Borderlands 2 | Guns look too big, can i fix with Helix's debugger?
I've finally got around to trying borderlands 2 and all is well except the guns which look like as big as cannons. They look ruffly physically 5 to 10 times larger than they should. I've tried Helixs/Eqzitara's solution as well but no luck. I've heard someone solved it with IZ3D, but i don't seem to see a way to download that. I tried running Helixmod's debugger and i've found 3 pixelshaders to change the way the gun looks, not sure if thats all there are since im up to 1,100 in both vertex and pixel shaders and haven't gotten to the end, if there is one. So far 995, 997 and 999 have effected the gun, ie, removed the textures or made the gun look weird.... Heres what 995's text dump looks like. My question is, as a non programmer who has read a basic C++ programming book a long long time ago, should i even bother investigating how to fix this myself? // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 DiffuseOverrideParameter; // float2 DistanceFadeParameters; // sampler2D LightAttenuationTexture; // float4 LightColorAndFalloffExponent; // float NvStereoEnabled; // sampler2D NvStereoFixTexture; // float4 ObjectWorldPositionAndRadius; // sampler2D PixelUE_Texture2D_0; // sampler2D PixelUE_Texture2D_2; // sampler2D PixelUE_Texture2D_3; // sampler2D PixelUE_Texture2D_4; // sampler2D PixelUE_Texture2D_5; // sampler2D PixelUE_Texture2D_6; // float4 ScreenPositionScaleBias; // float4 SpecularOverrideParameter; // float4 UniformPixelScalars_0; // float4 UniformPixelScalars_1; // float4 UniformPixelScalars_2; // float4 UniformPixelScalars_3; // float4 UniformPixelVector_0; // float4 UniformPixelVector_10; // float4 UniformPixelVector_11; // float4 UniformPixelVector_12; // float4 UniformPixelVector_13; // float4 UniformPixelVector_14; // float4 UniformPixelVector_15; // float4 UniformPixelVector_16; // float4 UniformPixelVector_17; // float4 UniformPixelVector_18; // float4 UniformPixelVector_19; // float4 UniformPixelVector_20; // float4 UniformPixelVector_21; // float4 UniformPixelVector_22; // float4 UniformPixelVector_3; // float4 UniformPixelVector_4; // float4 UniformPixelVector_5; // float4 UniformPixelVector_6; // float4 UniformPixelVector_7; // float4 UniformPixelVector_8; // float4 UniformPixelVector_9; // float4x4 ViewProjectionMatrix; // bool bEnableDistanceShadowFading; // bool bReceiveDynamicShadows; // // // Registers: // // Name Reg Size // ---------------------------- ----- ---- // bReceiveDynamicShadows b0 1 // bEnableDistanceShadowFading b1 1 // ScreenPositionScaleBias c2 1 // NvStereoEnabled c5 1 // DiffuseOverrideParameter c6 1 // SpecularOverrideParameter c7 1 // ViewProjectionMatrix c8 4 // ObjectWorldPositionAndRadius c12 1 // UniformPixelVector_0 c13 1 // UniformPixelVector_3 c14 1 // UniformPixelVector_4 c15 1 // UniformPixelVector_5 c16 1 // UniformPixelVector_6 c17 1 // UniformPixelVector_7 c18 1 // UniformPixelVector_8 c19 1 // UniformPixelVector_9 c20 1 // UniformPixelVector_10 c21 1 // UniformPixelVector_11 c22 1 // UniformPixelVector_12 c23 1 // UniformPixelVector_13 c24 1 // UniformPixelVector_14 c25 1 // UniformPixelVector_15 c26 1 // UniformPixelVector_16 c27 1 // UniformPixelVector_17 c28 1 // UniformPixelVector_18 c29 1 // UniformPixelVector_19 c30 1 // UniformPixelVector_20 c31 1 // UniformPixelVector_21 c32 1 // UniformPixelVector_22 c33 1 // UniformPixelScalars_0 c34 1 // UniformPixelScalars_1 c35 1 // UniformPixelScalars_2 c36 1 // UniformPixelScalars_3 c37 1 // LightColorAndFalloffExponent c38 1 // DistanceFadeParameters c39 1 // NvStereoFixTexture s0 1 // LightAttenuationTexture s1 1 // PixelUE_Texture2D_0 s2 1 // PixelUE_Texture2D_2 s3 1 // PixelUE_Texture2D_3 s4 1 // PixelUE_Texture2D_4 s5 1 // PixelUE_Texture2D_5 s6 1 // PixelUE_Texture2D_6 s7 1 // ps_3_0 def c0, -1, 0.0625, 0, 2 def c1, 1, 0.800000012, 0.5, 0 def c3, 0.00100000005, 0.400000006, -9.99999997e-007, 15 dcl_texcoord v0.xy dcl_texcoord1 v1.xy dcl_texcoord4_pp v2.xyz dcl_texcoord6 v3.xyz dcl_texcoord7 v4 dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 dcl_2d s6 dcl_2d s7 mul r0.xy, c9, v4.y mad r0.xy, c8, v4.x, r0 mad r0.xy, c10, v4.z, r0 add r0.xy, r0, c11 if_ne c5.x, -c5.x add r0.w, c0.x, v4.w if_ne r0.w, -r0.w texld r1, c0.yzzw, s0 add r0.w, -r1.y, v4.w mad r0.z, r1.x, r0.w, r0.x else mov r0.z, r0.x endif mov r0.xy, r0.zyzw mov r0.z, v4.w else mov r0.z, v4.w endif nrm r1.xyz, v3 nrm_pp r2.xyz, v2 texld r3, v0, s2 mad r3.xy, r3, c0.w, c0.x dp2add r0.w, r3, -r3, -c0.x rsq r0.w, r0.w rcp r3.z, r0.w mul_pp r3.xyz, r3, c1.xxyw nrm_pp r4.xyz, r3 dp3 r0.w, r4, r1 mul r3.xyz, r0.w, r4 mad r1.xyz, r3, c0.w, -r1 if b0 rcp r0.z, r0.z mul r0.xy, r0.z, r0 mad r0.xy, r0, c2, c2.wzzw texld r0, r0, s1 mul_pp r3, r0, r0 if b1 add r0.x, -c39.x, v4.w mul_sat_pp r0.x, r0.x, c39.y mad_pp r0.y, r0.w, -r0.w, -c0.x mad_pp r0.xyz, r0.x, r0.y, r3.w else mov_pp r0.xyz, -c0.x endif mul_pp r0.xyz, r3, r0 else mov_pp r0.xyz, -c0.x endif mov r3.xz, c0 add r5.xyz, -r3.x, -c13 mul r3.yw, c1.xxzz, v0.xxzy texld r6, r3.ywzw, s4 mul_sat r3.yw, r6.xxzy, c34.xzzw mov r6.xyz, c15 add r6.xyz, -r6, c16 mad r6.xyz, r3.y, r6, c15 lrp r7.xyz, r3.w, c17, r6 mad r6.xy, v0, c1.xzzw, c1.wzzw texld r6, r6, s4 lrp r8.xyz, r6.x, r7, c14 mov r7.xyz, c18 add r7.xyz, -r7, c19 mad r7.xyz, r3.y, r7, c18 lrp r9.xyz, r3.w, c20, r7 lrp r7.xyz, r6.y, r9, r8 mov r8.xyz, c21 add r8.xyz, -r8, c22 mad r8.xyz, r3.y, r8, c21 lrp r9.xyz, r3.w, c23, r8 lrp r8.xyz, r6.z, r9, r7 mad r3.yw, v1.xxzy, c25.xxzy, c25.xzzw texld r7, r3.ywzw, s5 mul r9.xyz, r6, c26 dp3_sat r0.w, r9, r9 mad r9.xyz, c24, r7, r3.x mad r9.xyz, r0.w, r9, -c0.x mul r10.xyz, r8, r9 mad r7.xyz, c24, r7, -r8 mad r7.xyz, r0.w, r7, r8 mad r7.xyz, r8, -r9, r7 mad r7.xyz, c35.x, r7, r10 add r3.yw, c28.xzzw, v1.xxzy add r3.yw, r3, -c1.z dp2add r8.x, c29, r3.ywzw, r3.z dp2add r8.y, c30, r3.ywzw, r3.z add r3.yz, r8.xxyw, c1.z add r3.xw, -r3.x, -c28.xyzy mul r3.xw, r3, c1.z mad r3.xy, r3.yzzw, c28, r3.xwzw texld r3, r3, s6 mad r8.xyz, c27, r3, -c27 mov r9.z, c36.z mad r8.xyz, r9.z, r8, c27 mul r9.xyz, r6, c31 dp3_sat r0.w, r9, r9 mul r3.xyz, r3, r0.w mad r9.xyz, r0.w, r3.w, -r3 mad r3.xyz, c36.z, r9, r3 lrp r9.xyz, r3, r8, -c0.x mul r10.xyz, r7, r9 lrp r11.xyz, r3, r8, r7 mad r3.xyz, r7, -r9, r11 mad r3.xyz, c36.w, r3, r10 texld r7, v0, s3 mul r7.yzw, r3.xxyz, r7.x mul r6.xyz, r6, c32 dp3_sat r0.w, r6, r6 mov r6.xy, c3 mul r6.xz, r6.x, c12.xyyw frc r6.xz, r6 add r6.xz, r1.xyyw, r6 texld r8, r6.xzzw, s7 mul r6.xzw, r0.w, r8.xyyz mul r6.xzw, r6, c33.xyyz mad r7.yzw, r7, r6.xxzw, -r6.xxzw mad r6.xzw, c37.x, r7.yyzw, r6 mad r3.xyz, r7.x, r3, r6.xzww mul r3.xyz, r3, r5 mul_pp r3.xyz, r3, c6.w mad_pp r3.xyz, r3, r6.y, c6 dp3_sat_pp r0.w, r4, r2 add r1.w, r0.w, c3.z dp3_sat_pp r1.x, r1, r2 add r1.y, r1.x, c3.z pow_pp r2.x, r1.x, c3.w mul r2.yzw, r0.w, r3.xxyz cmp r1.xzw, r1.w, r2.yyzw, c0.z mul_pp r2.xyz, r2.x, c7 cmp_pp r2.xyz, r1.y, r2, c0.z add_pp r1.xyz, r1.xzww, r2 mul_pp r0.xyz, r0, r1 mul oC0.xyz, r0, c38 mov oC0.w, c0.z // approximately 152 instruction slots used (9 texture, 143 arithmetic)
I've finally got around to trying borderlands 2 and all is well except the guns which look like as big as cannons. They look ruffly physically 5 to 10 times larger than they should. I've tried Helixs/Eqzitara's solution as well but no luck. I've heard someone solved it with IZ3D, but i don't seem to see a way to download that.

I tried running Helixmod's debugger and i've found 3 pixelshaders to change the way the gun looks, not sure if thats all there are since im up to 1,100 in both vertex and pixel shaders and haven't gotten to the end, if there is one.

So far 995, 997 and 999 have effected the gun, ie, removed the textures or made the gun look weird....

Heres what 995's text dump looks like. My question is, as a non programmer who has read a basic C++ programming book a long long time ago, should i even bother investigating how to fix this myself?

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 DiffuseOverrideParameter;
// float2 DistanceFadeParameters;
// sampler2D LightAttenuationTexture;
// float4 LightColorAndFalloffExponent;
// float NvStereoEnabled;
// sampler2D NvStereoFixTexture;
// float4 ObjectWorldPositionAndRadius;
// sampler2D PixelUE_Texture2D_0;
// sampler2D PixelUE_Texture2D_2;
// sampler2D PixelUE_Texture2D_3;
// sampler2D PixelUE_Texture2D_4;
// sampler2D PixelUE_Texture2D_5;
// sampler2D PixelUE_Texture2D_6;
// float4 ScreenPositionScaleBias;
// float4 SpecularOverrideParameter;
// float4 UniformPixelScalars_0;
// float4 UniformPixelScalars_1;
// float4 UniformPixelScalars_2;
// float4 UniformPixelScalars_3;
// float4 UniformPixelVector_0;
// float4 UniformPixelVector_10;
// float4 UniformPixelVector_11;
// float4 UniformPixelVector_12;
// float4 UniformPixelVector_13;
// float4 UniformPixelVector_14;
// float4 UniformPixelVector_15;
// float4 UniformPixelVector_16;
// float4 UniformPixelVector_17;
// float4 UniformPixelVector_18;
// float4 UniformPixelVector_19;
// float4 UniformPixelVector_20;
// float4 UniformPixelVector_21;
// float4 UniformPixelVector_22;
// float4 UniformPixelVector_3;
// float4 UniformPixelVector_4;
// float4 UniformPixelVector_5;
// float4 UniformPixelVector_6;
// float4 UniformPixelVector_7;
// float4 UniformPixelVector_8;
// float4 UniformPixelVector_9;
// float4x4 ViewProjectionMatrix;
// bool bEnableDistanceShadowFading;
// bool bReceiveDynamicShadows;
//
//
// Registers:
//
// Name Reg Size
// ---------------------------- ----- ----
// bReceiveDynamicShadows b0 1
// bEnableDistanceShadowFading b1 1
// ScreenPositionScaleBias c2 1
// NvStereoEnabled c5 1
// DiffuseOverrideParameter c6 1
// SpecularOverrideParameter c7 1
// ViewProjectionMatrix c8 4
// ObjectWorldPositionAndRadius c12 1
// UniformPixelVector_0 c13 1
// UniformPixelVector_3 c14 1
// UniformPixelVector_4 c15 1
// UniformPixelVector_5 c16 1
// UniformPixelVector_6 c17 1
// UniformPixelVector_7 c18 1
// UniformPixelVector_8 c19 1
// UniformPixelVector_9 c20 1
// UniformPixelVector_10 c21 1
// UniformPixelVector_11 c22 1
// UniformPixelVector_12 c23 1
// UniformPixelVector_13 c24 1
// UniformPixelVector_14 c25 1
// UniformPixelVector_15 c26 1
// UniformPixelVector_16 c27 1
// UniformPixelVector_17 c28 1
// UniformPixelVector_18 c29 1
// UniformPixelVector_19 c30 1
// UniformPixelVector_20 c31 1
// UniformPixelVector_21 c32 1
// UniformPixelVector_22 c33 1
// UniformPixelScalars_0 c34 1
// UniformPixelScalars_1 c35 1
// UniformPixelScalars_2 c36 1
// UniformPixelScalars_3 c37 1
// LightColorAndFalloffExponent c38 1
// DistanceFadeParameters c39 1
// NvStereoFixTexture s0 1
// LightAttenuationTexture s1 1
// PixelUE_Texture2D_0 s2 1
// PixelUE_Texture2D_2 s3 1
// PixelUE_Texture2D_3 s4 1
// PixelUE_Texture2D_4 s5 1
// PixelUE_Texture2D_5 s6 1
// PixelUE_Texture2D_6 s7 1
//

ps_3_0
def c0, -1, 0.0625, 0, 2
def c1, 1, 0.800000012, 0.5, 0
def c3, 0.00100000005, 0.400000006, -9.99999997e-007, 15
dcl_texcoord v0.xy
dcl_texcoord1 v1.xy
dcl_texcoord4_pp v2.xyz
dcl_texcoord6 v3.xyz
dcl_texcoord7 v4
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
dcl_2d s6
dcl_2d s7
mul r0.xy, c9, v4.y
mad r0.xy, c8, v4.x, r0
mad r0.xy, c10, v4.z, r0
add r0.xy, r0, c11
if_ne c5.x, -c5.x
add r0.w, c0.x, v4.w
if_ne r0.w, -r0.w
texld r1, c0.yzzw, s0
add r0.w, -r1.y, v4.w
mad r0.z, r1.x, r0.w, r0.x
else
mov r0.z, r0.x
endif
mov r0.xy, r0.zyzw
mov r0.z, v4.w
else
mov r0.z, v4.w
endif
nrm r1.xyz, v3
nrm_pp r2.xyz, v2
texld r3, v0, s2
mad r3.xy, r3, c0.w, c0.x
dp2add r0.w, r3, -r3, -c0.x
rsq r0.w, r0.w
rcp r3.z, r0.w
mul_pp r3.xyz, r3, c1.xxyw
nrm_pp r4.xyz, r3
dp3 r0.w, r4, r1
mul r3.xyz, r0.w, r4
mad r1.xyz, r3, c0.w, -r1
if b0
rcp r0.z, r0.z
mul r0.xy, r0.z, r0
mad r0.xy, r0, c2, c2.wzzw
texld r0, r0, s1
mul_pp r3, r0, r0
if b1
add r0.x, -c39.x, v4.w
mul_sat_pp r0.x, r0.x, c39.y
mad_pp r0.y, r0.w, -r0.w, -c0.x
mad_pp r0.xyz, r0.x, r0.y, r3.w
else
mov_pp r0.xyz, -c0.x
endif
mul_pp r0.xyz, r3, r0
else
mov_pp r0.xyz, -c0.x
endif
mov r3.xz, c0
add r5.xyz, -r3.x, -c13
mul r3.yw, c1.xxzz, v0.xxzy
texld r6, r3.ywzw, s4
mul_sat r3.yw, r6.xxzy, c34.xzzw
mov r6.xyz, c15
add r6.xyz, -r6, c16
mad r6.xyz, r3.y, r6, c15
lrp r7.xyz, r3.w, c17, r6
mad r6.xy, v0, c1.xzzw, c1.wzzw
texld r6, r6, s4
lrp r8.xyz, r6.x, r7, c14
mov r7.xyz, c18
add r7.xyz, -r7, c19
mad r7.xyz, r3.y, r7, c18
lrp r9.xyz, r3.w, c20, r7
lrp r7.xyz, r6.y, r9, r8
mov r8.xyz, c21
add r8.xyz, -r8, c22
mad r8.xyz, r3.y, r8, c21
lrp r9.xyz, r3.w, c23, r8
lrp r8.xyz, r6.z, r9, r7
mad r3.yw, v1.xxzy, c25.xxzy, c25.xzzw
texld r7, r3.ywzw, s5
mul r9.xyz, r6, c26
dp3_sat r0.w, r9, r9
mad r9.xyz, c24, r7, r3.x
mad r9.xyz, r0.w, r9, -c0.x
mul r10.xyz, r8, r9
mad r7.xyz, c24, r7, -r8
mad r7.xyz, r0.w, r7, r8
mad r7.xyz, r8, -r9, r7
mad r7.xyz, c35.x, r7, r10
add r3.yw, c28.xzzw, v1.xxzy
add r3.yw, r3, -c1.z
dp2add r8.x, c29, r3.ywzw, r3.z
dp2add r8.y, c30, r3.ywzw, r3.z
add r3.yz, r8.xxyw, c1.z
add r3.xw, -r3.x, -c28.xyzy
mul r3.xw, r3, c1.z
mad r3.xy, r3.yzzw, c28, r3.xwzw
texld r3, r3, s6
mad r8.xyz, c27, r3, -c27
mov r9.z, c36.z
mad r8.xyz, r9.z, r8, c27
mul r9.xyz, r6, c31
dp3_sat r0.w, r9, r9
mul r3.xyz, r3, r0.w
mad r9.xyz, r0.w, r3.w, -r3
mad r3.xyz, c36.z, r9, r3
lrp r9.xyz, r3, r8, -c0.x
mul r10.xyz, r7, r9
lrp r11.xyz, r3, r8, r7
mad r3.xyz, r7, -r9, r11
mad r3.xyz, c36.w, r3, r10
texld r7, v0, s3
mul r7.yzw, r3.xxyz, r7.x
mul r6.xyz, r6, c32
dp3_sat r0.w, r6, r6
mov r6.xy, c3
mul r6.xz, r6.x, c12.xyyw
frc r6.xz, r6
add r6.xz, r1.xyyw, r6
texld r8, r6.xzzw, s7
mul r6.xzw, r0.w, r8.xyyz
mul r6.xzw, r6, c33.xyyz
mad r7.yzw, r7, r6.xxzw, -r6.xxzw
mad r6.xzw, c37.x, r7.yyzw, r6
mad r3.xyz, r7.x, r3, r6.xzww
mul r3.xyz, r3, r5
mul_pp r3.xyz, r3, c6.w
mad_pp r3.xyz, r3, r6.y, c6
dp3_sat_pp r0.w, r4, r2
add r1.w, r0.w, c3.z
dp3_sat_pp r1.x, r1, r2
add r1.y, r1.x, c3.z
pow_pp r2.x, r1.x, c3.w
mul r2.yzw, r0.w, r3.xxyz
cmp r1.xzw, r1.w, r2.yyzw, c0.z
mul_pp r2.xyz, r2.x, c7
cmp_pp r2.xyz, r1.y, r2, c0.z
add_pp r1.xyz, r1.xzww, r2
mul_pp r0.xyz, r0, r1
mul oC0.xyz, r0, c38
mov oC0.w, c0.z

// approximately 152 instruction slots used (9 texture, 143 arithmetic)

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

#1
Posted 05/19/2014 03:19 AM   
Too big, how so? Do they take up more of the screen than in 2d? Maybe you just need to lower convergence? Screenshots?
Too big, how so? Do they take up more of the screen than in 2d?

Maybe you just need to lower convergence?

Screenshots?

#2
Posted 05/19/2014 03:55 AM   
Yeah, I think it's just toyification. BL2 gets it bad. You feel like a garden gnome carrying a bazooka. My guess is that it's caused by the camera being particularly low to the ground.. High convergence just makes you notice it more . I doubt there's anything you can do about it other than turn down the convergence or play on a projector. Same as any other toyification
Yeah, I think it's just toyification. BL2 gets it bad. You feel like a garden gnome carrying a bazooka.

My guess is that it's caused by the camera being particularly low to the ground.. High convergence just makes you notice it more .

I doubt there's anything you can do about it other than turn down the convergence or play on a projector. Same as any other toyification

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#3
Posted 05/19/2014 10:49 AM   
@Pirateguybrush: I think this happens in games where when you raise the FOV the gun stays the same 2D size, like in Metro 2033 and Bioshock, making the world get smaller while the gun stays the same size. Also i think my specific viewing setup is a factor, how exactly so i don't know. Heres two shots showing the difference between Nvidia and IZ3D from user 3D4DD http://photos.3dvisionlive.com/3d4dd/image/505ae72c378501e812000000/ http://photos.3dvisionlive.com/3d4dd/image/505ae70b3785017712000001/
@Pirateguybrush: I think this happens in games where when you raise the FOV the gun stays the same 2D size, like in Metro 2033 and Bioshock, making the world get smaller while the gun stays the same size. Also i think my specific viewing setup is a factor, how exactly so i don't know.

Heres two shots showing the difference between Nvidia and IZ3D from user 3D4DD

http://photos.3dvisionlive.com/3d4dd/image/505ae72c378501e812000000/

http://photos.3dvisionlive.com/3d4dd/image/505ae70b3785017712000001/

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

#4
Posted 05/19/2014 02:36 PM   
I think you're right, it's probably because the fov doesn't affect the camera's distance from the gun. Not much that can be done about that, I think.
I think you're right, it's probably because the fov doesn't affect the camera's distance from the gun. Not much that can be done about that, I think.

#5
Posted 05/19/2014 03:19 PM   
"-Field of Vision[FOV] If you are adjusting from the default in game FOV. It is recommended not to exceed 95 FOV." Increasing FOV will "increase world "convergence". Gun remains same. Decreasing FOV will "decrease world convergence". Gun remains same. I believe 85 FOV is literally what I thought was perfect placement but too narrow. 95 was best compromise. IZ3D screenshot seems to be using a much more narrow FOV. I think its even "zoomed-in". It literally cuts off side of screen/ guns. Your display might let you be able to do that [my projector can]. -------------------- Could always try the Borderlands 2 Third person view mod. Your not going to get anything done with shaders tbh.
"-Field of Vision[FOV]
If you are adjusting from the default in game FOV. It is recommended not to exceed 95 FOV."

Increasing FOV will "increase world "convergence". Gun remains same.
Decreasing FOV will "decrease world convergence". Gun remains same.
I believe 85 FOV is literally what I thought was perfect placement but too narrow. 95 was best compromise.

IZ3D screenshot seems to be using a much more narrow FOV. I think its even "zoomed-in". It literally cuts off side of screen/ guns. Your display might let you be able to do that [my projector can].
--------------------
Could always try the Borderlands 2 Third person view mod. Your not going to get anything done with shaders tbh.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#6
Posted 05/19/2014 07:47 PM   
With Tridef i can modify the position of the gun independently of the scene and push it closer to me, reducing the front and back convergence point separately (not in any sort of a straight forward way though), unfortunately the input lag with Tridef is a little too high with this game.
With Tridef i can modify the position of the gun independently of the scene and push it closer to me, reducing the front and back convergence point separately (not in any sort of a straight forward way though), unfortunately the input lag with Tridef is a little too high with this game.

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#7
Posted 05/20/2014 04:35 PM   
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