Just as @lacuna said, are you already using EDID override? If it is a 1080p 3DTV it should be quite easy to use EDID override. I don't know about 4K 3DTV though.
[quote="DHR"]@llyzs
Yes the prompt for override profile appear.
I'm using a LG 3DTV, not a monitor.
Now i try using Checkerboard 1080p and the game start in a lower resolution...WTF!. I can see the CB pattern in 3D, but i can't active in the TV...it need to be 1080p. I change the ingame and desktop resolution to 1080p, also override FAR with it...i will wait a couple of days to go back to this game...i'm really angry with this game right now....also i already waste like 3 hours try to enable 3D.
[/quote]
Just as @lacuna said, are you already using EDID override? If it is a 1080p 3DTV it should be quite easy to use EDID override. I don't know about 4K 3DTV though.
DHR said:@llyzs
Yes the prompt for override profile appear.
I'm using a LG 3DTV, not a monitor.
Now i try using Checkerboard 1080p and the game start in a lower resolution...WTF!. I can see the CB pattern in 3D, but i can't active in the TV...it need to be 1080p. I change the ingame and desktop resolution to 1080p, also override FAR with it...i will wait a couple of days to go back to this game...i'm really angry with this game right now....also i already waste like 3 hours try to enable 3D.
Not...i'm not using any EDID. That's why i test with the Checkerboard mode to use 1080p. The problem is that the game can't start in 720p or 1080p no matter what resolution i set (desktop, ingame and FAR)...if i set 1280x720 the game start at 1280x748 or something...and when i set 1080p the game start in 1600x900....none of those resolution are 3D compatible in a 3DTV.
Not...i'm not using any EDID. That's why i test with the Checkerboard mode to use 1080p. The problem is that the game can't start in 720p or 1080p no matter what resolution i set (desktop, ingame and FAR)...if i set 1280x720 the game start at 1280x748 or something...and when i set 1080p the game start in 1600x900....none of those resolution are 3D compatible in a 3DTV.
[quote="DHR"]Not...i'm not using any EDID. That's why i test with the Checkerboard mode to use 1080p. The problem is that the game can't start in 720p or 1080p no matter what resolution i set (desktop, ingame and FAR)...if i set 1280x720 the game start at 1280x748 or something...and when i set 1080p the game start in 1600x900....none of those resolution are 3D compatible in a 3DTV.[/quote]
It is quite strange, since FAR should force the resolution. Try to push ctrl+shift+backspace and take a look at FAR's setting, or open dxgi.ini and take a look at "OverrideRes" setting.
DHR said:Not...i'm not using any EDID. That's why i test with the Checkerboard mode to use 1080p. The problem is that the game can't start in 720p or 1080p no matter what resolution i set (desktop, ingame and FAR)...if i set 1280x720 the game start at 1280x748 or something...and when i set 1080p the game start in 1600x900....none of those resolution are 3D compatible in a 3DTV.
It is quite strange, since FAR should force the resolution. Try to push ctrl+shift+backspace and take a look at FAR's setting, or open dxgi.ini and take a look at "OverrideRes" setting.
@DHR
I have a good news for you, and others who have problem with SBS or TaB custom shader.
I have tested and confirmed that the CustomShader3DVision2SBS crashes the game. However, the next version of 3Dmigoto will add a new feature called "upscaling" (developed by ColAngel, thanks him!) and the changes were already merged. This feature basically allows you to run the game in lower resolution and upscale the final frame into monitor's native resolution. It does not like FAR which forces the game resolution, the upscale feature allows the game to use its own resolution, and 3Dmigoto will upscale the resolution as a final step. For example, you can run the game in 1600x900 and then upscale the final image to 1080p, you will get a nice performance boost on a 1080p passive 3DTV.
And here is the good part: since the upscale feature changes the game's swapchain, it looks like it successfully workaround the crash issue using CustomShader3DVision2SBS. And I have tested myself: I enable upscaling and CustomShader3DVision2SBS at the same time, and I successfully get a TaB image!
So for anyone who wants to use SBS or TaB custom shader, stay tuned and wait for for the next version!
I have a good news for you, and others who have problem with SBS or TaB custom shader.
I have tested and confirmed that the CustomShader3DVision2SBS crashes the game. However, the next version of 3Dmigoto will add a new feature called "upscaling" (developed by ColAngel, thanks him!) and the changes were already merged. This feature basically allows you to run the game in lower resolution and upscale the final frame into monitor's native resolution. It does not like FAR which forces the game resolution, the upscale feature allows the game to use its own resolution, and 3Dmigoto will upscale the resolution as a final step. For example, you can run the game in 1600x900 and then upscale the final image to 1080p, you will get a nice performance boost on a 1080p passive 3DTV.
And here is the good part: since the upscale feature changes the game's swapchain, it looks like it successfully workaround the crash issue using CustomShader3DVision2SBS. And I have tested myself: I enable upscaling and CustomShader3DVision2SBS at the same time, and I successfully get a TaB image!
So for anyone who wants to use SBS or TaB custom shader, stay tuned and wait for for the next version!
I remember his message for a request about upscaling, it's a nice suprise to hear that he developed an upscaling feature. It will be a great day for 4K 3DTV owners, I hope it works like Tridef's upscaling quality wise.
Thanks a lot [b]ColAngel[/b] for this great and very needed feature.
I remember his message for a request about upscaling, it's a nice suprise to hear that he developed an upscaling feature. It will be a great day for 4K 3DTV owners, I hope it works like Tridef's upscaling quality wise.
Thanks a lot ColAngel for this great and very needed feature.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
[quote="llyzs"]3Dmigoto will upscale the resolution as a final step. For example, you can run the game in 1600x900 and then upscale the final image to 1080p, you will get a nice performance boost on a 1080p passive 3DTV.[/quote]
That's great! And one question: can it upscale the image with nearest neighbor filtering too? For example, for crisp 1080p in a 4K TV.
llyzs said:3Dmigoto will upscale the resolution as a final step. For example, you can run the game in 1600x900 and then upscale the final image to 1080p, you will get a nice performance boost on a 1080p passive 3DTV.
That's great! And one question: can it upscale the image with nearest neighbor filtering too? For example, for crisp 1080p in a 4K TV.
[quote="masterotaku"]That's great! And one question: can it upscale the image with nearest neighbor filtering too? For example, for crisp 1080p in a 4K TV.[/quote]
The final upscaling step is actually just a custom shader in the ini, so yes you not only can use sampler = point_filter if you like, you can even edit the upscaling shader and do whatever you want.
masterotaku said:That's great! And one question: can it upscale the image with nearest neighbor filtering too? For example, for crisp 1080p in a 4K TV.
The final upscaling step is actually just a custom shader in the ini, so yes you not only can use sampler = point_filter if you like, you can even edit the upscaling shader and do whatever you want.
OK one more step closer to a perfect fix. I previously mentioned that a VS in v1.0 (f6f059ac789a5c2d) was disabled because it is used to draw lighting blooms and they are on screen depth. However the same VS (and even the same PS, index buffer, vertex buffers...) are used to draw enemy data HUD and a few other HUD indicators. Now I found some texture filters to actually distinguish them so that I can disable the blooms without affecting the enemy data HUD. My current fix looks like this:
d3dx.ini:
[code][ShaderOverrideBloom]
;PS for VS f6f059ac789a5c2d
Hash = d0c4d3d79e2a2a5d
z2 = ps-t0
post z2=0
[TextureOverrideBloom1]
Hash = 490b5681
filter_index = 1
[TextureOverrideBloom2]
Hash = cfa1b3fc
filter_index = 1
[TextureOverrideBloom3]
Hash = 95889909
filter_index = 1
[TextureOverrideBloom4]
Hash = daec07fe
filter_index = 1
[/code]
f6f059ac789a5c2d-vs_replace.txt:
[code]//horizontal bloom? --no fix
// ---- Created with 3Dmigoto v1.2.56 on Mon Mar 20 09:53:10 2017
cbuffer SceneBuffer : register(b0)
{
float4x4 g_View : packoffset(c0);
float4x4 g_Proj : packoffset(c4);
float4x4 g_ViewProjection : packoffset(c8);
float4x4 g_ViewInverseMatrix : packoffset(c12);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float4 o0 : SV_POSITION0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
r0.x = dot(v0.xyz, g_ViewInverseMatrix._m00_m10_m20);
r0.y = dot(v0.xyz, g_ViewInverseMatrix._m01_m11_m21);
r0.z = dot(v0.xyz, g_ViewInverseMatrix._m02_m12_m22);
r0.xyz = r0.xyz * v1.www + v1.xyz;
r0.w = v0.w;
o0.x = dot(r0.xyzw, g_ViewProjection._m00_m10_m20_m30);
o0.y = dot(r0.xyzw, g_ViewProjection._m01_m11_m21_m31);
o0.z = dot(r0.xyzw, g_ViewProjection._m02_m12_m22_m32);
o0.w = dot(r0.xyzw, g_ViewProjection._m03_m13_m23_m33);
// bloom
float4 t = IniParams.Load(int2(2, 0));
if (t.z == 1.0)
{
o0 = 0;
}
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.56 on Mon Mar 20 09:53:10 2017
//
//
// Buffer Definitions:
//
// cbuffer SceneBuffer
// {
//
// float4x4 g_View; // Offset: 0 Size: 64 [unused]
// float4x4 g_Proj; // Offset: 64 Size: 64 [unused]
// float4x4 g_ViewProjection; // Offset: 128 Size: 64
// float4x4 g_ViewInverseMatrix; // Offset: 192 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneBuffer cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[15], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_temps 1
dp3 r0.x, v0.xyzx, cb0[12].xyzx
dp3 r0.y, v0.xyzx, cb0[13].xyzx
dp3 r0.z, v0.xyzx, cb0[14].xyzx
mad r0.xyz, r0.xyzx, v1.wwww, v1.xyzx
mov r0.w, v0.w
dp4 o0.x, r0.xyzw, cb0[8].xyzw
dp4 o0.y, r0.xyzw, cb0[9].xyzw
dp4 o0.z, r0.xyzw, cb0[10].xyzw
dp4 o0.w, r0.xyzw, cb0[11].xyzw
ret
// Approximately 10 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
However, I am wondering if it is possible to push the lighting bloom into depth, instead of just disable it. We can probably release as it is, but this is the last issue I am having with the game. Anyone has an idea how to do it?
OK one more step closer to a perfect fix. I previously mentioned that a VS in v1.0 (f6f059ac789a5c2d) was disabled because it is used to draw lighting blooms and they are on screen depth. However the same VS (and even the same PS, index buffer, vertex buffers...) are used to draw enemy data HUD and a few other HUD indicators. Now I found some texture filters to actually distinguish them so that I can disable the blooms without affecting the enemy data HUD. My current fix looks like this:
d3dx.ini:
[ShaderOverrideBloom]
;PS for VS f6f059ac789a5c2d
Hash = d0c4d3d79e2a2a5d
z2 = ps-t0
post z2=0
However, I am wondering if it is possible to push the lighting bloom into depth, instead of just disable it. We can probably release as it is, but this is the last issue I am having with the game. Anyone has an idea how to do it?
@llyzs
You can replace "o0 = 0;" with:
[code]float4 stereo = StereoParams.Load(0);
o0.x += stereo.x * (o0.w - stereo.y);[/code]
If there is depth info in the "w" component, will fix it. If not, you can use this:
[code]float4 stereo = StereoParams.Load(0);
o0.x += stereo.x * 0.8;[/code]
You can change 0.8 for another value (A fix value - depth) to see what works best. This is not a perfect fix, but should work for bloom effects.
@DHR
I played with the parameters a bit, the bloom position won't move a bit no matter what value I add to o0.x. If I set it to 0 or add a large enough value it will be gone (so it is either on screen or it won't, but position won't move a bit).
I also found out the o0.y is used to control how far a light starts to bloom, but not its y position. I stopped at a scene where there were two lights in front, both were blooming. If I add a small value to o0.y, I can make the far light stops blooming but the near one still blooms.
Also, the o0.z is used to control the bloom's brightness, i.e. if I change o0.z I can dim the bloom a bit. I don't know what o0.w does but if I add some value to it, even the lights behind me will bloom.
So in any case this VS shader output does not seem to control the bloom position at all.
I played with the parameters a bit, the bloom position won't move a bit no matter what value I add to o0.x. If I set it to 0 or add a large enough value it will be gone (so it is either on screen or it won't, but position won't move a bit).
I also found out the o0.y is used to control how far a light starts to bloom, but not its y position. I stopped at a scene where there were two lights in front, both were blooming. If I add a small value to o0.y, I can make the far light stops blooming but the near one still blooms.
Also, the o0.z is used to control the bloom's brightness, i.e. if I change o0.z I can dim the bloom a bit. I don't know what o0.w does but if I add some value to it, even the lights behind me will bloom.
So in any case this VS shader output does not seem to control the bloom position at all.
[quote="llyzs"]
So in any case this VS shader output does not seem to control the bloom position at all.[/quote]
Bingo!
I wasn't able to find an actual shader that controls the bloom, except this one.
Just disable the stupid bloom based on the texture and keep the UI on;) Or if you want to spend lots of hours into this, try to fix it;) This particular bloom is a minor one anyway as you still get the fullscreen bloom working;) Again, taste:) I honestly don't really like bloom that much;)
llyzs said:
So in any case this VS shader output does not seem to control the bloom position at all.
Bingo!
I wasn't able to find an actual shader that controls the bloom, except this one.
Just disable the stupid bloom based on the texture and keep the UI on;) Or if you want to spend lots of hours into this, try to fix it;) This particular bloom is a minor one anyway as you still get the fullscreen bloom working;) Again, taste:) I honestly don't really like bloom that much;)
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"][quote="llyzs"]
So in any case this VS shader output does not seem to control the bloom position at all.[/quote]
Bingo!
I wasn't able to find an actual shader that controls the bloom, except this one.
Just disable the stupid bloom based on the texture and keep the UI on;) Or if you want to spend lots of hours into this, try to fix it;) This particular bloom is a minor one anyway as you still get the fullscreen bloom working;) Again, taste:) I honestly don't really like bloom that much;)[/quote]
Well, for something that even helifax said "I wasn't able to find...", I just will not bother trying. :)
With the 3Dmigoto 1.2.63 released I think we are ready to pack the next version of this game's fix. Do you mind if I help to prepare the integrated ini file (or even the whole package if you like)? Considering there are quite a few stuff I added recently, the new upscale feature from 3Dmigoto and FAR updates, and I am still actively playing the game, I might be the right one to do the dirty work. If so, how do I send you the file?
llyzs said:
So in any case this VS shader output does not seem to control the bloom position at all.
Bingo!
I wasn't able to find an actual shader that controls the bloom, except this one.
Just disable the stupid bloom based on the texture and keep the UI on;) Or if you want to spend lots of hours into this, try to fix it;) This particular bloom is a minor one anyway as you still get the fullscreen bloom working;) Again, taste:) I honestly don't really like bloom that much;)
Well, for something that even helifax said "I wasn't able to find...", I just will not bother trying. :)
With the 3Dmigoto 1.2.63 released I think we are ready to pack the next version of this game's fix. Do you mind if I help to prepare the integrated ini file (or even the whole package if you like)? Considering there are quite a few stuff I added recently, the new upscale feature from 3Dmigoto and FAR updates, and I am still actively playing the game, I might be the right one to do the dirty work. If so, how do I send you the file?
[quote="llyzs"][quote="helifax"][quote="llyzs"]
So in any case this VS shader output does not seem to control the bloom position at all.[/quote]
Bingo!
I wasn't able to find an actual shader that controls the bloom, except this one.
Just disable the stupid bloom based on the texture and keep the UI on;) Or if you want to spend lots of hours into this, try to fix it;) This particular bloom is a minor one anyway as you still get the fullscreen bloom working;) Again, taste:) I honestly don't really like bloom that much;)[/quote]
Well, for something that even helifax said "I wasn't able to find...", I just will not bother trying. :)
With the 3Dmigoto 1.2.63 released I think we are ready to pack the next version of this game's fix. Do you mind if I help to prepare the integrated ini file (or even the whole package if you like)? Considering there are quite a few stuff I added recently, the new upscale feature from 3Dmigoto and FAR updates, and I am still actively playing the game, I might be the right one to do the dirty work. If so, how do I send you the file?[/quote]
Go ahead and pack it up the way you see fit;)
I'll add the credits on the main page when we release it as well;)
(And HelixMod).
You can send it in my e-mail: tavyhome@gmail.com.
I'll then put it on the server and update the descriptions and whatever it needs updating lol;)
Cheers & Thanks!
llyzs said:
So in any case this VS shader output does not seem to control the bloom position at all.
Bingo!
I wasn't able to find an actual shader that controls the bloom, except this one.
Just disable the stupid bloom based on the texture and keep the UI on;) Or if you want to spend lots of hours into this, try to fix it;) This particular bloom is a minor one anyway as you still get the fullscreen bloom working;) Again, taste:) I honestly don't really like bloom that much;)
Well, for something that even helifax said "I wasn't able to find...", I just will not bother trying. :)
With the 3Dmigoto 1.2.63 released I think we are ready to pack the next version of this game's fix. Do you mind if I help to prepare the integrated ini file (or even the whole package if you like)? Considering there are quite a few stuff I added recently, the new upscale feature from 3Dmigoto and FAR updates, and I am still actively playing the game, I might be the right one to do the dirty work. If so, how do I send you the file?
Go ahead and pack it up the way you see fit;)
I'll add the credits on the main page when we release it as well;)
(And HelixMod).
You can send it in my e-mail: tavyhome@gmail.com.
I'll then put it on the server and update the descriptions and whatever it needs updating lol;)
Cheers & Thanks!
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 WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
It is quite strange, since FAR should force the resolution. Try to push ctrl+shift+backspace and take a look at FAR's setting, or open dxgi.ini and take a look at "OverrideRes" setting.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
I have a good news for you, and others who have problem with SBS or TaB custom shader.
I have tested and confirmed that the CustomShader3DVision2SBS crashes the game. However, the next version of 3Dmigoto will add a new feature called "upscaling" (developed by ColAngel, thanks him!) and the changes were already merged. This feature basically allows you to run the game in lower resolution and upscale the final frame into monitor's native resolution. It does not like FAR which forces the game resolution, the upscale feature allows the game to use its own resolution, and 3Dmigoto will upscale the resolution as a final step. For example, you can run the game in 1600x900 and then upscale the final image to 1080p, you will get a nice performance boost on a 1080p passive 3DTV.
And here is the good part: since the upscale feature changes the game's swapchain, it looks like it successfully workaround the crash issue using CustomShader3DVision2SBS. And I have tested myself: I enable upscaling and CustomShader3DVision2SBS at the same time, and I successfully get a TaB image!
So for anyone who wants to use SBS or TaB custom shader, stay tuned and wait for for the next version!
Thanks a lot ColAngel for this great and very needed feature.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
Benq XL2720Z
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
That's great! And one question: can it upscale the image with nearest neighbor filtering too? For example, for crisp 1080p in a 4K TV.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
The final upscaling step is actually just a custom shader in the ini, so yes you not only can use sampler = point_filter if you like, you can even edit the upscaling shader and do whatever you want.
d3dx.ini:
f6f059ac789a5c2d-vs_replace.txt:
However, I am wondering if it is possible to push the lighting bloom into depth, instead of just disable it. We can probably release as it is, but this is the last issue I am having with the game. Anyone has an idea how to do it?
You can replace "o0 = 0;" with:
If there is depth info in the "w" component, will fix it. If not, you can use this:
You can change 0.8 for another value (A fix value - depth) to see what works best. This is not a perfect fix, but should work for bloom effects.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I played with the parameters a bit, the bloom position won't move a bit no matter what value I add to o0.x. If I set it to 0 or add a large enough value it will be gone (so it is either on screen or it won't, but position won't move a bit).
I also found out the o0.y is used to control how far a light starts to bloom, but not its y position. I stopped at a scene where there were two lights in front, both were blooming. If I add a small value to o0.y, I can make the far light stops blooming but the near one still blooms.
Also, the o0.z is used to control the bloom's brightness, i.e. if I change o0.z I can dim the bloom a bit. I don't know what o0.w does but if I add some value to it, even the lights behind me will bloom.
So in any case this VS shader output does not seem to control the bloom position at all.
Bingo!
I wasn't able to find an actual shader that controls the bloom, except this one.
Just disable the stupid bloom based on the texture and keep the UI on;) Or if you want to spend lots of hours into this, try to fix it;) This particular bloom is a minor one anyway as you still get the fullscreen bloom working;) Again, taste:) I honestly don't really like bloom that much;)
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)
Well, for something that even helifax said "I wasn't able to find...", I just will not bother trying. :)
With the 3Dmigoto 1.2.63 released I think we are ready to pack the next version of this game's fix. Do you mind if I help to prepare the integrated ini file (or even the whole package if you like)? Considering there are quite a few stuff I added recently, the new upscale feature from 3Dmigoto and FAR updates, and I am still actively playing the game, I might be the right one to do the dirty work. If so, how do I send you the file?
Go ahead and pack it up the way you see fit;)
I'll add the credits on the main page when we release it as well;)
(And HelixMod).
You can send it in my e-mail: tavyhome@gmail.com.
I'll then put it on the server and update the descriptions and whatever it needs updating lol;)
Cheers & Thanks!
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)