Rise of the Tomb Raider (3D Vision Ready Support)
  19 / 41    
[quote="helifax"]610.2 is the one.[/quote] Strange, I can only choose 604.2, 610.1 and 616.5. Would be a mess if some of us even can`t choose the version You are fixing!
helifax said:610.2 is the one.

Strange, I can only choose 604.2, 610.1 and 616.5. Would be a mess if some of us even can`t choose the version You are fixing!

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/13/2016 09:10 PM   
[quote="3d4dd"][quote="helifax"]610.2 is the one.[/quote] Strange, I can only choose 604.2, 610.1 and 616.5. Would be a mess if some of us can`t even choose the version You are fixing![/quote] Lol yeah:)) Never paid attention to what was before the decimal point;)))) I am talking about .2 (604.2) as seen here:) [url=http://www.iforce.co.nz/View.aspx?i=epfy51nj.xi5.png][img]http://iforce.co.nz/i/epfy51nj.xi5.png[/img][/url] ^_^ My bad;) Speaking of which.. Yesterday the version was 616.4 not 616.5! It says so even in their announcement and I swear I saw it like that! Did a new patch arrive? (Hotfix to .4?) EDIT: [color="green"] BUILD 610.1 ALSO WORKS[/color]. Is in build 616.x they decided to change how shaders are generated! Just tested!
3d4dd said:
helifax said:610.2 is the one.

Strange, I can only choose 604.2, 610.1 and 616.5. Would be a mess if some of us can`t even choose the version You are fixing!


Lol yeah:)) Never paid attention to what was before the decimal point;))))

I am talking about .2 (604.2) as seen here:)
Image


^_^ My bad;)

Speaking of which.. Yesterday the version was 616.4 not 616.5! It says so even in their announcement and I swear I saw it like that! Did a new patch arrive? (Hotfix to .4?)

EDIT:
BUILD 610.1 ALSO WORKS. Is in build 616.x they decided to change how shaders are generated!

Just tested!

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)

Posted 02/13/2016 09:12 PM   
Thank You! Good to know.
Thank You! Good to know.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/13/2016 10:52 PM   
I was talking to wozman Helifax. For some reason it won't update the post when I edited it. This is the link regarding 3DM anyway. http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/ I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D
I was talking to wozman Helifax.
For some reason it won't update the post when I edited it.

This is the link regarding 3DM anyway.

http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/


I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D

Posted 02/13/2016 11:24 PM   
[quote="GibsonRed"]I was talking to wozman Helifax. For some reason it won't update the post when I edited it. This is the link regarding 3DM anyway. http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/ I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D[/quote] Awesome!!! While I don't actually encourage the "pirating" part I am ALL FOR understanding how a "system" works. And as such I am really interested in how Denevo works! (I did my reading on it ;) but never looked at the "code"). I really appreciate the guys for taking a challenge in this;) Everything that is done by man-hand can be undone as well;)) Big thank you as well;) I am closing on the story-line and dumping + fixing all the shaders I encounter so far. Some of them have a clear pattern that can be easily fixed others require a bit more thinking and understanding;) I am trying to get the 3D as close as 3D Vision Ready and beyond! (As PERFECT as possible... As some 3D Vision ready games still have some broken things) Without too much spoiler: [url=http://www.iforce.co.nz/View.aspx?i=fvslkqx5.dgf.jpg][img]http://iforce.co.nz/i/fvslkqx5.dgf.jpg[/img][/url] As you can see everything is as flawless as it can get (except some minor clipping problems with the light on the statue. That is because of the TILE lighting mechanism the game uses... Mike is trying to "crack" this one open and see if we can improve it). ^_^ You guys will really be amazed by the level of quality in the game in 3D ^_^
GibsonRed said:I was talking to wozman Helifax.
For some reason it won't update the post when I edited it.

This is the link regarding 3DM anyway.
http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/

I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D


Awesome!!!
While I don't actually encourage the "pirating" part I am ALL FOR understanding how a "system" works. And as such I am really interested in how Denevo works! (I did my reading on it ;) but never looked at the "code").

I really appreciate the guys for taking a challenge in this;) Everything that is done by man-hand can be undone as well;))

Big thank you as well;) I am closing on the story-line and dumping + fixing all the shaders I encounter so far. Some of them have a clear pattern that can be easily fixed others require a bit more thinking and understanding;) I am trying to get the 3D as close as 3D Vision Ready and beyond! (As PERFECT as possible... As some 3D Vision ready games still have some broken things)

Without too much spoiler:
Image
As you can see everything is as flawless as it can get (except some minor clipping problems with the light on the statue. That is because of the TILE lighting mechanism the game uses... Mike is trying to "crack" this one open and see if we can improve it).

^_^
You guys will really be amazed by the level of quality in the game in 3D ^_^

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)

Posted 02/13/2016 11:43 PM   
Really amazing :) I also hope that denuvo will be cracked - because cracked versions of a game are a way to "jailbreak" steam games and to get rid of unwanted updates. I'm quite allergic to updates these days as an update for ESO in March will prevent DirectX 9 and mess up S3D...
Really amazing :)
I also hope that denuvo will be cracked - because cracked versions of a game are a way to "jailbreak" steam games and to get rid of unwanted updates. I'm quite allergic to updates these days as an update for ESO in March will prevent DirectX 9 and mess up S3D...

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/14/2016 12:56 AM   
[quote="3d4dd"]Really amazing :) I also hope that denuvo will be cracked - because cracked versions of a game are a way to "jailbreak" steam games and to get rid of unwanted updates. I'm quite allergic to updates these days as an update for ESO in March will prevent DirectX 9 and mess up S3D...[/quote] Yeah I heard about ESO... but until we see it I wonder... I played quite a bit of it myself but lost interested once I reached the veteran status.... PVP was fun though;) I know that we can "transfer" the DX9 to DX11 fix though...problem is time and who will do it;)
3d4dd said:Really amazing :)
I also hope that denuvo will be cracked - because cracked versions of a game are a way to "jailbreak" steam games and to get rid of unwanted updates. I'm quite allergic to updates these days as an update for ESO in March will prevent DirectX 9 and mess up S3D...


Yeah I heard about ESO... but until we see it I wonder... I played quite a bit of it myself but lost interested once I reached the veteran status.... PVP was fun though;)
I know that we can "transfer" the DX9 to DX11 fix though...problem is time and who will do it;)

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)

Posted 02/14/2016 01:08 AM   
[quote="GibsonRed"]I was talking to wozman Helifax. For some reason it won't update the post when I edited it. This is the link regarding 3DM anyway. http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/ I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D[/quote] Well then I guess I was wrong. Thanks for the heads-up on the news GibsonRed, I'm away on vacation and haven't kept up on news. Sorry I didn't mean to sound like I was second guessing you helifax, I was just curious as to 'how the system works' as well and thought that maybe there was some correlation between the two.. Thanks for all the hard work, so far its looking amazing!
GibsonRed said:I was talking to wozman Helifax.
For some reason it won't update the post when I edited it.

This is the link regarding 3DM anyway.
http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/

I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D


Well then I guess I was wrong. Thanks for the heads-up on the news GibsonRed, I'm away on vacation and haven't kept up on news. Sorry I didn't mean to sound like I was second guessing you helifax, I was just curious as to 'how the system works' as well and thought that maybe there was some correlation between the two..

Thanks for all the hard work, so far its looking amazing!

Posted 02/14/2016 02:00 AM   
[quote="Wozman420"][quote="GibsonRed"]I was talking to wozman Helifax. For some reason it won't update the post when I edited it. This is the link regarding 3DM anyway. http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/ I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D[/quote] Well then I guess I was wrong. Thanks for the heads-up on the news GibsonRed, I'm away on vacation and haven't kept up on news. Sorry I didn't mean to sound like I was second guessing you helifax, I was just curious as to 'how the system works' as well and thought that maybe there was some correlation between the two.. Thanks for all the hard work, so far its looking amazing![/quote] No, no, no;) I was just trying to explain that we've seen this before but well... not to this extent:) And I personally, never seen it in a DX game before:)
Wozman420 said:
GibsonRed said:I was talking to wozman Helifax.
For some reason it won't update the post when I edited it.

This is the link regarding 3DM anyway.

http://www.kitguru.net/gaming/security-software/matthew-wilson/3dm-might-be-able-to-crack-denuvo-protection-after-all/


I also posted how you are doing a great job and how I'm sure the time you put in fixing the game wouldn't be in vain, but it didn't show! :D


Well then I guess I was wrong. Thanks for the heads-up on the news GibsonRed, I'm away on vacation and haven't kept up on news. Sorry I didn't mean to sound like I was second guessing you helifax, I was just curious as to 'how the system works' as well and thought that maybe there was some correlation between the two..

Thanks for all the hard work, so far its looking amazing!


No, no, no;) I was just trying to explain that we've seen this before but well... not to this extent:) And I personally, never seen it in a DX game before:)

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)

Posted 02/14/2016 02:11 AM   
[quote="mike_ar69"]Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.[/quote]I haven't looked at this exact pattern, so I don't know if it will apply, but one trick I do in my own scripts to deal with that kind of issue is to check how they are used in matrix multiplications.
mike_ar69 said:Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.
I haven't looked at this exact pattern, so I don't know if it will apply, but one trick I do in my own scripts to deal with that kind of issue is to check how they are used in matrix multiplications.

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

Posted 02/14/2016 04:56 AM   
Just decided to do a complete play through of 2012 tomb raider full 3d vision play. Jumped into this one on my 4k panel on 2d and I felt lost. Such an odd feeling.. disconnected but yet similar. Parkour games are so great in 3d you forget what you loose when you don't have it. Very much a dis-service by square by not making this 3d vision. /sadpanda New graphics are amazing but Id gladly give it up for 2012 level quality with 3d support.
Just decided to do a complete play through of 2012 tomb raider full 3d vision play. Jumped into this one on my 4k panel on 2d and I felt lost. Such an odd feeling.. disconnected but yet similar. Parkour games are so great in 3d you forget what you loose when you don't have it. Very much a dis-service by square by not making this 3d vision. /sadpanda New graphics are amazing but Id gladly give it up for 2012 level quality with 3d support.

Posted 02/14/2016 08:47 AM   
[quote="RTdigital"]Just decided to do a complete play through of 2012 tomb raider full 3d vision play. Jumped into this one on my 4k panel on 2k and I felt lost. Such an odd feeling.. disconnected but yet similar. Parkour games are so great in 3d you forgot what you loose when you don't have it. Very much a dis-service by square by not making this 3d vision. /sadpanda[/quote] I don't expect the next Deux EX game to be good in 3d in anyway but that's ok since the human rev was not. Buttt if any dev's are reading this.. be awesome if you could :P
RTdigital said:Just decided to do a complete play through of 2012 tomb raider full 3d vision play. Jumped into this one on my 4k panel on 2k and I felt lost. Such an odd feeling.. disconnected but yet similar. Parkour games are so great in 3d you forgot what you loose when you don't have it. Very much a dis-service by square by not making this 3d vision. /sadpanda
I don't expect the next Deux EX game to be good in 3d in anyway but that's ok since the human rev was not. Buttt if any dev's are reading this.. be awesome if you could :P

Posted 02/14/2016 08:58 AM   
[quote="DarkStarSword"][quote="mike_ar69"]Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.[/quote]I haven't looked at this exact pattern, so I don't know if it will apply, but one trick I do in my own scripts to deal with that kind of issue is to check how they are used in matrix multiplications.[/quote] Yeah, it's not a problem to script it, I already pick out a lot of this stuff, I just need to extend it to these cases. Right now, I am more interested in working out the tile lighting and getting the previous beta version of the game working - the issues they fixed seem small to be honest. I just can't seem to find the place in either the CS or the PS for where the tile extents are defined. I might call on your talents since I don't think I understand enough how compute shaders work. The nearest I can see is that the limits are in a set of Gbuffers (g1-g3) but then there is no obvious 'depth' to make a correction.
DarkStarSword said:
mike_ar69 said:Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.
I haven't looked at this exact pattern, so I don't know if it will apply, but one trick I do in my own scripts to deal with that kind of issue is to check how they are used in matrix multiplications.

Yeah, it's not a problem to script it, I already pick out a lot of this stuff, I just need to extend it to these cases. Right now, I am more interested in working out the tile lighting and getting the previous beta version of the game working - the issues they fixed seem small to be honest. I just can't seem to find the place in either the CS or the PS for where the tile extents are defined. I might call on your talents since I don't think I understand enough how compute shaders work. The nearest I can see is that the limits are in a set of Gbuffers (g1-g3) but then there is no obvious 'depth' to make a correction.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/14/2016 06:44 PM   
[quote="mike_ar69"][quote="DarkStarSword"][quote="mike_ar69"]Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.[/quote]I haven't looked at this exact pattern, so I don't know if it will apply, but one trick I do in my own scripts to deal with that kind of issue is to check how they are used in matrix multiplications.[/quote] Yeah, it's not a problem to script it, I already pick out a lot of this stuff, I just need to extend it to these cases. Right now, I am more interested in working out the tile lighting and getting the previous beta version of the game working - the issues they fixed seem small to be honest. I just can't seem to find the place in either the CS or the PS for where the tile extents are defined. I might call on your talents since I don't think I understand enough how compute shaders work. The nearest I can see is that the limits are in a set of Gbuffers (g1-g3) but then there is no obvious 'depth' to make a correction.[/quote] I am really interested about this! I have tried numerous times to "play" about with CS but have no idea HOW I can affect the STEREO output from a CS though... I think DarkStarSword is the best person who knows here how a CS can affect stereo rendering;) On a side note I just finished the main story + tombs + all travel-to locations and fixed all the stuff that I have found. The HUD and various other things needed fixing as well... What is interesting about this game is that for some things it requires up to 3 shaders to be corrected and each shader requires more than one correction. From my end we are almost done;) Still a couple of things need to be fixed and of course the Tile Lighting is the biggest issue now;) Once everything is done it will look absolutely GORGEOUS!
mike_ar69 said:
DarkStarSword said:
mike_ar69 said:Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.
I haven't looked at this exact pattern, so I don't know if it will apply, but one trick I do in my own scripts to deal with that kind of issue is to check how they are used in matrix multiplications.

Yeah, it's not a problem to script it, I already pick out a lot of this stuff, I just need to extend it to these cases. Right now, I am more interested in working out the tile lighting and getting the previous beta version of the game working - the issues they fixed seem small to be honest. I just can't seem to find the place in either the CS or the PS for where the tile extents are defined. I might call on your talents since I don't think I understand enough how compute shaders work. The nearest I can see is that the limits are in a set of Gbuffers (g1-g3) but then there is no obvious 'depth' to make a correction.


I am really interested about this! I have tried numerous times to "play" about with CS but have no idea HOW I can affect the STEREO output from a CS though... I think DarkStarSword is the best person who knows here how a CS can affect stereo rendering;)

On a side note I just finished the main story + tombs + all travel-to locations and fixed all the stuff that I have found.
The HUD and various other things needed fixing as well...
What is interesting about this game is that for some things it requires up to 3 shaders to be corrected and each shader requires more than one correction.
From my end we are almost done;) Still a couple of things need to be fixed and of course the Tile Lighting is the biggest issue now;)

Once everything is done it will look absolutely GORGEOUS!

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)

Posted 02/14/2016 07:05 PM   
Tomb Raider holds the lone position in the Best Game Ever category of my Steam library, but only because it worked in 3D. Pressing ctrl-T in that game was alike to pressing alt-F4, it pretty much turned the game off. I was hoping the sequel would join the first in the list but obviously that's not possible, as I have zero interest in 2D Cyclop Ready titles. If you geniuses in here can pull this off, we are forever indebted.
Tomb Raider holds the lone position in the Best Game Ever category of my Steam library, but only because it worked in 3D. Pressing ctrl-T in that game was alike to pressing alt-F4, it pretty much turned the game off. I was hoping the sequel would join the first in the list but obviously that's not possible, as I have zero interest in 2D Cyclop Ready titles. If you geniuses in here can pull this off, we are forever indebted.

Posted 02/14/2016 08:07 PM   
  19 / 41    
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