[quote="DHR"]Hi helifax!
If this game was using DX9 or DX11....those model/object with shadows/lights issues will be fixable in the VS related to the model/object, not the shadows/lights itself. Using the classic formula in the output or texcoord (try and error)... in OGL i don't know where this can be done ??
I see in anothers screenshots that shadows render ok.[/quote]
Yupp.
Is the same Vertex Shader;) for all shadows in a location:( Modifing oO(gl_Position) gives them correctly on the landscape but not on other meshes:(
I also looked at a vertex shader for each model yet the same "quality" as below are used:( /sigh...
If you want to give it a look see this post:
[url]https://forums.geforce.com/default/topic/954774/3d-vision/no-mans-sky/post/4951471/#4951471[/url]
Maybe you can interpret what code gets executed, cause after I've spent 2hours on it I still have no idea what gets executed there:))
Edit:
Here is the Vertex Shader code for some of the objects:( I am at a loss...
[url]http://pastebin.com/8eiPB4uF[/url]
If this game was using DX9 or DX11....those model/object with shadows/lights issues will be fixable in the VS related to the model/object, not the shadows/lights itself. Using the classic formula in the output or texcoord (try and error)... in OGL i don't know where this can be done ??
I see in anothers screenshots that shadows render ok.
Yupp.
Is the same Vertex Shader;) for all shadows in a location:( Modifing oO(gl_Position) gives them correctly on the landscape but not on other meshes:(
I also looked at a vertex shader for each model yet the same "quality" as below are used:( /sigh...
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
That shader is a real mess. I took a bit of a look, trying to simplify the #ifdef junk. For this pass, I killed all the Orbis code, because Orbis was apparently the code name for PS4, and clearly that will never execute here.
Maybe try this shader as a replacement for the in-game one, to be sure it compiles and does not damage the image.
http://bo3b.net/nmsShader.glsl
I can simplify and shrink this a lot more if you think it's worth the effort. It's got multiple include file paths that mostly get stripped by the #ifdefs.
That shader is a real mess. I took a bit of a look, trying to simplify the #ifdef junk. For this pass, I killed all the Orbis code, because Orbis was apparently the code name for PS4, and clearly that will never execute here.
Maybe try this shader as a replacement for the in-game one, to be sure it compiles and does not damage the image.
http://bo3b.net/nmsShader.glsl
I can simplify and shrink this a lot more if you think it's worth the effort. It's got multiple include file paths that mostly get stripped by the #ifdefs.
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
Hello Gentlemen,
I don't have any technical insight to contribute, unfortunately, but I wanted to give you a heartfelt thank you for your efforts on behalf of the community. Why 3DV never caught on is beyond me but for those of use who love it, you gentlemen are like mana from heaven.
Best regards
I don't have any technical insight to contribute, unfortunately, but I wanted to give you a heartfelt thank you for your efforts on behalf of the community. Why 3DV never caught on is beyond me but for those of use who love it, you gentlemen are like mana from heaven.
Hi bo3b,
Shader seems to work still;)
I've also stripped the whole inactive #ifdef blocks and tried the shader. I did get a link problem though even if the shader seemed to compile perfectly fine... Hmm need to do some more testing and digging;)
Big thank you for your help! I'll try to strip every thing down and make it as small as possible while still working and then I'll see what we can do from there;)
Thank you again!
I've also stripped the whole inactive #ifdef blocks and tried the shader. I did get a link problem though even if the shader seemed to compile perfectly fine... Hmm need to do some more testing and digging;)
Big thank you for your help! I'll try to strip every thing down and make it as small as possible while still working and then I'll see what we can do from there;)
Thank you again!
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="helifax"]Hi bo3b,
Shader seems to work still;)
I've also stripped the whole inactive #ifdef blocks and tried the shader. I did get a link problem though even if the shader seemed to compile perfectly fine... Hmm need to do some more testing and digging;)
Big thank you for your help! I'll try to strip every thing down and make it as small as possible while still working and then I'll see what we can do from there;)
Thank you again![/quote]
Sounds good. Your approach of putting it in VisualStudio is the clearest I think. If you make an empty project, and add it as a .c file, IntelliSense will figure out the #ifdef trash and highlight things clearly.
You probably already did that, but there are whole big chunks in the middle that are dead code from stuff #ifdef _F22_. Like 100s of lines. The double #endif's that you see are because of some giant #ifdef like these.
BTW, No Man's Sky is presently #3 on the most wanted list- so, you are making lots of folks happy. :->
I've also stripped the whole inactive #ifdef blocks and tried the shader. I did get a link problem though even if the shader seemed to compile perfectly fine... Hmm need to do some more testing and digging;)
Big thank you for your help! I'll try to strip every thing down and make it as small as possible while still working and then I'll see what we can do from there;)
Thank you again!
Sounds good. Your approach of putting it in VisualStudio is the clearest I think. If you make an empty project, and add it as a .c file, IntelliSense will figure out the #ifdef trash and highlight things clearly.
You probably already did that, but there are whole big chunks in the middle that are dead code from stuff #ifdef _F22_. Like 100s of lines. The double #endif's that you see are because of some giant #ifdef like these.
BTW, No Man's Sky is presently #3 on the most wanted list- so, you are making lots of folks happy. :->
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="Pirateguybrush"]What are the chances that stripping out all that unnecessary code could make the game run better?[/quote]
It's compile time code, which means it is stripped at compilation time anyway;) and the resulted code that gets executed is waaay smaller;)
So stripping the source code of all the extra will still give you the same shader and shader execution time;)
Pirateguybrush said:What are the chances that stripping out all that unnecessary code could make the game run better?
It's compile time code, which means it is stripped at compilation time anyway;) and the resulted code that gets executed is waaay smaller;)
So stripping the source code of all the extra will still give you the same shader and shader execution time;)
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="aeliusg"]They just released a patch which is supposed to have "replaced the GPU caching system." Don't know what bearing this might have on your work if any.[/quote]
Can't test that unfortunately:) GoG, 1.03 release (courtesy to a friend) Don't have the game:)
aeliusg said:They just released a patch which is supposed to have "replaced the GPU caching system." Don't know what bearing this might have on your work if any.
Can't test that unfortunately:) GoG, 1.03 release (courtesy to a friend) Don't have the game:)
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
Apparently they are calling this game "No mans Buy." *Snigger.*
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="helifax"][quote="aeliusg"]They just released a patch which is supposed to have "replaced the GPU caching system." Don't know what bearing this might have on your work if any.[/quote]
Can't test that unfortunately:) GoG, 1.03 release (courtesy to a friend) Don't have the game:)[/quote]
Well the latest patch didn't break anything.
I spent all evening yesterday looking on a way to fix the shadows. Tried multiple and different workflows. Same result: I have no idea where they are calculated and how.
I am pretty fed up with this fix now. So, I think I'll just release what I have. Most of the time it looks clean, perfect and awesome. Where the shadows get too much in the way you can toggle them off and toggle them on later on:)
aeliusg said:They just released a patch which is supposed to have "replaced the GPU caching system." Don't know what bearing this might have on your work if any.
Can't test that unfortunately:) GoG, 1.03 release (courtesy to a friend) Don't have the game:)
Well the latest patch didn't break anything.
I spent all evening yesterday looking on a way to fix the shadows. Tried multiple and different workflows. Same result: I have no idea where they are calculated and how.
I am pretty fed up with this fix now. So, I think I'll just release what I have. Most of the time it looks clean, perfect and awesome. Where the shadows get too much in the way you can toggle them off and toggle them on later on:)
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="helifax"]Well the latest patch didn't break anything.
I spent all evening yesterday looking on a way to fix the shadows. Tried multiple and different workflows. Same result: I have no idea where they are calculated and how.
I am pretty fed up with this fix now. So, I think I'll just release what I have. Most of the time it looks clean, perfect and awesome. Where the shadows get too much in the way you can toggle them off and toggle them on later on:)[/quote]
we are lucky to have a kind & talented person like you who is working so hard on fixes like on this one !
thank you for your involvment.
helifax said:Well the latest patch didn't break anything.
I spent all evening yesterday looking on a way to fix the shadows. Tried multiple and different workflows. Same result: I have no idea where they are calculated and how.
I am pretty fed up with this fix now. So, I think I'll just release what I have. Most of the time it looks clean, perfect and awesome. Where the shadows get too much in the way you can toggle them off and toggle them on later on:)
we are lucky to have a kind & talented person like you who is working so hard on fixes like on this one !
thank you for your involvment.
Yupp.
Is the same Vertex Shader;) for all shadows in a location:( Modifing oO(gl_Position) gives them correctly on the landscape but not on other meshes:(
I also looked at a vertex shader for each model yet the same "quality" as below are used:( /sigh...
If you want to give it a look see this post:
https://forums.geforce.com/default/topic/954774/3d-vision/no-mans-sky/post/4951471/#4951471
Maybe you can interpret what code gets executed, cause after I've spent 2hours on it I still have no idea what gets executed there:))
Edit:
Here is the Vertex Shader code for some of the objects:( I am at a loss...
http://pastebin.com/8eiPB4uF
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)
Maybe try this shader as a replacement for the in-game one, to be sure it compiles and does not damage the image.
http://bo3b.net/nmsShader.glsl
I can simplify and shrink this a lot more if you think it's worth the effort. It's got multiple include file paths that mostly get stripped by the #ifdefs.
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 don't have any technical insight to contribute, unfortunately, but I wanted to give you a heartfelt thank you for your efforts on behalf of the community. Why 3DV never caught on is beyond me but for those of use who love it, you gentlemen are like mana from heaven.
Best regards
Shader seems to work still;)
I've also stripped the whole inactive #ifdef blocks and tried the shader. I did get a link problem though even if the shader seemed to compile perfectly fine... Hmm need to do some more testing and digging;)
Big thank you for your help! I'll try to strip every thing down and make it as small as possible while still working and then I'll see what we can do from there;)
Thank you again!
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)
Sounds good. Your approach of putting it in VisualStudio is the clearest I think. If you make an empty project, and add it as a .c file, IntelliSense will figure out the #ifdef trash and highlight things clearly.
You probably already did that, but there are whole big chunks in the middle that are dead code from stuff #ifdef _F22_. Like 100s of lines. The double #endif's that you see are because of some giant #ifdef like these.
BTW, No Man's Sky is presently #3 on the most wanted list- so, you are making lots of folks happy. :->
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
It's compile time code, which means it is stripped at compilation time anyway;) and the resulted code that gets executed is waaay smaller;)
So stripping the source code of all the extra will still give you the same shader and shader execution time;)
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)
Can't test that unfortunately:) GoG, 1.03 release (courtesy to a friend) Don't have the game:)
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)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Well the latest patch didn't break anything.
I spent all evening yesterday looking on a way to fix the shadows. Tried multiple and different workflows. Same result: I have no idea where they are calculated and how.
I am pretty fed up with this fix now. So, I think I'll just release what I have. Most of the time it looks clean, perfect and awesome. Where the shadows get too much in the way you can toggle them off and toggle them on later on:)
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)
Cheers
we are lucky to have a kind & talented person like you who is working so hard on fixes like on this one !
thank you for your involvment.
Corei7 4790K 32GB / 2xSLI: Titan X Pascal 3DSurr 7680x1440 +FSIM cockpit :D
My Hardcore gamer rig : http://forum.hardware.fr/configuration.php?config=hardwarefr.inc&pseudo=greatxerox
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