphics related to them would be bugged and sometimes disappearing.
@masterotaku
So you basically add to the shader the .ps extension? Thanks for the tip!
The issue i have is the effect disappear when i add the fixing code.
About this game...this game is one of the best in the category (IMO), a lot of details, the bosses and the final fights are really great, music, etc...amazing game! a lot of fun!.... I found the game is a little hard for a kid, my son (7 years old) try to play some levels and was very hard for him to finish, and others was impossible (My kid play and finish LEGO games btw)...sometimes you need some fine tune finger skills :)
@masterotaku
So you basically add to the shader the .ps extension? Thanks for the tip!
The issue i have is the effect disappear when i add the fixing code.
About this game...this game is one of the best in the category (IMO), a lot of details, the bosses and the final fights are really great, music, etc...amazing game! a lot of fun!.... I found the game is a little hard for a kid, my son (7 years old) try to play some levels and was very hard for him to finish, and others was impossible (My kid play and finish LEGO games btw)...sometimes you need some fine tune finger skills :)
It's a 3D platformer in the style of Mario 64, Banjo Kazooie etc...
Steam page : http://store.steampowered.com/app/253230/A_Hat_in_Time/
Has anyone tested it in 3D.
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
I'll buy it sooner or later. Most likely when it hits at least 50% off. It uses Unreal Engine 3 and I think it's DX9 (maybe 64 bits or maybe not. The pcgamingwiki information is incomplete). I'd have preferred UE4 and DX11, even if just to use 3Dmigoto...
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
(I played a little bit in the hub area and the 1st level)
The game is heavier than it looks. With max settings, I'm getting rougly 30fps, sometimes dips to 20fps in big scenes. I'm using a core i5 3570K, 8GB Ram and a GTX1070.
The only graphics setting that makes a real difference is draw distance. I had to tune it down to "standard" to ensure at least a constant 30fps. (it goes all the way up to 60 in small rooms).
Nvidia 3D Vision (default profile)
The game runs fine but there is a very annoying issue with shadows being projected all over the place.
As is, it is not a good experience. I hope the shader hackers will be able to fix this game.
Tridef (generic profile)
With the use of some advanced flags, I managed to fix the shadows, the game runs perfect in proper dual-camera true 3D mode. You need to activate the following profile options :
-Object detection : shader analyser (on)
-Advanced : Depth map correction (on)
-if using autofocus, the mode must be set to sliding mode, and or you'll get a big camera jolt every time you pick a collectable item. A good minimum depth range of 50 is a good value in my opinion (actually only a depth range of 5 but for some reason the sliding mode requires a 10x to this value to work)
Two graphics setting must to be turned off :
-Depth of field cannot be set to complex or everything in the distance turns 2D (you can use "standard" depth of field setting or disable it completely).
-Screen blur (camera based motion blur) The game detects the Left and Right eye views as extremely quick sideways motion and applies blur
Optional options to be turned off :
- Light rays (rare effect, most of it's appearances have very little annoyance)
- Vignetting (applies a dark contour to the screen border. Nice effect in 2D but useless in 3D.
I'm uploading my little profile to the Tridef forums for archival.
https://www.tridef.com/forum/viewtopic.php?f=9&t=7119
Non 3D Vision related notes :
-F5 and F6 keys appear to be mapped to some debug functions. Pressing F5 turns some of the postFX off.
Pressing F6 turns them back on. It surprized me when I tried tweaking the convergence.
-The game's keyboard mapping cannot be changed. It is designed for QWERTY keyboards only. (if you have any other type of keyboard, you can the the Windows keyboards setting to temporarily force your keyboard layout into QWERTY and play the game.
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
You can try using the helix lua script. Normally the lua script fix all effects in UE3 DX9 games.
I will post a zip with the defaults lua script to try....probably you need to try a couple of lua version.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
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 already try the lua script and works....but there are still some issues remaining that need manual fixing. I will try to put a WIP during the day or tomorrow...i'm a little rusty using helix dll.
Game is really nice!! reviews are totally right.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Good !
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
http://helixmod.blogspot.com/2017/10/a-hat-in-time.html
Really great game...very nice!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
It reminds me of my BlazBlue fixes. I always needed to use ".txt.ps" vertex shaders (tied to specific pixel shaders) instead of normal ".txt" files, or else graphics related to them would be bugged and sometimes disappearing.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
So you basically add to the shader the .ps extension? Thanks for the tip!
The issue i have is the effect disappear when i add the fixing code.
About this game...this game is one of the best in the category (IMO), a lot of details, the bosses and the final fights are really great, music, etc...amazing game! a lot of fun!.... I found the game is a little hard for a kid, my son (7 years old) try to play some levels and was very hard for him to finish, and others was impossible (My kid play and finish LEGO games btw)...sometimes you need some fine tune finger skills :)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com