Hello DSS,
I think you already know that no shaderfix causes the UI-flickering.
After deleting all ShaderFixes in the directory, the flickering still remains.
So I think we have to live with that - maybe one of the next gameupdates brings more stability
to the UI while being wrapped by 3DMigoto.
The shaderfixes are fully satisfying - the game looks awesome!
I think the (relatively big) minimap hurts the most when it flickers - unfortunately it is needed
to succeed in the game.
THX again for your work.
Greetings Psykitt
Hello DSS,
I think you already know that no shaderfix causes the UI-flickering.
After deleting all ShaderFixes in the directory, the flickering still remains.
So I think we have to live with that - maybe one of the next gameupdates brings more stability
to the UI while being wrapped by 3DMigoto.
The shaderfixes are fully satisfying - the game looks awesome!
I think the (relatively big) minimap hurts the most when it flickers - unfortunately it is needed
to succeed in the game.
[quote="Psykitt"]One word to EasyAntiCheat:
as soon as you replace the "d3dcompiler_46.dll" EAC refuses to connect you to the internet - no command line parameters are needed!
With the original "d3dcompiler_46.dll" you will be connected to the internet again.
It seems that EAC does not "ban" it just states that it is not installed correctly and you failed the
EAC-verification. No online activities are functioning until you resolve the error.
Unfortunately this does not solve the UI-flickering as I hoped it would.
Just my 2 cents...
Psykitt[/quote]
Strange. That file is unmodified, and is a file from the Microsoft SDK that is expected to be shipped with games. The files are identical, if they did a checksum, it would be the same file. It's weird that they flag that as a broken installation. Probably time stamp based.
Psykitt said:One word to EasyAntiCheat:
as soon as you replace the "d3dcompiler_46.dll" EAC refuses to connect you to the internet - no command line parameters are needed!
With the original "d3dcompiler_46.dll" you will be connected to the internet again.
It seems that EAC does not "ban" it just states that it is not installed correctly and you failed the
EAC-verification. No online activities are functioning until you resolve the error.
Unfortunately this does not solve the UI-flickering as I hoped it would.
Just my 2 cents...
Psykitt
Strange. That file is unmodified, and is a file from the Microsoft SDK that is expected to be shipped with games. The files are identical, if they did a checksum, it would be the same file. It's weird that they flag that as a broken installation. Probably time stamp based.
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
[quote="Psykitt"]Hello DSS,
I think you already know that no shaderfix causes the UI-flickering.
After deleting all ShaderFixes in the directory, the flickering still remains.
So I think we have to live with that - maybe one of the next gameupdates brings more stability
to the UI while being wrapped by 3DMigoto.[/quote]Oh, I'm sure I'll be able to fix that if I could only reproduce it to confirm that it is due to what I suspect, but it continues to work perfectly fine for me :-/
I might need to install it on my laptop and see if it happens there, but in the meantime can you tell me - does the whole minimap flicker, or only the icons, or only the map background?
Then, can you do the following experiment - search the d3dx.ini for this section:
[code]
[ShaderOverrideCrosshair2]
hash = 1dae0b5e61f23273
ResourceViewport__DepthVPSampler__TexObj__Copy = copy ResourceViewport__DepthVPSampler__TexObj__Ref
vs-t110 = ref ResourceViewport__DepthVPSampler__TexObj__Copy
vs-cb13 = ref ResourceViewport
post vs-t110 = null
post vs-cb13 = null
;analyse_options = dump_rt dump_tex dump_depth
x1 = ps-t0
; Unbind the depth buffer while drawing the HUD as it was confusing the driver
; heuristics:
ResourceBak = ref oD
oD = null
post oD = ref ResourceBak
[/code]
Comment out the line 'oD = null' then press F10 in game to reload the config and answer the above questions again.
I suspect that I'll need to do something like that to all the flickering HUD shaders (but not exactly that - some of the HUD does use the stencil buffer, so unbinding it from all the HUD shaders mess a few things up. The usual technique I would use to neutralise the driver's stereo correction doesn't work so well in this game, but I do have another trick or two up my sleeve I can try).
Psykitt said:Hello DSS,
I think you already know that no shaderfix causes the UI-flickering.
After deleting all ShaderFixes in the directory, the flickering still remains.
So I think we have to live with that - maybe one of the next gameupdates brings more stability
to the UI while being wrapped by 3DMigoto.
Oh, I'm sure I'll be able to fix that if I could only reproduce it to confirm that it is due to what I suspect, but it continues to work perfectly fine for me :-/
I might need to install it on my laptop and see if it happens there, but in the meantime can you tell me - does the whole minimap flicker, or only the icons, or only the map background?
Then, can you do the following experiment - search the d3dx.ini for this section:
[ShaderOverrideCrosshair2]
hash = 1dae0b5e61f23273
ResourceViewport__DepthVPSampler__TexObj__Copy = copy ResourceViewport__DepthVPSampler__TexObj__Ref
vs-t110 = ref ResourceViewport__DepthVPSampler__TexObj__Copy
vs-cb13 = ref ResourceViewport
post vs-t110 = null
post vs-cb13 = null
;analyse_options = dump_rt dump_tex dump_depth
x1 = ps-t0
; Unbind the depth buffer while drawing the HUD as it was confusing the driver
; heuristics:
ResourceBak = ref oD
oD = null
post oD = ref ResourceBak
Comment out the line 'oD = null' then press F10 in game to reload the config and answer the above questions again.
I suspect that I'll need to do something like that to all the flickering HUD shaders (but not exactly that - some of the HUD does use the stencil buffer, so unbinding it from all the HUD shaders mess a few things up. The usual technique I would use to neutralise the driver's stereo correction doesn't work so well in this game, but I do have another trick or two up my sleeve I can try).
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
[quote="DarkStarSword"]
I might need to install it on my laptop and see if it happens there, but in the meantime can you tell me - does the whole minimap flicker, or only the icons, or only the map background?
[/quote]
Yeah it's the all minimap that flicker, plus objective icon + tips etc all in the same time.
I'll do your test a little later.
Did you try with single GPU on your desktop?
I might need to install it on my laptop and see if it happens there, but in the meantime can you tell me - does the whole minimap flicker, or only the icons, or only the map background?
Yeah it's the all minimap that flicker, plus objective icon + tips etc all in the same time.
Will test DSS changes for the INI but first let me tell you:
The flickering UI is not an issue from MIGOTO. Its also NOT an issue caused by the WD2 profile in the driver. I have removed ALL migoto files, also take d3dcompiler_46.dll original, also removed the exe from the WD2 profile. UI flickering is still there. As told before, in most cases occuring in high contrast areas and in areas with much shadows. Sometimes i have to play and walk around and hack some peoples for about 1 min to run into flicker issue. The complete UI is flickering, minimap, symbols, Smartphone ... everything. I have tryed diferent migoto DLLs, nothing will change.
After i have tryed your d3dx.ini changes, i will DDU the driver and get it fresh installed...will see and report back.
PS: The 3d3compiler_46.dll from the game (just got it after using repair function) is not the same as in migoto alpha 0.3
[URL=http://www.directupload.net/file/d/4590/ly5jjikj_jpg.htm][IMG]http://fs5.directupload.net/images/170104/temp/ly5jjikj.jpg[/IMG][/URL]
[b]//EDIT1:[/b]
[s]- Strange, fix is not working anymore, even after reinstall it...hm...i will DDU the driver and check again....[/s] --- was a problem with shader quality, switched back to ULTRA, now its ok
[b]//EDIT2:[/b]
- using DDU to uninstall driver, reinstalled the newest hoftix driver without NV-GforceExp ==> UI still flicker
- Comment out ";oD = null" no changes, no other behavior. whol UI flicker (left eye)
Will test DSS changes for the INI but first let me tell you:
The flickering UI is not an issue from MIGOTO. Its also NOT an issue caused by the WD2 profile in the driver. I have removed ALL migoto files, also take d3dcompiler_46.dll original, also removed the exe from the WD2 profile. UI flickering is still there. As told before, in most cases occuring in high contrast areas and in areas with much shadows. Sometimes i have to play and walk around and hack some peoples for about 1 min to run into flicker issue. The complete UI is flickering, minimap, symbols, Smartphone ... everything. I have tryed diferent migoto DLLs, nothing will change.
After i have tryed your d3dx.ini changes, i will DDU the driver and get it fresh installed...will see and report back.
PS: The 3d3compiler_46.dll from the game (just got it after using repair function) is not the same as in migoto alpha 0.3
//EDIT1: - Strange, fix is not working anymore, even after reinstall it...hm...i will DDU the driver and check again.... --- was a problem with shader quality, switched back to ULTRA, now its ok
//EDIT2:
- using DDU to uninstall driver, reinstalled the newest hoftix driver without NV-GforceExp ==> UI still flicker
- Comment out ";oD = null" no changes, no other behavior. whol UI flicker (left eye)
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Well, something corrupted my install, and now UPlay is now re-downloading 12GB, so I won't be able to keep working on it until the early hours of the morning :-/
In the meantime, here's my latest WIP:
[center][size="XL"][color="orange"][b]Alpha release 0.4:[/b][/color][/size]
[url]https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.4.zip[/url]
[size="L"][color="orange"]Be sure to use uninstall.bat before upgrading to this version[/color][/size]
[/center]
Changes since v0.3:
- Fix thick ray-marched volumetric fog that rolls in over SF bay from time to time (there may still be some clipping - I didn't get a chance to check if that had been resolved by any of my changes since it depends on specific weather conditions)
- Fix shadow volumes (god rays)
- Fix sun/moon glow in more weather conditions
- Some other fog tweaks
- Fix glass reflections (I think - it crashed before I was able to thoroughly test this)
Well, something corrupted my install, and now UPlay is now re-downloading 12GB, so I won't be able to keep working on it until the early hours of the morning :-/
Be sure to use uninstall.bat before upgrading to this version
Changes since v0.3:
- Fix thick ray-marched volumetric fog that rolls in over SF bay from time to time (there may still be some clipping - I didn't get a chance to check if that had been resolved by any of my changes since it depends on specific weather conditions)
- Fix shadow volumes (god rays)
- Fix sun/moon glow in more weather conditions
- Some other fog tweaks
- Fix glass reflections (I think - it crashed before I was able to thoroughly test this)
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
BTW it is specifically these icons I was asking about - they are the ones I have already neutralised the driver's stereo correction to force to screen depth - if they are not flickering but everything else is that will help narrow down the problem:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71263/[/img]
[quote="Losti"][s]- Strange, fix is not working anymore, even after reinstall it...hm...i will DDU the driver and check again....[/s] --- was a problem with shader quality, switched back to ULTRA, now its ok[/quote]Do you know which settings you were on? I haven't catalogued what settings affect what as yet.
BTW it is specifically these icons I was asking about - they are the ones I have already neutralised the driver's stereo correction to force to screen depth - if they are not flickering but everything else is that will help narrow down the problem:
Losti said:- Strange, fix is not working anymore, even after reinstall it...hm...i will DDU the driver and check again.... --- was a problem with shader quality, switched back to ULTRA, now its ok
Do you know which settings you were on? I haven't catalogued what settings affect what as yet.
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
Much THX DSS for this amazing work. There are no problems left @ the first look. UI flickering is the major problem right now :-(
- did have made some changes in the driver profile without any sucesss (refresh rate lock, comp. bits, vsyn etc)
- also occuring without 3DMigoto-fix
- seems to be relatively randomized but will increase the longer you play.
[u]Problem left atm for me:[/u]
- leaved are not @ one eye, but the depth of both eyes is far away from "normal" seems that they will render in much higher depth/conv than the other stuff.
Much THX DSS for this amazing work. There are no problems left @ the first look. UI flickering is the major problem right now :-(
- did have made some changes in the driver profile without any sucesss (refresh rate lock, comp. bits, vsyn etc)
- also occuring without 3DMigoto-fix
- seems to be relatively randomized but will increase the longer you play.
Problem left atm for me:
- leaved are not @ one eye, but the depth of both eyes is far away from "normal" seems that they will render in much higher depth/conv than the other stuff.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[quote="DarkStarSword"]BTW it is specifically these icons I was asking about - they are the ones I have already neutralised the driver's stereo correction to force to screen depth - if they are not flickering but everything else is that will help narrow down the problem:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71263/[/img]
[quote="Losti"][s]- Strange, fix is not working anymore, even after reinstall it...hm...i will DDU the driver and check again....[/s] --- was a problem with shader quality, switched back to ULTRA, now its ok[/quote]Do you know which settings you were on? I haven't catalogued what settings affect what as yet.[/quote]
==> i was on ULTRA shadows, changed to HFTS, allwas ok. After restarting the game, shadows broken. Go back to ULTA, all will be finde, go back to HFTS all is fine too....did not tryed restarting game again, ill go with ultra (even because of the performance.)
==> The symbols will also flicker like the map and like the other symbold in depth @ a camera or hacked player etc...even with and without "oD = null" in the ini file.
[u][b]//EDIT1:[/b][/u]
- I can confirm: PCSS and HFTS will not work with the fix. Changing to PCSS or HFTS will requiere return to main menue and load the game again. Than shadows are broken. Use ULTRA will work.
DarkStarSword said:BTW it is specifically these icons I was asking about - they are the ones I have already neutralised the driver's stereo correction to force to screen depth - if they are not flickering but everything else is that will help narrow down the problem:
Losti said:- Strange, fix is not working anymore, even after reinstall it...hm...i will DDU the driver and check again.... --- was a problem with shader quality, switched back to ULTRA, now its ok
Do you know which settings you were on? I haven't catalogued what settings affect what as yet.
==> i was on ULTRA shadows, changed to HFTS, allwas ok. After restarting the game, shadows broken. Go back to ULTA, all will be finde, go back to HFTS all is fine too....did not tryed restarting game again, ill go with ultra (even because of the performance.)
==> The symbols will also flicker like the map and like the other symbold in depth @ a camera or hacked player etc...even with and without "oD = null" in the ini file.
//EDIT1:
- I can confirm: PCSS and HFTS will not work with the fix. Changing to PCSS or HFTS will requiere return to main menue and load the game again. Than shadows are broken. Use ULTRA will work.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
UI Flickering seems to be solved using LOW-grafic config!!!
==> I will check the option causing this and will report back in [b]THIS[/b] post
[b][u]//EDIT1:[/u][/b]
skr68 did exact the same I did .... I have played some more with the grafic settings and there is only one clue: The flickering depends on the MEM load.
- Reducing graphic quality will reduce flickering.
- ULTRA grafic will flicker but reducing pixel density to 0.8 will remove flickering (because less mem used)
- ULTRA grafic will flicker but reducing pixel density to 0.8 AND use nvidia DSR @ higher resolution will return flickering
==> This seems to be a game issue and is dependend on grafic card in general or grafic card memory (i got 8 GB GTX 1070 single gpu) and is related to how the game handels the mem i think....but im not an expert ^^
==> Strange: only left eye suffers from that.
UI Flickering seems to be solved using LOW-grafic config!!!
==> I will check the option causing this and will report back in THIS post
//EDIT1:
skr68 did exact the same I did .... I have played some more with the grafic settings and there is only one clue: The flickering depends on the MEM load.
- Reducing graphic quality will reduce flickering.
- ULTRA grafic will flicker but reducing pixel density to 0.8 will remove flickering (because less mem used)
- ULTRA grafic will flicker but reducing pixel density to 0.8 AND use nvidia DSR @ higher resolution will return flickering
==> This seems to be a game issue and is dependend on grafic card in general or grafic card memory (i got 8 GB GTX 1070 single gpu) and is related to how the game handels the mem i think....but im not an expert ^^
==> Strange: only left eye suffers from that.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Hi all!
I am following this thread for a while, and first of all I must say a big THANKS to DarkStarSword for his amazing fix!
I am only playing this game since yesterday, and I am also encountering the UI flickering. I have a GTX 980, and I am on driver version 376.19 on a Win 10 64bit machine with a i7-3770K@4GHz. I just installed the new 0.4 version of the fix.
I was experimenting a bit and found, like Losti, that low graphic settings will significantly reduce the UI flickering. Reduce, but not eliminate. They get worse the more settings I increase to high, but they will not completely go away when everything is on low.
The only thing that really has a reproducable effect on flickering for me is the pixel density. If I set it on 1.0, the flickering is there. It will decrease the lower the density, and it will completely go away if it is on 0.75 -- even on high graphic settings. For the moment, I will keep it on 0.9 because even though the flickering is still there, I can endure it. It is significantly better than on 1.0. However, the picture is lacking a lot of sharpness on this setting...
The flickering depends on where you are and where you look. I found that it is worst if you have the sun to your side, stand a bit in the shadows and look into a bright area. But this is not always the same.
For me, the complete UI is flickering, including the icons DarkStarSword was asking for. It made no difference if I commented out the oD = null line in the ini file. However, I am not sure if the F10 key works for me since it is configured to bring up the game tutorial.
Best regards, and keep up the good work!
I am following this thread for a while, and first of all I must say a big THANKS to DarkStarSword for his amazing fix!
I am only playing this game since yesterday, and I am also encountering the UI flickering. I have a GTX 980, and I am on driver version 376.19 on a Win 10 64bit machine with a i7-3770K@4GHz. I just installed the new 0.4 version of the fix.
I was experimenting a bit and found, like Losti, that low graphic settings will significantly reduce the UI flickering. Reduce, but not eliminate. They get worse the more settings I increase to high, but they will not completely go away when everything is on low.
The only thing that really has a reproducable effect on flickering for me is the pixel density. If I set it on 1.0, the flickering is there. It will decrease the lower the density, and it will completely go away if it is on 0.75 -- even on high graphic settings. For the moment, I will keep it on 0.9 because even though the flickering is still there, I can endure it. It is significantly better than on 1.0. However, the picture is lacking a lot of sharpness on this setting...
The flickering depends on where you are and where you look. I found that it is worst if you have the sun to your side, stand a bit in the shadows and look into a bright area. But this is not always the same.
For me, the complete UI is flickering, including the icons DarkStarSword was asking for. It made no difference if I commented out the oD = null line in the ini file. However, I am not sure if the F10 key works for me since it is configured to bring up the game tutorial.
Thanks for the info - very helpful. From your tests it sounds like the flickering is not what I suspected unfortunately :(
FWIW I'm running on SLI 980s, 4GB each + sharing 8GB of system memory for a total of 12GB usable graphics memory (16GB of RAM installed) on Win 10. I'm mostly using Ultra settings except for one or two things like motion blur disabled.
I've noticed this game (or maybe 3DMigoto) seems to have a gradual memory leak - it seemed to be very gradual only causing issues after running the game for many hours (I believe I had it running for something like 48 hours before it crashed, though most of that was in the menu and/or minimised - I didn't want to close it and risk losing the specific weather conditions I was working on), but maybe it it worse in some cases and could be related to why the flickering seems to have a delay. Have any of you got any warnings from windows about being low on memory while playing this?
It doesn't surprise me that the soft shadow variants don't work - I haven't looked at them yet, and it is very likely that they are using a third party implementation of these (maybe even from nvidia if it's like the soft shadows in FC4), so won't follow the same pattern as the regular shadows. I'll look at these later (having to restart is a pain - the loading screen on this game takes ages).
For the leaves - right before my install got corrupted I came across a tree with desynced leaves and discovered that the driver had decided to steroise the wind fluid dynamics simulation (earlier when I looked at these it was always mono), hence the leaves would blow in different directions in each eye. I was about to run this experiment - can one of you still experiencing issues with the leaves try adding this to the d3dx.ini and see if it makes a difference:
[code]
[TextureOverrideWindSimulation]
hash = baf6dce0
StereoMode = 2
[/code]
Thanks for the info - very helpful. From your tests it sounds like the flickering is not what I suspected unfortunately :(
FWIW I'm running on SLI 980s, 4GB each + sharing 8GB of system memory for a total of 12GB usable graphics memory (16GB of RAM installed) on Win 10. I'm mostly using Ultra settings except for one or two things like motion blur disabled.
I've noticed this game (or maybe 3DMigoto) seems to have a gradual memory leak - it seemed to be very gradual only causing issues after running the game for many hours (I believe I had it running for something like 48 hours before it crashed, though most of that was in the menu and/or minimised - I didn't want to close it and risk losing the specific weather conditions I was working on), but maybe it it worse in some cases and could be related to why the flickering seems to have a delay. Have any of you got any warnings from windows about being low on memory while playing this?
It doesn't surprise me that the soft shadow variants don't work - I haven't looked at them yet, and it is very likely that they are using a third party implementation of these (maybe even from nvidia if it's like the soft shadows in FC4), so won't follow the same pattern as the regular shadows. I'll look at these later (having to restart is a pain - the loading screen on this game takes ages).
For the leaves - right before my install got corrupted I came across a tree with desynced leaves and discovered that the driver had decided to steroise the wind fluid dynamics simulation (earlier when I looked at these it was always mono), hence the leaves would blow in different directions in each eye. I was about to run this experiment - can one of you still experiencing issues with the leaves try adding this to the d3dx.ini and see if it makes a difference:
[quote="DarkStarSword"]
For the leaves - right before my install got corrupted I came across a tree with desynced leaves and discovered that the driver had decided to steroise the wind fluid dynamics simulation (earlier when I looked at these it was always mono), hence the leaves would blow in different directions in each eye. I was about to run this experiment - can one of you still experiencing issues with the leaves try adding this to the d3dx.ini and see if it makes a difference:
[code]
[TextureOverrideWindSimulation]
hash = baf6dce0
StereoMode = 2
[/code]
[/quote]
Hm, this will crash the game. Launching game without this addition and add this later and reload with F10 will make no effect.
[b]==> How can i get some system memory shared with grafic mem???[/b]
[quote]Have any of you got any warnings from windows about being low on memory while playing this[/quote]
==> nope.
DarkStarSword said:
For the leaves - right before my install got corrupted I came across a tree with desynced leaves and discovered that the driver had decided to steroise the wind fluid dynamics simulation (earlier when I looked at these it was always mono), hence the leaves would blow in different directions in each eye. I was about to run this experiment - can one of you still experiencing issues with the leaves try adding this to the d3dx.ini and see if it makes a difference:
Hello
with reducing the Pixeldensity to 0.8 I can reduce the flickering drastically.
It now flickers let's say only once per Minutes.
But reducing the memory load from 5GB to 4GB does not help on my system (also GTX 1070 with 8GB VRAM)
So my suggestion is:
Textures = Ultra (around 5GB VRAM is needed)
Motion Blur = OFF
Depth Of Field = OFF (with this you have more detailed faces of the NPCs too)
FOV = 80 %
Pixeldensity = 0.8 (to nearly kill the annoying flickering)
Sharpness = 10 % ( to regain the sharpness you lost from reducing the pixeldensity)
TXAA = 8x (makes smooth and runs smooth at 1280x720 3DTVPlay)
@ DarkStarSword
Leaves are OK for me atm but I will have an eye on them.
Carglass and other reflections are perfect now - THX
No windows warnings.
Sometimes I have strange (short) day/night/day changes.
Greetings Psykitt
Hello
with reducing the Pixeldensity to 0.8 I can reduce the flickering drastically.
It now flickers let's say only once per Minutes.
But reducing the memory load from 5GB to 4GB does not help on my system (also GTX 1070 with 8GB VRAM)
So my suggestion is:
Textures = Ultra (around 5GB VRAM is needed)
Motion Blur = OFF
Depth Of Field = OFF (with this you have more detailed faces of the NPCs too)
FOV = 80 %
Pixeldensity = 0.8 (to nearly kill the annoying flickering)
Sharpness = 10 % ( to regain the sharpness you lost from reducing the pixeldensity)
TXAA = 8x (makes smooth and runs smooth at 1280x720 3DTVPlay)
@ DarkStarSword
Leaves are OK for me atm but I will have an eye on them.
Carglass and other reflections are perfect now - THX
No windows warnings.
Sometimes I have strange (short) day/night/day changes.
[quote="Losti"]Hm, this will crash the game. Launching game without this addition and add this later and reload with F10 will make no effect.[/quote]Bugger, but at least that explains why my game was crashing before I hit verify files in UPlay o_O
Reloading the config doesn't work for StereoMode overrides since it has to be present when the game creates the texture.
[quote][b]==> How can i get some system memory shared with grafic mem???[/b][/quote]I didn't do anything special to enable this - just check in nvidia control panel under system information to see what it says under shared system memory.
[quote][quote]Have any of you got any warnings from windows about being low on memory while playing this[/quote]
==> nope.
[/quote]Good to know :)
Losti said:Hm, this will crash the game. Launching game without this addition and add this later and reload with F10 will make no effect.
Bugger, but at least that explains why my game was crashing before I hit verify files in UPlay o_O
Reloading the config doesn't work for StereoMode overrides since it has to be present when the game creates the texture.
==> How can i get some system memory shared with grafic mem???
I didn't do anything special to enable this - just check in nvidia control panel under system information to see what it says under shared system memory.
Have any of you got any warnings from windows about being low on memory while playing this
==> nope.
Good to know :)
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
I think you already know that no shaderfix causes the UI-flickering.
After deleting all ShaderFixes in the directory, the flickering still remains.
So I think we have to live with that - maybe one of the next gameupdates brings more stability
to the UI while being wrapped by 3DMigoto.
The shaderfixes are fully satisfying - the game looks awesome!
I think the (relatively big) minimap hurts the most when it flickers - unfortunately it is needed
to succeed in the game.
THX again for your work.
Greetings Psykitt
Strange. That file is unmodified, and is a file from the Microsoft SDK that is expected to be shipped with games. The files are identical, if they did a checksum, it would be the same file. It's weird that they flag that as a broken installation. Probably time stamp based.
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 might need to install it on my laptop and see if it happens there, but in the meantime can you tell me - does the whole minimap flicker, or only the icons, or only the map background?
Then, can you do the following experiment - search the d3dx.ini for this section:
Comment out the line 'oD = null' then press F10 in game to reload the config and answer the above questions again.
I suspect that I'll need to do something like that to all the flickering HUD shaders (but not exactly that - some of the HUD does use the stencil buffer, so unbinding it from all the HUD shaders mess a few things up. The usual technique I would use to neutralise the driver's stereo correction doesn't work so well in this game, but I do have another trick or two up my sleeve I can try).
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
Yeah it's the all minimap that flicker, plus objective icon + tips etc all in the same time.
I'll do your test a little later.
Did you try with single GPU on your desktop?
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
The flickering UI is not an issue from MIGOTO. Its also NOT an issue caused by the WD2 profile in the driver. I have removed ALL migoto files, also take d3dcompiler_46.dll original, also removed the exe from the WD2 profile. UI flickering is still there. As told before, in most cases occuring in high contrast areas and in areas with much shadows. Sometimes i have to play and walk around and hack some peoples for about 1 min to run into flicker issue. The complete UI is flickering, minimap, symbols, Smartphone ... everything. I have tryed diferent migoto DLLs, nothing will change.
After i have tryed your d3dx.ini changes, i will DDU the driver and get it fresh installed...will see and report back.
PS: The 3d3compiler_46.dll from the game (just got it after using repair function) is not the same as in migoto alpha 0.3
//EDIT1:
- Strange, fix is not working anymore, even after reinstall it...hm...i will DDU the driver and check again....--- was a problem with shader quality, switched back to ULTRA, now its ok//EDIT2:
- using DDU to uninstall driver, reinstalled the newest hoftix driver without NV-GforceExp ==> UI still flicker
- Comment out ";oD = null" no changes, no other behavior. whol UI flicker (left eye)
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In the meantime, here's my latest WIP:
https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-0.4.zip
Be sure to use uninstall.bat before upgrading to this version
Changes since v0.3:
- Fix thick ray-marched volumetric fog that rolls in over SF bay from time to time (there may still be some clipping - I didn't get a chance to check if that had been resolved by any of my changes since it depends on specific weather conditions)
- Fix shadow volumes (god rays)
- Fix sun/moon glow in more weather conditions
- Some other fog tweaks
- Fix glass reflections (I think - it crashed before I was able to thoroughly test this)
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
Do you know which settings you were on? I haven't catalogued what settings affect what as yet.
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
- did have made some changes in the driver profile without any sucesss (refresh rate lock, comp. bits, vsyn etc)
- also occuring without 3DMigoto-fix
- seems to be relatively randomized but will increase the longer you play.
Problem left atm for me:
- leaved are not @ one eye, but the depth of both eyes is far away from "normal" seems that they will render in much higher depth/conv than the other stuff.
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==> i was on ULTRA shadows, changed to HFTS, allwas ok. After restarting the game, shadows broken. Go back to ULTA, all will be finde, go back to HFTS all is fine too....did not tryed restarting game again, ill go with ultra (even because of the performance.)
==> The symbols will also flicker like the map and like the other symbold in depth @ a camera or hacked player etc...even with and without "oD = null" in the ini file.
//EDIT1:
- I can confirm: PCSS and HFTS will not work with the fix. Changing to PCSS or HFTS will requiere return to main menue and load the game again. Than shadows are broken. Use ULTRA will work.
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==> I will check the option causing this and will report back in THIS post
//EDIT1:
skr68 did exact the same I did .... I have played some more with the grafic settings and there is only one clue: The flickering depends on the MEM load.
- Reducing graphic quality will reduce flickering.
- ULTRA grafic will flicker but reducing pixel density to 0.8 will remove flickering (because less mem used)
- ULTRA grafic will flicker but reducing pixel density to 0.8 AND use nvidia DSR @ higher resolution will return flickering
==> This seems to be a game issue and is dependend on grafic card in general or grafic card memory (i got 8 GB GTX 1070 single gpu) and is related to how the game handels the mem i think....but im not an expert ^^
==> Strange: only left eye suffers from that.
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I am following this thread for a while, and first of all I must say a big THANKS to DarkStarSword for his amazing fix!
I am only playing this game since yesterday, and I am also encountering the UI flickering. I have a GTX 980, and I am on driver version 376.19 on a Win 10 64bit machine with a i7-3770K@4GHz. I just installed the new 0.4 version of the fix.
I was experimenting a bit and found, like Losti, that low graphic settings will significantly reduce the UI flickering. Reduce, but not eliminate. They get worse the more settings I increase to high, but they will not completely go away when everything is on low.
The only thing that really has a reproducable effect on flickering for me is the pixel density. If I set it on 1.0, the flickering is there. It will decrease the lower the density, and it will completely go away if it is on 0.75 -- even on high graphic settings. For the moment, I will keep it on 0.9 because even though the flickering is still there, I can endure it. It is significantly better than on 1.0. However, the picture is lacking a lot of sharpness on this setting...
The flickering depends on where you are and where you look. I found that it is worst if you have the sun to your side, stand a bit in the shadows and look into a bright area. But this is not always the same.
For me, the complete UI is flickering, including the icons DarkStarSword was asking for. It made no difference if I commented out the oD = null line in the ini file. However, I am not sure if the F10 key works for me since it is configured to bring up the game tutorial.
Best regards, and keep up the good work!
FWIW I'm running on SLI 980s, 4GB each + sharing 8GB of system memory for a total of 12GB usable graphics memory (16GB of RAM installed) on Win 10. I'm mostly using Ultra settings except for one or two things like motion blur disabled.
I've noticed this game (or maybe 3DMigoto) seems to have a gradual memory leak - it seemed to be very gradual only causing issues after running the game for many hours (I believe I had it running for something like 48 hours before it crashed, though most of that was in the menu and/or minimised - I didn't want to close it and risk losing the specific weather conditions I was working on), but maybe it it worse in some cases and could be related to why the flickering seems to have a delay. Have any of you got any warnings from windows about being low on memory while playing this?
It doesn't surprise me that the soft shadow variants don't work - I haven't looked at them yet, and it is very likely that they are using a third party implementation of these (maybe even from nvidia if it's like the soft shadows in FC4), so won't follow the same pattern as the regular shadows. I'll look at these later (having to restart is a pain - the loading screen on this game takes ages).
For the leaves - right before my install got corrupted I came across a tree with desynced leaves and discovered that the driver had decided to steroise the wind fluid dynamics simulation (earlier when I looked at these it was always mono), hence the leaves would blow in different directions in each eye. I was about to run this experiment - can one of you still experiencing issues with the leaves try adding this to the d3dx.ini and see if it makes a difference:
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
Hm, this will crash the game. Launching game without this addition and add this later and reload with F10 will make no effect.
==> How can i get some system memory shared with grafic mem???
==> nope.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
with reducing the Pixeldensity to 0.8 I can reduce the flickering drastically.
It now flickers let's say only once per Minutes.
But reducing the memory load from 5GB to 4GB does not help on my system (also GTX 1070 with 8GB VRAM)
So my suggestion is:
Textures = Ultra (around 5GB VRAM is needed)
Motion Blur = OFF
Depth Of Field = OFF (with this you have more detailed faces of the NPCs too)
FOV = 80 %
Pixeldensity = 0.8 (to nearly kill the annoying flickering)
Sharpness = 10 % ( to regain the sharpness you lost from reducing the pixeldensity)
TXAA = 8x (makes smooth and runs smooth at 1280x720 3DTVPlay)
@ DarkStarSword
Leaves are OK for me atm but I will have an eye on them.
Carglass and other reflections are perfect now - THX
No windows warnings.
Sometimes I have strange (short) day/night/day changes.
Greetings Psykitt
Reloading the config doesn't work for StereoMode overrides since it has to be present when the game creates the texture.
I didn't do anything special to enable this - just check in nvidia control panel under system information to see what it says under shared system memory.
Good to know :)
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