Mad Max 3D Vision
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Good luck with this one DarkStarSword !
Good luck with this one DarkStarSword !

CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless

Posted 09/30/2015 09:43 AM   
May the shader be with you!
May the shader be with you!

Posted 09/30/2015 10:42 AM   
:D
:D

Posted 09/30/2015 03:05 PM   
Awesome news - I love you Guys ;)
Awesome news - I love you Guys ;)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 09/30/2015 04:23 PM   
Feel like I'm close - shadows are now about an inch below the surface... Edit: And with a fudge factor they are lined up. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66192/[/img]
Feel like I'm close - shadows are now about an inch below the surface...

Edit: And with a fudge factor they are lined up.

Image

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 10/01/2015 01:13 PM   
Thank you very much for our efforts on this. Fingers crossed!
Thank you very much for our efforts on this. Fingers crossed!

Posted 10/01/2015 01:16 PM   
Great!! Thank u very very much.
Great!!
Thank u very very much.

CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC

Posted 10/01/2015 01:44 PM   
ok, I've worked out the pattern to fix them without using the fudge factor. Looks like my analysis was bang on the money :) https://github.com/DarkStarSword/3d-fixes/commit/c6cf136884c9a48df4178355932200558a77d354 There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66193/[/img]
ok, I've worked out the pattern to fix them without using the fudge factor. Looks like my analysis was bang on the money :)

https://github.com/DarkStarSword/3d-fixes/commit/c6cf136884c9a48df4178355932200558a77d354

There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else.

Image

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 10/01/2015 01:44 PM   
Great news. I put this game on halt until I can enjoy it in full 3D. :) I actually recognized that in addition to my general games backlog, I start to develop a 3D backlog and this is actually more than great.
Great news. I put this game on halt until I can enjoy it in full 3D. :) I actually recognized that in addition to my general games backlog, I start to develop a 3D backlog and this is actually more than great.

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

Posted 10/01/2015 01:56 PM   
[quote="DarkStarSword"]ok, I've worked out the pattern to fix them without using the fudge factor. Looks like my analysis was bang on the money :) https://github.com/DarkStarSword/3d-fixes/commit/c6cf136884c9a48df4178355932200558a77d354 There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else.[/quote] I looked into the commit. Really interesting:)) I didn't know you can simply send it like that from the VS to the PS in HLSL. I used this thing (passing a matrix or vector from VS to PS) in some of my OpenGL fixes but for some reason I had the impression I had to add extra stuff in the ini file to allow this passing... (Or this was valid only in the Helix D9 wrappers?) Looking really good;)) Looking forward to see some more stuff;))
DarkStarSword said:ok, I've worked out the pattern to fix them without using the fudge factor. Looks like my analysis was bang on the money :)


https://github.com/DarkStarSword/3d-fixes/commit/c6cf136884c9a48df4178355932200558a77d354


There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else.


I looked into the commit. Really interesting:)) I didn't know you can simply send it like that from the VS to the PS in HLSL. I used this thing (passing a matrix or vector from VS to PS) in some of my OpenGL fixes but for some reason I had the impression I had to add extra stuff in the ini file to allow this passing... (Or this was valid only in the Helix D9 wrappers?)

Looking really good;)) Looking forward to see some more stuff;))

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 10/01/2015 02:28 PM   
Yeah, passing things from the VS to matching PS is fairly simple in HLSL as long as you have enough spare texcoords (sm3 supports 12 output registers, sm4 supports 16, sm5 supports 32). The same thing works in Helix Mod as well, we just don't use it as often because Helix Mod has it's own mechanism to copy constants around. I do use it in DX9 Unity games so I can calculate the FOV once in the vertex shader and pass it to however many hundred pixel shaders the game is using for lighting. DX11 assembly shaders might not work so simply just yet - as far as I can tell Flugan's assembler preserves the ISGN and OSGN sections from the original shader, but these would need to change (I think) to successfully pass extra parameters and have them match up. Not sure, I haven't tried this on as assembly shader yet - could be that it works sometimes and crashes other times if they aren't right. When compiling a shader from HLSL these sections are regenerated so we are free to change the inputs and outputs as we like. I'm currently working on some code that will allow constant buffers and other resources to be passed around arbitrarily, including between unlrelated shaders - but I haven't finished the code yet and it's a lower priority since the only games I know we will need this for are Unity games, and at least in Unity 5 it's only for relatively minor effects that we can approximate without it (If there's any DX11 Unity 4 games it would be more important since the shadows need it there).
Yeah, passing things from the VS to matching PS is fairly simple in HLSL as long as you have enough spare texcoords (sm3 supports 12 output registers, sm4 supports 16, sm5 supports 32). The same thing works in Helix Mod as well, we just don't use it as often because Helix Mod has it's own mechanism to copy constants around. I do use it in DX9 Unity games so I can calculate the FOV once in the vertex shader and pass it to however many hundred pixel shaders the game is using for lighting.

DX11 assembly shaders might not work so simply just yet - as far as I can tell Flugan's assembler preserves the ISGN and OSGN sections from the original shader, but these would need to change (I think) to successfully pass extra parameters and have them match up. Not sure, I haven't tried this on as assembly shader yet - could be that it works sometimes and crashes other times if they aren't right. When compiling a shader from HLSL these sections are regenerated so we are free to change the inputs and outputs as we like.

I'm currently working on some code that will allow constant buffers and other resources to be passed around arbitrarily, including between unlrelated shaders - but I haven't finished the code yet and it's a lower priority since the only games I know we will need this for are Unity games, and at least in Unity 5 it's only for relatively minor effects that we can approximate without it (If there's any DX11 Unity 4 games it would be more important since the shadows need it there).

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 10/01/2015 02:44 PM   
[quote="DarkStarSword"]There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else.[/quote] Great news!!! count me in.... The fix in the PS was more difficult
DarkStarSword said:There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else.


Great news!!! count me in....
The fix in the PS was more difficult

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 10/01/2015 02:59 PM   
Really interesting information there;) I think I was familiar with the Helix Wrapper of passing constants between shaders via ini file and assumed the same thing here for some reason:)) It's really awesome that HLSL supports this;) I still think HLSL is better than assembly shaders from 101 points of view and is really awesome to know this trick works in HLSL as well;))
Really interesting information there;)
I think I was familiar with the Helix Wrapper of passing constants between shaders via ini file and assumed the same thing here for some reason:))

It's really awesome that HLSL supports this;) I still think HLSL is better than assembly shaders from 101 points of view and is really awesome to know this trick works in HLSL as well;))

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 10/01/2015 03:11 PM   
[quote="DarkStarSword"]ok, I've worked out the pattern to fix them without using the fudge factor. Looks like my analysis was bang on the money :) https://github.com/DarkStarSword/3d-fixes/commit/c6cf136884c9a48df4178355932200558a77d354 There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else. [/quote] I just want to finish up the remaining parts in SOMA;) and then I'm in! I was actually playing this game before SOMA was released last week and focused my attention on it;)) So, after I'll be back to Mad Max ! Really awesome and thank you!
DarkStarSword said:ok, I've worked out the pattern to fix them without using the fudge factor. Looks like my analysis was bang on the money :)


https://github.com/DarkStarSword/3d-fixes/commit/c6cf136884c9a48df4178355932200558a77d354


There's still more work to do (decals, halos, etc, etc). @DHR/Mike/bo3b/Helifax - do you guys want to keep working on this while I focus on some of my other projects? Let me know if you need help on anything else.


I just want to finish up the remaining parts in SOMA;) and then I'm in! I was actually playing this game before SOMA was released last week and focused my attention on it;)) So, after I'll be back to Mad Max !

Really awesome and thank you!

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 10/01/2015 03:13 PM   
@DarkStarSword I think we need one little help more with decals. e6ae451ac14140c6-vs_replace: Main Decals VS 55703687ecdf6ad0-ps_replace: One of the wrong decals type PS (is the decal under the feets, some little stones) I apply similar code used in the shadows, but i don't get the decals aligned...is a little up. This time the cbuffer used is "InstanceConsts" I attach both shaders and screenshots. THANKS A LOT!!
@DarkStarSword
I think we need one little help more with decals.

e6ae451ac14140c6-vs_replace: Main Decals VS
55703687ecdf6ad0-ps_replace: One of the wrong decals type PS (is the decal under the feets, some little stones)

I apply similar code used in the shadows, but i don't get the decals aligned...is a little up.
This time the cbuffer used is "InstanceConsts"

I attach both shaders and screenshots.

THANKS A LOT!!
Attachments

ShaderFixes.zip.jpg

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 10/01/2015 03:53 PM   
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