[quote=""]lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?[/quote]
Bump :-)
said:lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?
Bump :-)
ASUS VG278H - 3D Vision 2 - Driver 358.87 - Titan X SLI@1519Mhz - i7-4930K@4.65GHz - 16GB RAM - Win7x64 - Samsung SSD 850 PRO (256GB) and Samsung EVO 850 (1TB) - Full EK Custom Waterloop - Project Milkyway Galaxy (3D Mark Firestrike Hall of Famer)
[quote=""][quote=""]lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?[/quote]
Bump :-)[/quote]
With all due respect, there is no point bumping this unless you are going to provide us some more information. Screenshot, savegame, list of game settings used, driver version etc.
said:lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?
Bump :-)
With all due respect, there is no point bumping this unless you are going to provide us some more information. Screenshot, savegame, list of game settings used, driver version etc.
[quote="Helifax"]Related to HairWorks. I found 2 shaders that are mostly messing it up and make it only render in one eye in some positions.
I currently just skip the shaders at it seems it does the trick;))
In the d3dx.ini file just append the following:
[code]
[ShaderOverride1]
Hash=0675778425b068a0
Handling=skip
[ShaderOverride2]
Hash=00422ffd512b9ff0
Handling=skip
[/code]
I am interested in the result;)) If you don't see a difference or something is still wrong please post here;)
Also put a screenshot + savegame (would be helpful).
Cheers!
EDIT: This should only solve the problem of wrong shadows/one eye black thingie. It doesn't solve the problem with hair becoming transparent in some positions.
I am also using this mod here: [url=http://www.nexusmods.com/witcher3/mods/165/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fmodfiles%2F%3Fid%3D165&pUp=1]HairMod Nexus - Hairworks everything except HAIR on Geralt - better FPS[/url]
(WHICH I HIGHLY RECOMMEND !!!)[/quote]
I've had a bit of a look at hairworks, and here's my first impressions:
- The left eye is using the right eye's depth information (for opacity?) causing it to turn transparent at incorrect times. Reminds me a lot of the issues we hit in Far Cry 4 that were resolved by tweaking StereoFlagsDX10 (which is already set in this game, but maybe there's another bit we can flip in there somewhere?). Assuming this is sampled in the pixel shader we might just be able to set it to fully opaque there as a workaround (although, this might reduce the quality - need to try it and see what it looks like).
- Skipping the shaders you mentioned causes the hair to turn transparent in the right eye as well, whereas without skipping them it only turned transparent in the left eye.
- Hair position glitches at W==1 (as it did in Far Cry 4). This is almost certainly a heuristic in the driver meant to detect UI elements that is triggering at this specific depth and moving a strand back to screen depth. Possibly solved by a tweaking the profile (not sure which setting controls this), or I can look into adding support for tesselation shaders to 3Dmigoto to solve this there. Probably more important in this game than it was in FC4 since hair tends to be at this distance a lot more often than fur, but solving this would also benefit FC4.
I'll play with this some more and see what I can come up with.
I am interested in the result;)) If you don't see a difference or something is still wrong please post here;)
Also put a screenshot + savegame (would be helpful).
Cheers!
EDIT: This should only solve the problem of wrong shadows/one eye black thingie. It doesn't solve the problem with hair becoming transparent in some positions.
I've had a bit of a look at hairworks, and here's my first impressions:
- The left eye is using the right eye's depth information (for opacity?) causing it to turn transparent at incorrect times. Reminds me a lot of the issues we hit in Far Cry 4 that were resolved by tweaking StereoFlagsDX10 (which is already set in this game, but maybe there's another bit we can flip in there somewhere?). Assuming this is sampled in the pixel shader we might just be able to set it to fully opaque there as a workaround (although, this might reduce the quality - need to try it and see what it looks like).
- Skipping the shaders you mentioned causes the hair to turn transparent in the right eye as well, whereas without skipping them it only turned transparent in the left eye.
- Hair position glitches at W==1 (as it did in Far Cry 4). This is almost certainly a heuristic in the driver meant to detect UI elements that is triggering at this specific depth and moving a strand back to screen depth. Possibly solved by a tweaking the profile (not sure which setting controls this), or I can look into adding support for tesselation shaders to 3Dmigoto to solve this there. Probably more important in this game than it was in FC4 since hair tends to be at this distance a lot more often than fur, but solving this would also benefit FC4.
I'll play with this some more and see what I can come up with.
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=""][quote=""][quote=""]lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?[/quote]
Bump :-)[/quote]
With all due respect, there is no point bumping this unless you are going to provide us some more information. Screenshot, savegame, list of game settings used, driver version etc.[/quote]
Can do screenshot when back in sydney. I basically just need the 350.12 profile which should fix it, if someone could provide.
said:lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?
Bump :-)
With all due respect, there is no point bumping this unless you are going to provide us some more information. Screenshot, savegame, list of game settings used, driver version etc.
Can do screenshot when back in sydney. I basically just need the 350.12 profile which should fix it, if someone could provide.
ASUS VG278H - 3D Vision 2 - Driver 358.87 - Titan X SLI@1519Mhz - i7-4930K@4.65GHz - 16GB RAM - Win7x64 - Samsung SSD 850 PRO (256GB) and Samsung EVO 850 (1TB) - Full EK Custom Waterloop - Project Milkyway Galaxy (3D Mark Firestrike Hall of Famer)
[quote="2Cb"][quote=""]lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?[/quote]
Bump :-)[/quote]
Did that start with alpha 0.05, or was that happening on 0.04? I've attached the NVIDIA Profiles.txt from 353.06 - you should be able to import that with Geforce 3D Profile Manager into 350.12, but Helifax also posted a modified profile to use in the other thread:
[url]https://forums.geforce.com/default/topic/841696/3d-vision/the-witcher-3-correct-3d-vision-nvidia-profile-cm-mode-included-/[/url]
said:lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?
[quote=""][quote="Helifax"]Related to HairWorks. I found 2 shaders that are mostly messing it up and make it only render in one eye in some positions.
I currently just skip the shaders at it seems it does the trick;))
In the d3dx.ini file just append the following:
[code]
[ShaderOverride1]
Hash=0675778425b068a0
Handling=skip
[ShaderOverride2]
Hash=00422ffd512b9ff0
Handling=skip
[/code]
I am interested in the result;)) If you don't see a difference or something is still wrong please post here;)
Also put a screenshot + savegame (would be helpful).
Cheers!
EDIT: This should only solve the problem of wrong shadows/one eye black thingie. It doesn't solve the problem with hair becoming transparent in some positions.
I am also using this mod here: [url=http://www.nexusmods.com/witcher3/mods/165/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fmodfiles%2F%3Fid%3D165&pUp=1]HairMod Nexus - Hairworks everything except HAIR on Geralt - better FPS[/url]
(WHICH I HIGHLY RECOMMEND !!!)[/quote]
I've had a bit of a look at hairworks, and here's my first impressions:
- The left eye is using the right eye's depth information (for opacity?) causing it to turn transparent at incorrect times. Reminds me a lot of the issues we hit in Far Cry 4 that were resolved by tweaking StereoFlagsDX10 (which is already set in this game, but maybe there's another bit we can flip in there somewhere?). Assuming this is sampled in the pixel shader we might just be able to set it to fully opaque there as a workaround (although, this might reduce the quality - need to try it and see what it looks like).
- Skipping the shaders you mentioned causes the hair to turn transparent in the right eye as well, whereas without skipping them it only turned transparent in the left eye.
- Hair position glitches at W==1 (as it did in Far Cry 4). This is almost certainly a heuristic in the driver meant to detect UI elements that is triggering at this specific depth and moving a strand back to screen depth. Possibly solved by a tweaking the profile (not sure which setting controls this), or I can look into adding support for tesselation shaders to 3Dmigoto to solve this there. Probably more important in this game than it was in FC4 since hair tends to be at this distance a lot more often than fur, but solving this would also benefit FC4.
I'll play with this some more and see what I can come up with.[/quote]
Interesting find there;))
Those 2 shaders fix the transparency problem on Roach's hair and Geralt's beard. Not the hair;)) I know there is another one for the hair but "lost the number". Also I didn't notice it turns the opacity ofd in the other eye :)) Don't know how I missed it or maybe it is location/position dependent.
I know I played with the StereoFlagsDX10 flags a while ago and most of the values just crashed the game at launch so.. I stopped that;)) Maybe you know some magic numbers there ?^_^
I am interested in the result;)) If you don't see a difference or something is still wrong please post here;)
Also put a screenshot + savegame (would be helpful).
Cheers!
EDIT: This should only solve the problem of wrong shadows/one eye black thingie. It doesn't solve the problem with hair becoming transparent in some positions.
I've had a bit of a look at hairworks, and here's my first impressions:
- The left eye is using the right eye's depth information (for opacity?) causing it to turn transparent at incorrect times. Reminds me a lot of the issues we hit in Far Cry 4 that were resolved by tweaking StereoFlagsDX10 (which is already set in this game, but maybe there's another bit we can flip in there somewhere?). Assuming this is sampled in the pixel shader we might just be able to set it to fully opaque there as a workaround (although, this might reduce the quality - need to try it and see what it looks like).
- Skipping the shaders you mentioned causes the hair to turn transparent in the right eye as well, whereas without skipping them it only turned transparent in the left eye.
- Hair position glitches at W==1 (as it did in Far Cry 4). This is almost certainly a heuristic in the driver meant to detect UI elements that is triggering at this specific depth and moving a strand back to screen depth. Possibly solved by a tweaking the profile (not sure which setting controls this), or I can look into adding support for tesselation shaders to 3Dmigoto to solve this there. Probably more important in this game than it was in FC4 since hair tends to be at this distance a lot more often than fur, but solving this would also benefit FC4.
I'll play with this some more and see what I can come up with.
Interesting find there;))
Those 2 shaders fix the transparency problem on Roach's hair and Geralt's beard. Not the hair;)) I know there is another one for the hair but "lost the number". Also I didn't notice it turns the opacity ofd in the other eye :)) Don't know how I missed it or maybe it is location/position dependent.
I know I played with the StereoFlagsDX10 flags a while ago and most of the values just crashed the game at launch so.. I stopped that;)) Maybe you know some magic numbers there ?^_^
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
[quote=""][quote=""][quote=""][quote=""]lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?[/quote]
Bump :-)[/quote]
With all due respect, there is no point bumping this unless you are going to provide us some more information. Screenshot, savegame, list of game settings used, driver version etc.[/quote]
Can do screenshot when back in sydney. I basically just need the 350.12 profile which should fix it, if someone could provide.[/quote]
For me 350.12 with later profile did not work anymore. I will get flickering shaders with that configuration i have to play with 353 after the game patched to 1.05.
said:lol really weird new problem - black squares showing above chimneys and under my feet when walking around. Looks like an issue with some transparent textures. Can anyone export and post the witcher 3 profile for driver 305.12?
Bump :-)
With all due respect, there is no point bumping this unless you are going to provide us some more information. Screenshot, savegame, list of game settings used, driver version etc.
Can do screenshot when back in sydney. I basically just need the 350.12 profile which should fix it, if someone could provide.
For me 350.12 with later profile did not work anymore. I will get flickering shaders with that configuration i have to play with 353 after the game patched to 1.05.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
@Helifax, mind testing this shader to see if it fixes the transparent hair (and doesn't introduce any new issues, such as a transparent effect drawn in front of the hair looking wrong - I've only checked effects drawn behind the hair):
https://github.com/bo3b/3Dmigoto/blob/master/Witcher3/ShaderFixes/0675778425b068a0-ps.txt
That shader is copying the depth information for the hair, but it's copying the information from the right eye to the left eye. For now I've just faked it by setting the oDepth output to 1, which seems to look ok.
@Helifax, mind testing this shader to see if it fixes the transparent hair (and doesn't introduce any new issues, such as a transparent effect drawn in front of the hair looking wrong - I've only checked effects drawn behind the hair):
That shader is copying the depth information for the hair, but it's copying the information from the right eye to the left eye. For now I've just faked it by setting the oDepth output to 1, which seems to look ok.
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=""]@Helifax, mind testing this shader to see if it fixes the transparent hair (and doesn't introduce any new issues, such as a transparent effect drawn in front of the hair looking wrong - I've only checked effects drawn behind the hair):
https://github.com/bo3b/3Dmigoto/blob/master/Witcher3/ShaderFixes/0675778425b068a0-ps.txt
That shader is copying the depth information for the hair, but it's copying the information from the right eye to the left eye. For now I've just faked it by setting the oDepth output to 1, which seems to look ok.[/quote]
Will give it a go and let you know;))
said:@Helifax, mind testing this shader to see if it fixes the transparent hair (and doesn't introduce any new issues, such as a transparent effect drawn in front of the hair looking wrong - I've only checked effects drawn behind the hair):
That shader is copying the depth information for the hair, but it's copying the information from the right eye to the left eye. For now I've just faked it by setting the oDepth output to 1, which seems to look ok.
Will give it a go and let you know;))
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
Did an alpha update to my wrapper to support Compute Shaders so pretty much untested.
I have updated the version on my OneDrive to version 0.06. Feel free to test the stability.
Runs shaders from alpha 0.06 on game version 1.06.
Did an alpha update to my wrapper to support Compute Shaders so pretty much untested.
I have updated the version on my OneDrive to version 0.06. Feel free to test the stability.
Runs shaders from alpha 0.06 on game version 1.06.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote=""][quote=""]@Helifax, mind testing this shader to see if it fixes the transparent hair (and doesn't introduce any new issues, such as a transparent effect drawn in front of the hair looking wrong - I've only checked effects drawn behind the hair):
https://github.com/bo3b/3Dmigoto/blob/master/Witcher3/ShaderFixes/0675778425b068a0-ps.txt
That shader is copying the depth information for the hair, but it's copying the information from the right eye to the left eye. For now I've just faked it by setting the oDepth output to 1, which seems to look ok.[/quote]
Will give it a go and let you know;))[/quote]
Putting that shaders generates a crash for some reaason:( Tried it on my Alienware (single GPU)
Removed the shader and game starts;)
said:@Helifax, mind testing this shader to see if it fixes the transparent hair (and doesn't introduce any new issues, such as a transparent effect drawn in front of the hair looking wrong - I've only checked effects drawn behind the hair):
That shader is copying the depth information for the hair, but it's copying the information from the right eye to the left eye. For now I've just faked it by setting the oDepth output to 1, which seems to look ok.
Will give it a go and let you know;))
Putting that shaders generates a crash for some reaason:( Tried it on my Alienware (single GPU)
Removed the shader and game starts;)
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
Thank you Flugan!
On my configuration, with driver 353.06, game v1.06, "Flugan alpha 0.06" gives as bellow:
[img]http://constantin.me.uk/Stereoscopy/witcher383_50.jps[/img][img]http://constantin.me.uk/Stereoscopy/witcher384_50.jps[/img][img]http://constantin.me.uk/Stereoscopy/witcher386_50.jps[/img]
As for the alpha 0.06, while working as I mentioned yesterday - beautifully, it will CTD when loading a saved game in the same session.
Costiq that doesn't look very good to my eyes. Couldn't figure anything out from your crashinfo file but I might be able to get better error information on my dev machine running in debug mode given a few savegames to work with and hopefully a reproducible crash scenario where hopefully it always crashes.
Costiq that doesn't look very good to my eyes. Couldn't figure anything out from your crashinfo file but I might be able to get better error information on my dev machine running in debug mode given a few savegames to work with and hopefully a reproducible crash scenario where hopefully it always crashes.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Core i7-4700 HQ - GTX 970 - Windows 7 - VG248QE - 3Dvision 2
Bump :-)
ASUS VG278H - 3D Vision 2 - Driver 358.87 - Titan X SLI@1519Mhz - i7-4930K@4.65GHz - 16GB RAM - Win7x64 - Samsung SSD 850 PRO (256GB) and Samsung EVO 850 (1TB) - Full EK Custom Waterloop - Project Milkyway Galaxy (3D Mark Firestrike Hall of Famer)
G-Pat on Helixmod
With all due respect, there is no point bumping this unless you are going to provide us some more information. Screenshot, savegame, list of game settings used, driver version etc.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I've had a bit of a look at hairworks, and here's my first impressions:
- The left eye is using the right eye's depth information (for opacity?) causing it to turn transparent at incorrect times. Reminds me a lot of the issues we hit in Far Cry 4 that were resolved by tweaking StereoFlagsDX10 (which is already set in this game, but maybe there's another bit we can flip in there somewhere?). Assuming this is sampled in the pixel shader we might just be able to set it to fully opaque there as a workaround (although, this might reduce the quality - need to try it and see what it looks like).
- Skipping the shaders you mentioned causes the hair to turn transparent in the right eye as well, whereas without skipping them it only turned transparent in the left eye.
- Hair position glitches at W==1 (as it did in Far Cry 4). This is almost certainly a heuristic in the driver meant to detect UI elements that is triggering at this specific depth and moving a strand back to screen depth. Possibly solved by a tweaking the profile (not sure which setting controls this), or I can look into adding support for tesselation shaders to 3Dmigoto to solve this there. Probably more important in this game than it was in FC4 since hair tends to be at this distance a lot more often than fur, but solving this would also benefit FC4.
I'll play with this some more and see what I can come up with.
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
Can do screenshot when back in sydney. I basically just need the 350.12 profile which should fix it, if someone could provide.
ASUS VG278H - 3D Vision 2 - Driver 358.87 - Titan X SLI@1519Mhz - i7-4930K@4.65GHz - 16GB RAM - Win7x64 - Samsung SSD 850 PRO (256GB) and Samsung EVO 850 (1TB) - Full EK Custom Waterloop - Project Milkyway Galaxy (3D Mark Firestrike Hall of Famer)
G-Pat on Helixmod
Did that start with alpha 0.05, or was that happening on 0.04? I've attached the NVIDIA Profiles.txt from 353.06 - you should be able to import that with Geforce 3D Profile Manager into 350.12, but Helifax also posted a modified profile to use in the other thread:
https://forums.geforce.com/default/topic/841696/3d-vision/the-witcher-3-correct-3d-vision-nvidia-profile-cm-mode-included-/
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
Interesting find there;))
Those 2 shaders fix the transparency problem on Roach's hair and Geralt's beard. Not the hair;)) I know there is another one for the hair but "lost the number". Also I didn't notice it turns the opacity ofd in the other eye :)) Don't know how I missed it or maybe it is location/position dependent.
I know I played with the StereoFlagsDX10 flags a while ago and most of the values just crashed the game at launch so.. I stopped that;)) Maybe you know some magic numbers there ?^_^
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)
For me 350.12 with later profile did not work anymore. I will get flickering shaders with that configuration i have to play with 353 after the game patched to 1.05.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
https://github.com/bo3b/3Dmigoto/blob/master/Witcher3/ShaderFixes/0675778425b068a0-ps.txt
That shader is copying the depth information for the hair, but it's copying the information from the right eye to the left eye. For now I've just faked it by setting the oDepth output to 1, which seems to look ok.
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
Will give it a go and let you know;))
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)
I have updated the version on my OneDrive to version 0.06. Feel free to test the stability.
Runs shaders from alpha 0.06 on game version 1.06.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Putting that shaders generates a crash for some reaason:( Tried it on my Alienware (single GPU)
Removed the shader and game starts;)
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)
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
On my configuration, with driver 353.06, game v1.06, "Flugan alpha 0.06" gives as bellow:
As for the alpha 0.06, while working as I mentioned yesterday - beautifully, it will CTD when loading a saved game in the same session.
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com