Surprised no one is talking about this. It releases within the next 24 hours. Like all 3D platformers, this will be a masterpiece in 3D vision if we can get it working.
It's a unity engine game, I have tried the toy box demo & unoftunatley 3d does not kick in...
Will test the full game shortly when it unlocks.
Surprised no one is talking about this. It releases within the next 24 hours. Like all 3D platformers, this will be a masterpiece in 3D vision if we can get it working.
It's a unity engine game, I have tried the toy box demo & unoftunatley 3d does not kick in...
Add [color="orange"]-window-mode exclusive[/color] to the Launch Options in Steam...
If that alone doesn't do it add it to a 3D profile, like 3D-Hub Player... but it'll probably be broken, halos and lighting/shadows, usually only the really simple looking games wind up being ok out of the box.
Add -window-mode exclusive to the Launch Options in Steam...
If that alone doesn't do it add it to a 3D profile, like 3D-Hub Player... but it'll probably be broken, halos and lighting/shadows, usually only the really simple looking games wind up being ok out of the box.
[quote="TsaebehT"]Add [color="orange"]-window-mode exclusive[/color] to the Launch Options in Steam...
If that alone doesn't do it add it to a 3D profile, like 3D-Hub Player... but it'll probably be broken, halos and lighting/shadows, usually only the really simple looking games wind up being ok out of the box.[/quote]
Yep adding the launch options worked. As suspected, looks incredible in 3DS, but shadows are broken. The full game is not out for another 12 hours, hopefully this becomes a game that the community will want to fix.
TsaebehT said:Add -window-mode exclusive to the Launch Options in Steam...
If that alone doesn't do it add it to a 3D profile, like 3D-Hub Player... but it'll probably be broken, halos and lighting/shadows, usually only the really simple looking games wind up being ok out of the box.
Yep adding the launch options worked. As suspected, looks incredible in 3DS, but shadows are broken. The full game is not out for another 12 hours, hopefully this becomes a game that the community will want to fix.
Completely off-topic but whoever's responsible for this... I hate you... :P
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edit:the tiny light/white pixel in the "comment-bottom-even.png" ...in case you hadn't noticed :)
I have the kickstarter version on GOG, which will be unlocked in almost 4 hours. It uses Unity, so DarkStarSword scripts should work... if I knew how to properly use them.
I have the kickstarter version on GOG, which will be unlocked in almost 4 hours. It uses Unity, so DarkStarSword scripts should work... if I knew how to properly use them.
I've waited 17 years for this followup to my all-time favorite game, hopefully I'll be able to wait a little longer to experience it properly. So I'll lend whatever encouragement I can to the fixers here. Your efforts will be beyond appreciated.
I've waited 17 years for this followup to my all-time favorite game, hopefully I'll be able to wait a little longer to experience it properly. So I'll lend whatever encouragement I can to the fixers here. Your efforts will be beyond appreciated.
I've tried the game already. Shadows at screen depth and lots of haloing. Before learning to use the Unity scripts to fix the game, in the meantime I could do an HUD depth hotkey, and also hotkeys for bloom, depth of field and antialiasing (it's pretty blurry).
If someone has knowledge about DarkStarSword's scripts, any help is appreciated.
I've tried the game already. Shadows at screen depth and lots of haloing. Before learning to use the Unity scripts to fix the game, in the meantime I could do an HUD depth hotkey, and also hotkeys for bloom, depth of field and antialiasing (it's pretty blurry).
If someone has knowledge about DarkStarSword's scripts, any help is appreciated.
@masterotaku: I'll PM you soon about the scripts, my kid has bought it, and he gave me permission to try it, on our shared account..
But he wasn't exactly pleased about it, wonder why :)
So I won't be able to get my hands on it again very soon...
Here's what I got so far, there's still some water issues and..?, please do go on with my initial WIP !
Remember to use: -window-mode exclusive and hubplayer.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/72376/[/img]
Amazing! Your WIP fix doesn't include the water shaders, but it fixed just about everything else (at least in the starting area. Edit: well, not everything). I'll try to fix that effect manually.
Amazing! Your WIP fix doesn't include the water shaders, but it fixed just about everything else (at least in the starting area. Edit: well, not everything). I'll try to fix that effect manually.
I have fixed the water (and other things that needed the same formula)! I'm still finding more stuff to fix and it's 1:28AM where I live, so I'm going to sleep now, and you will have the fix tomorrow. The only glaring issue left is the darkness that separates areas. It isn't a shader that I can find for some reason.
I have fixed the water (and other things that needed the same formula)! I'm still finding more stuff to fix and it's 1:28AM where I live, so I'm going to sleep now, and you will have the fix tomorrow. The only glaring issue left is the darkness that separates areas. It isn't a shader that I can find for some reason.
New version of the fix: https://s3.amazonaws.com/masterotaku/Yooka-Laylee/Yooka-Laylee_WIP_3D_Vision_fix_2.7z
I have fixed all problems (I think) up to level 2 (the ice one), included. There will probably be more things to fix further into the game.
MANDATORY: use the highest graphics quality. I can't promise that the game will look correct at lower settings.
New fixed things:
- Water (at least up to the second level, and all minigames).
- All sorts of haloing issues (smoke, fire, lighting above water, etc).
- Black mist in doors to level transitions, precipices, etc. I needed to use a default d3dx.ini to catch this shader.
Hotkeys:
F1: two convergence presets.
F2: HUD depth presets.
F3: bloom toggle (not disabled by default).
F4: depth of field toggle (not disabled by default).
F5: bloom + post process AA toggle (not disabled by default). I couldn't just disable AA. Don't use this when you play minigames, because they reuse the shader for geometry or similar things.
And thanks a lot to Blacksmith56, who fixed shadows and most lighting by using DarkStarSword's Unity template and script.
One of the template shaders must be doing something to lighting. Some things look brighter or more washed out than they should (specially in minigames). I compared it by playing the game in 2D and disabling the fix with F9 (with hunting mode enabled). Still, the game is playable.
Fixes for Unity games are usually a pain to keep updated, IIRC, because if devs change the Unity version, the fix must be repeated. Let's hope that won't be the case here.
Edit: by the way, I have enabled shader caching in the fix, so in new future versions, delete all the content of the previous fix.
Edit2: oh, well, I have just fixed two more shaders in the first world. For the next update.
I have fixed all problems (I think) up to level 2 (the ice one), included. There will probably be more things to fix further into the game.
MANDATORY: use the highest graphics quality. I can't promise that the game will look correct at lower settings.
New fixed things:
- Water (at least up to the second level, and all minigames).
- All sorts of haloing issues (smoke, fire, lighting above water, etc).
- Black mist in doors to level transitions, precipices, etc. I needed to use a default d3dx.ini to catch this shader.
Hotkeys:
F1: two convergence presets.
F2: HUD depth presets.
F3: bloom toggle (not disabled by default).
F4: depth of field toggle (not disabled by default).
F5: bloom + post process AA toggle (not disabled by default). I couldn't just disable AA. Don't use this when you play minigames, because they reuse the shader for geometry or similar things.
And thanks a lot to Blacksmith56, who fixed shadows and most lighting by using DarkStarSword's Unity template and script.
One of the template shaders must be doing something to lighting. Some things look brighter or more washed out than they should (specially in minigames). I compared it by playing the game in 2D and disabling the fix with F9 (with hunting mode enabled). Still, the game is playable.
Fixes for Unity games are usually a pain to keep updated, IIRC, because if devs change the Unity version, the fix must be repeated. Let's hope that won't be the case here.
Edit: by the way, I have enabled shader caching in the fix, so in new future versions, delete all the content of the previous fix.
Edit2: oh, well, I have just fixed two more shaders in the first world. For the next update.
It's a unity engine game, I have tried the toy box demo & unoftunatley 3d does not kick in...
Will test the full game shortly when it unlocks.
What version number do you see in Yooka?
If that alone doesn't do it add it to a 3D profile, like 3D-Hub Player... but it'll probably be broken, halos and lighting/shadows, usually only the really simple looking games wind up being ok out of the box.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Yep adding the launch options worked. As suspected, looks incredible in 3DS, but shadows are broken. The full game is not out for another 12 hours, hopefully this becomes a game that the community will want to fix.
edit:the tiny light/white pixel in the "comment-bottom-even.png" ...in case you hadn't noticed :)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
If someone has knowledge about DarkStarSword's scripts, any help is appreciated.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
But he wasn't exactly pleased about it, wonder why :)
So I won't be able to get my hands on it again very soon...
Here's what I got so far, there's still some water issues and..?, please do go on with my initial WIP !
Remember to use: -window-mode exclusive and hubplayer.
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I cant seem to get it working though....
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I have fixed all problems (I think) up to level 2 (the ice one), included. There will probably be more things to fix further into the game.
MANDATORY: use the highest graphics quality. I can't promise that the game will look correct at lower settings.
New fixed things:
- Water (at least up to the second level, and all minigames).
- All sorts of haloing issues (smoke, fire, lighting above water, etc).
- Black mist in doors to level transitions, precipices, etc. I needed to use a default d3dx.ini to catch this shader.
Hotkeys:
F1: two convergence presets.
F2: HUD depth presets.
F3: bloom toggle (not disabled by default).
F4: depth of field toggle (not disabled by default).
F5: bloom + post process AA toggle (not disabled by default). I couldn't just disable AA. Don't use this when you play minigames, because they reuse the shader for geometry or similar things.
And thanks a lot to Blacksmith56, who fixed shadows and most lighting by using DarkStarSword's Unity template and script.
One of the template shaders must be doing something to lighting. Some things look brighter or more washed out than they should (specially in minigames). I compared it by playing the game in 2D and disabling the fix with F9 (with hunting mode enabled). Still, the game is playable.
Fixes for Unity games are usually a pain to keep updated, IIRC, because if devs change the Unity version, the fix must be repeated. Let's hope that won't be the case here.
Edit: by the way, I have enabled shader caching in the fix, so in new future versions, delete all the content of the previous fix.
Edit2: oh, well, I have just fixed two more shaders in the first world. For the next update.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com