Civilization VI Demo Fix?
  2 / 2    
Well like I stated I have only the demo and was just looking at this.. currently the fix I have fixes a few things but is far from finished.. I am looging off this fix for now but I can post what I did fix over at Helixmod if you guys want to test it out and maybe fix the rest?? Either way I will put up on the boards my current progress and a little bit of a write up on Helixmod..
Well like I stated I have only the demo and was just looking at this.. currently the fix I have fixes a few things but is far from finished..

I am looging off this fix for now but I can post what I did fix over at Helixmod if you guys want to test it out and maybe fix the rest??


Either way I will put up on the boards my current progress and a little bit of a write up on Helixmod..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#16
Posted 04/04/2017 11:13 PM   
Well had some issues with the fix not gonna post it at helixmod so probally a lost cause sorry guys for now anyhow need to focus on War Thunder right now..
Well had some issues with the fix not gonna post it at helixmod so probally a lost cause sorry guys for now anyhow need to focus on War Thunder right now..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#17
Posted 04/05/2017 12:40 AM   
I am unsure about the water I only had the demo so not too involved of a fix and I did release it current.. mostly the fix fixes the shyoadws I just disabled them and the UI/HUD in the game.. I made a small write up on the blog.. Enjoy ;) This is ONLY A ALPHA Build and far from finished but it would be a good star for someone willing: http://helixmod.blogspot.com/
I am unsure about the water I only had the demo so not too involved of a fix and I did release it current.. mostly the fix fixes the shyoadws I just disabled them and the UI/HUD in the game..

I made a small write up on the blog.. Enjoy ;)

This is ONLY A ALPHA Build and far from finished but it would be a good star for someone willing:



http://helixmod.blogspot.com/

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#18
Posted 04/05/2017 02:25 AM   
Thank You The_Nephilim for the alpha fix!
Thank You The_Nephilim for the alpha fix!

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

#19
Posted 04/05/2017 11:21 AM   
I went back to see if I can fully fix this.. I again am unable to solve the MAP Pin Icons.. I can get them to stereoize with a big increase in the code number.. But when I do that since the chatbox is tied in with the Icons the chat gets out of wack but the Icons are fine.. I will post a screenshot of what it looks like with the current fix.. and as you will see the Map Pin Icons are in 2D. One of the pin icons is the Milk jug.. Now I tried what I know to get it fixed but I can not get it.. I was looking at the fix DJ-RK did for FFXIV but I don't get it.. Here is the screenshot and the shader: [code] // UI/HUD - Map Pins.. // ---- Created with 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017 cbuffer MenuShaderGlobal : register(b1) { row_major float4x4 mtxOrth : packoffset(c0); row_major float4x4 mtxProj : packoffset(c4); row_major float4x4 mtxView : packoffset(c8); float3 f3BBx : packoffset(c12); float3 f3BBy : packoffset(c13); float4 f4AnchorScale : packoffset(c14); } cbuffer MenuShaderDynamic : register(b0) { float4 f4SizePos : packoffset(c0); float4 f4TextureSizePos : packoffset(c1); float4 f4TextureMat : packoffset(c2); float4 f4MaskSizePos : packoffset(c3); float4 f4TextureScaleOffset : packoffset(c4); float4 f4MaskScaleOffset : packoffset(c5); float4 globalColor : packoffset(c6); float4 f4AnchorAlpha : packoffset(c7); float4 parentClip : packoffset(c8); float2 f2OffsetDepth : packoffset(c9); bool bBaseCompressed : packoffset(c9.z); bool bMaskCompressed : packoffset(c9.w); bool bLinearOutput : packoffset(c10); bool bPointSampled : packoffset(c10.y); bool bPremultiplied : packoffset(c10.z); bool bClipped : packoffset(c10.w); bool bTileX : packoffset(c11); bool bTileY : packoffset(c11.y); uint4 BaseCompressionInfo : packoffset(c12); uint4 BaseTextureInfo : packoffset(c13); uint4 MaskCompressionInfo : packoffset(c14); uint4 MaskTextureInfo : packoffset(c15); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, float2 v2 : TEXCOORD1, float4 v3 : COLOR0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0, out float2 p1 : TEXCOORD1, out float4 o2 : COLOR0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xy = v0.xy * f4SizePos.xy + f4SizePos.zw; r1.xyzw = mtxOrth._m10_m11_m12_m13 * r0.yyyy; r0.xyzw = r0.xxxx * mtxOrth._m00_m01_m02_m03 + r1.xyzw; r0.xyzw = mtxOrth._m30_m31_m32_m33 + r0.xyzw; r1.x = f2OffsetDepth.y + f2OffsetDepth.x; o0.xyzw = r1.xxxx * r0.xyzw; r0.xy = saturate(v1.xy * f4TextureSizePos.xy + f4TextureSizePos.zw); r0.xy = float2(-0.5,-0.5) + r0.xy; r1.x = dot(r0.xy, f4TextureMat.xy); r1.y = dot(r0.xy, f4TextureMat.zw); o1.xy = float2(0.5,0.5) + r1.xy; p1.xy = v2.xy * f4MaskSizePos.xy + f4MaskSizePos.zw; r0.xyzw = globalColor.xyzw * v3.xyzw; r0.w = f4AnchorAlpha.w * r0.w; o2.xyz = r0.xyz * r0.www; o2.w = r0.w; // UI/HUD Items, Map Pins float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o0.x+=stereo.x*params.z; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384 // // using 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017 // // // Buffer Definitions: // // cbuffer MenuShaderGlobal // { // // row_major float4x4 mtxOrth; // Offset: 0 Size: 64 // row_major float4x4 mtxProj; // Offset: 64 Size: 64 [unused] // row_major float4x4 mtxView; // Offset: 128 Size: 64 [unused] // float3 f3BBx; // Offset: 192 Size: 12 [unused] // float3 f3BBy; // Offset: 208 Size: 12 [unused] // float4 f4AnchorScale; // Offset: 224 Size: 16 [unused] // // } // // cbuffer MenuShaderDynamic // { // // float4 f4SizePos; // Offset: 0 Size: 16 // float4 f4TextureSizePos; // Offset: 16 Size: 16 // float4 f4TextureMat; // Offset: 32 Size: 16 // float4 f4MaskSizePos; // Offset: 48 Size: 16 // float4 f4TextureScaleOffset; // Offset: 64 Size: 16 [unused] // float4 f4MaskScaleOffset; // Offset: 80 Size: 16 [unused] // float4 globalColor; // Offset: 96 Size: 16 // float4 f4AnchorAlpha; // Offset: 112 Size: 16 // float4 parentClip; // Offset: 128 Size: 16 [unused] // float2 f2OffsetDepth; // Offset: 144 Size: 8 // bool bBaseCompressed; // Offset: 152 Size: 4 [unused] // bool bMaskCompressed; // Offset: 156 Size: 4 [unused] // bool bLinearOutput; // Offset: 160 Size: 4 [unused] // bool bPointSampled; // Offset: 164 Size: 4 [unused] // bool bPremultiplied; // Offset: 168 Size: 4 [unused] // bool bClipped; // Offset: 172 Size: 4 [unused] // bool bTileX; // Offset: 176 Size: 4 [unused] // bool bTileY; // Offset: 180 Size: 4 [unused] // uint4 BaseCompressionInfo; // Offset: 192 Size: 16 [unused] // uint4 BaseTextureInfo; // Offset: 208 Size: 16 [unused] // uint4 MaskCompressionInfo; // Offset: 224 Size: 16 [unused] // uint4 MaskTextureInfo; // Offset: 240 Size: 16 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // MenuShaderDynamic cbuffer NA NA 0 1 // MenuShaderGlobal cbuffer NA NA 1 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xy // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xy 2 NONE float xy // COLOR 0 xyzw 3 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // COLOR 0 xyzw 2 NONE float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb1[4], immediateIndexed dcl_constantbuffer cb0[10], immediateIndexed dcl_input v0.xy dcl_input v1.xy dcl_input v2.xy dcl_input v3.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.zw dcl_output o2.xyzw dcl_temps 2 mad r0.xy, v0.xyxx, cb0[0].xyxx, cb0[0].zwzz mul r1.xyzw, r0.yyyy, cb1[1].xyzw mad r0.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw add r0.xyzw, r0.xyzw, cb1[3].xyzw add r1.x, cb0[9].x, cb0[9].y mul o0.xyzw, r0.xyzw, r1.xxxx mad_sat r0.xy, v1.xyxx, cb0[1].xyxx, cb0[1].zwzz add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000) dp2 r1.x, r0.xyxx, cb0[2].xyxx dp2 r1.y, r0.xyxx, cb0[2].zwzz add o1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) mad o1.zw, v2.xxxy, cb0[3].xxxy, cb0[3].zzzw mul r0.xyzw, v3.xyzw, cb0[6].xyzw mul r0.w, r0.w, cb0[7].w mul o2.xyz, r0.wwww, r0.xyzx mov o2.w, r0.w ret // Approximately 17 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
I went back to see if I can fully fix this.. I again am unable to solve the MAP Pin Icons.. I can get them to stereoize with a big increase in the code number.. But when I do that since the chatbox is tied in with the Icons the chat gets out of wack but the Icons are fine..

I will post a screenshot of what it looks like with the current fix.. and as you will see the Map Pin Icons are in 2D. One of the pin icons is the Milk jug..

Now I tried what I know to get it fixed but I can not get it.. I was looking at the fix DJ-RK did for FFXIV but I don't get it..

Here is the screenshot and the shader:


// UI/HUD - Map Pins..
// ---- Created with 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017

cbuffer MenuShaderGlobal : register(b1)
{
row_major float4x4 mtxOrth : packoffset(c0);
row_major float4x4 mtxProj : packoffset(c4);
row_major float4x4 mtxView : packoffset(c8);
float3 f3BBx : packoffset(c12);
float3 f3BBy : packoffset(c13);
float4 f4AnchorScale : packoffset(c14);
}

cbuffer MenuShaderDynamic : register(b0)
{
float4 f4SizePos : packoffset(c0);
float4 f4TextureSizePos : packoffset(c1);
float4 f4TextureMat : packoffset(c2);
float4 f4MaskSizePos : packoffset(c3);
float4 f4TextureScaleOffset : packoffset(c4);
float4 f4MaskScaleOffset : packoffset(c5);
float4 globalColor : packoffset(c6);
float4 f4AnchorAlpha : packoffset(c7);
float4 parentClip : packoffset(c8);
float2 f2OffsetDepth : packoffset(c9);
bool bBaseCompressed : packoffset(c9.z);
bool bMaskCompressed : packoffset(c9.w);
bool bLinearOutput : packoffset(c10);
bool bPointSampled : packoffset(c10.y);
bool bPremultiplied : packoffset(c10.z);
bool bClipped : packoffset(c10.w);
bool bTileX : packoffset(c11);
bool bTileY : packoffset(c11.y);
uint4 BaseCompressionInfo : packoffset(c12);
uint4 BaseTextureInfo : packoffset(c13);
uint4 MaskCompressionInfo : packoffset(c14);
uint4 MaskTextureInfo : packoffset(c15);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float2 v2 : TEXCOORD1,
float4 v3 : COLOR0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1,
out float4 o2 : COLOR0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = v0.xy * f4SizePos.xy + f4SizePos.zw;
r1.xyzw = mtxOrth._m10_m11_m12_m13 * r0.yyyy;
r0.xyzw = r0.xxxx * mtxOrth._m00_m01_m02_m03 + r1.xyzw;
r0.xyzw = mtxOrth._m30_m31_m32_m33 + r0.xyzw;
r1.x = f2OffsetDepth.y + f2OffsetDepth.x;
o0.xyzw = r1.xxxx * r0.xyzw;
r0.xy = saturate(v1.xy * f4TextureSizePos.xy + f4TextureSizePos.zw);
r0.xy = float2(-0.5,-0.5) + r0.xy;
r1.x = dot(r0.xy, f4TextureMat.xy);
r1.y = dot(r0.xy, f4TextureMat.zw);
o1.xy = float2(0.5,0.5) + r1.xy;
p1.xy = v2.xy * f4MaskSizePos.xy + f4MaskSizePos.zw;
r0.xyzw = globalColor.xyzw * v3.xyzw;
r0.w = f4AnchorAlpha.w * r0.w;
o2.xyz = r0.xyz * r0.www;
o2.w = r0.w;

// UI/HUD Items, Map Pins
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x+=stereo.x*params.z;




return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
// using 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017
//
//
// Buffer Definitions:
//
// cbuffer MenuShaderGlobal
// {
//
// row_major float4x4 mtxOrth; // Offset: 0 Size: 64
// row_major float4x4 mtxProj; // Offset: 64 Size: 64 [unused]
// row_major float4x4 mtxView; // Offset: 128 Size: 64 [unused]
// float3 f3BBx; // Offset: 192 Size: 12 [unused]
// float3 f3BBy; // Offset: 208 Size: 12 [unused]
// float4 f4AnchorScale; // Offset: 224 Size: 16 [unused]
//
// }
//
// cbuffer MenuShaderDynamic
// {
//
// float4 f4SizePos; // Offset: 0 Size: 16
// float4 f4TextureSizePos; // Offset: 16 Size: 16
// float4 f4TextureMat; // Offset: 32 Size: 16
// float4 f4MaskSizePos; // Offset: 48 Size: 16
// float4 f4TextureScaleOffset; // Offset: 64 Size: 16 [unused]
// float4 f4MaskScaleOffset; // Offset: 80 Size: 16 [unused]
// float4 globalColor; // Offset: 96 Size: 16
// float4 f4AnchorAlpha; // Offset: 112 Size: 16
// float4 parentClip; // Offset: 128 Size: 16 [unused]
// float2 f2OffsetDepth; // Offset: 144 Size: 8
// bool bBaseCompressed; // Offset: 152 Size: 4 [unused]
// bool bMaskCompressed; // Offset: 156 Size: 4 [unused]
// bool bLinearOutput; // Offset: 160 Size: 4 [unused]
// bool bPointSampled; // Offset: 164 Size: 4 [unused]
// bool bPremultiplied; // Offset: 168 Size: 4 [unused]
// bool bClipped; // Offset: 172 Size: 4 [unused]
// bool bTileX; // Offset: 176 Size: 4 [unused]
// bool bTileY; // Offset: 180 Size: 4 [unused]
// uint4 BaseCompressionInfo; // Offset: 192 Size: 16 [unused]
// uint4 BaseTextureInfo; // Offset: 208 Size: 16 [unused]
// uint4 MaskCompressionInfo; // Offset: 224 Size: 16 [unused]
// uint4 MaskTextureInfo; // Offset: 240 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// MenuShaderDynamic cbuffer NA NA 0 1
// MenuShaderGlobal cbuffer NA NA 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xy 2 NONE float xy
// COLOR 0 xyzw 3 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// COLOR 0 xyzw 2 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb0[10], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyzw
dcl_temps 2
mad r0.xy, v0.xyxx, cb0[0].xyxx, cb0[0].zwzz
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r0.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
add r1.x, cb0[9].x, cb0[9].y
mul o0.xyzw, r0.xyzw, r1.xxxx
mad_sat r0.xy, v1.xyxx, cb0[1].xyxx, cb0[1].zwzz
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r1.x, r0.xyxx, cb0[2].xyxx
dp2 r1.y, r0.xyxx, cb0[2].zwzz
add o1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad o1.zw, v2.xxxy, cb0[3].xxxy, cb0[3].zzzw
mul r0.xyzw, v3.xyzw, cb0[6].xyzw
mul r0.w, r0.w, cb0[7].w
mul o2.xyz, r0.wwww, r0.xyzx
mov o2.w, r0.w
ret
// Approximately 17 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#20
Posted 11/08/2017 08:59 AM   
[code] float separation = StereoParams.Load(1).x; float convergence = StereoParams.Load(1).y; o0.x += separation * (o0.w - convergence); [/code] When I put the above code in it seperastes the Map Pins but then the Text in the chat boxes is really separated.. I put in the following code then the Map Pins did not spate: [code]float4 stereo = StereoParams.Load(0); float seperation = stereo.x; float convergence = stereo.y; o0.x += seperation * .99; [/code] Now when in the Strategy Map view the Map Pins are fine just not in the standard map view.. Now sure what else I can try to get the map pins to Seprate and be in Sereo as the Map Pins are tied in with the chat text boxes.. Kinda sucks they are is they where separate I could just increase with a larger number but since they are tied in with the chat box text I can not do that.. The Pic in the post above here is showing the regular map with the Map Pins that are not in Stereo and do not have any separation.. There has to be some way to fix these damn things.. Other then that this is pretty close to being finished..
float separation = StereoParams.Load(1).x;

float convergence = StereoParams.Load(1).y;

o0.x += separation * (o0.w - convergence);


When I put the above code in it seperastes the Map Pins but then the Text in the chat boxes is really separated..

I put in the following code then the Map Pins did not spate:


float4 stereo = StereoParams.Load(0);
float seperation = stereo.x;
float convergence = stereo.y;
o0.x += seperation * .99;


Now when in the Strategy Map view the Map Pins are fine just not in the standard map view.. Now sure what else I can try to get the map pins to Seprate and be in Sereo as the Map Pins are tied in with the chat text boxes.. Kinda sucks they are is they where separate I could just increase with a larger number but since they are tied in with the chat box text I can not do that..

The Pic in the post above here is showing the regular map with the Map Pins that are not in Stereo and do not have any separation..

There has to be some way to fix these damn things.. Other then that this is pretty close to being finished..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#21
Posted 11/09/2017 12:22 AM   
UPDATED: 11/29/17 Fix posted on Helixmod: http://helixmod.blogspot.com/2017/11/sid-meiers-civilization-vi-dx11.html [img]https://forums.geforce.com/cmd/default/download-comment-attachment/74097/[/img]

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#22
Posted 11/25/2017 07:31 AM   
Hello I just tested with the version of the game compete and all the dlc the terrain and units are very clear and have more of a doubling effect. remains a problem The ocean or Sea have a transparency effect that makes the game not clean to play. Pity ! here for my return
Hello
I just tested with the version of the game compete and all the dlc
the terrain and units are very clear and have more of a doubling effect.
remains a problem The ocean or Sea have a transparency effect that makes the game not clean to play.
Pity !
here for my return

#23
Posted 11/27/2017 08:31 AM   
Hi stfparis17. What are your system specs? Also can you post a screenshot of the issue?
Hi stfparis17. What are your system specs? Also can you post a screenshot of the issue?

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#24
Posted 11/28/2017 04:05 AM   
[quote="4everAwake"]Hi stfparis17. What are your system specs? Also can you post a screenshot of the issue?[/quote] Good evening 4everAwake Sorry to answer you so late. After installing your patch again this one is perfect !! Thanks again for your work for our pleasure of 3d vision player (ps) if you have a little time to allow us to play in real 3D vision on NIOH PC it would be great! Good night
4everAwake said:Hi stfparis17. What are your system specs? Also can you post a screenshot of the issue?



Good evening 4everAwake
Sorry to answer you so late.
After installing your patch again this one is perfect !!
Thanks again for your work for our pleasure of 3d vision player

(ps) if you have a little time to allow us to play in real 3D vision on NIOH PC it would be great!

Good night

#25
Posted 12/02/2017 08:46 PM   
  2 / 2    
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