Oceanhorn
Oceanhorn is a 2D Zelda clone in a 3D isometric perspective. It is mostly good in 3D, but there are a few problems. I found this previous [url=https://forums.geforce.com/default/topic/842484/3d-vision/steam-summer-sale-2015/post/4592587/#4592587]thread[/url] that mentioned it before. I've done some investigation on a way to fix this game, but have run into some unique issues with it. For starters, it's a DX10 only game - I haven't found a way to force it to DX11 or DX9. With help from Flugan and his DX10 wrapper, I got the game to load and dump its shaders. However while running the wrapper, the Present function is never called. From what I understand, this would prevent any changes made to the dumped shaders from being loaded. On the flip side, the game has what are probably shaders in an "Effects" folder in a HLSL like syntax. I've been able to use these to disable effects in the game, but I'm not sure that any stereo parameters could be injected into them. When these Effects are modified, it causes a weird vertical screen tearing in SLI. The other issue is the player geometry - it seems to be tied to convergence. If the convergence is set to the player, he looks normal. If it is set anywhere else, his body contorts towards the 2 convergence points. Setting the convergence at his body makes the game look more flat and makes the text boxes (at screen depth) annoying. Here is how the game looks with no modifications: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68413/[/img] And here is with water reflections disabled and convergence set to the character: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68412/[/img] I was wondering if anyone might have some ideas on improving the 3D in this game. I have attached the dumped shaders from Flugan's wrapper as well as the original and modified Effects. Download [url=https://forums.geforce.com/cmd/default/download-comment-attachment/68414/]this .jpg file[/url], rename to .zip, and unzip to Oceanhorn directory.
Oceanhorn is a 2D Zelda clone in a 3D isometric perspective.

It is mostly good in 3D, but there are a few problems.
I found this previous thread that mentioned it before.
I've done some investigation on a way to fix this game, but have run into some unique issues with it.

For starters, it's a DX10 only game - I haven't found a way to force it to DX11 or DX9.
With help from Flugan and his DX10 wrapper, I got the game to load and dump its shaders.
However while running the wrapper, the Present function is never called. From what I understand, this would prevent any changes made to the dumped shaders from being loaded.

On the flip side, the game has what are probably shaders in an "Effects" folder in a HLSL like syntax. I've been able to use these to disable effects in the game, but I'm not sure that any stereo parameters could be injected into them.
When these Effects are modified, it causes a weird vertical screen tearing in SLI.

The other issue is the player geometry - it seems to be tied to convergence. If the convergence is set to the player, he looks normal. If it is set anywhere else, his body contorts towards the 2 convergence points. Setting the convergence at his body makes the game look more flat and makes the text boxes (at screen depth) annoying.

Here is how the game looks with no modifications:
Image

And here is with water reflections disabled and convergence set to the character:
Image

I was wondering if anyone might have some ideas on improving the 3D in this game.
I have attached the dumped shaders from Flugan's wrapper as well as the original and modified Effects.

Download this .jpg file, rename to .zip, and unzip to Oceanhorn directory.

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#1
Posted 02/25/2016 01:52 AM   
There's a fix for this using the DX10 version of 3DMigoto [url=https://helixmod.blogspot.com/2017/10/oceanhorn-monster-of-uncharted-seas.html]here[/url] if anyone stumbles across this... [url]https://helixmod.blogspot.com/2017/10/oceanhorn-monster-of-uncharted-seas.html[/url] I was having trouble with the 15sec timeout not being long enough(20sec worked) on my older/Win10 rig so I was poking around and found that for whatever reason(using ShaderCache not ShaderFixes?) commenting out the ShaderCache location in the D3DX.INI eliminates the need to run the script(move/rewrite files) entirely. You still have to press F10 at the title screen to load the Shaders but that's it... [code]; Automatically patched shaders will be written here if caching is enabled. ; cache_directory=ShaderCache[/code]
There's a fix for this using the DX10 version of 3DMigoto here if anyone stumbles across this...
https://helixmod.blogspot.com/2017/10/oceanhorn-monster-of-uncharted-seas.html

I was having trouble with the 15sec timeout not being long enough(20sec worked) on my older/Win10 rig so I was poking around and found that for whatever reason(using ShaderCache not ShaderFixes?) commenting out the ShaderCache location in the D3DX.INI eliminates the need to run the script(move/rewrite files) entirely. You still have to press F10 at the title screen to load the Shaders but that's it...

; Automatically patched shaders will be written here if caching is enabled.
; cache_directory=ShaderCache
#2
Posted 07/08/2018 09:35 PM   
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