The Witcher 3: Wild Hunt
  63 / 152    
A quick status update - I have improved the frame analysis feature in 3Dmigoto enough that I can now say with certainty that compute shaders are responsible for some of the physical lighting effects in this game (see the 3Dmigoto thread for this release). Next step is to hook them up to allow hunting and replacing them. [quote="costiq"]I've just noticed a few problems with some candles (not every...) and some fire places. (see pics)[/quote]Not sure about the first two, but that third screenshot is caused by this in the d3dx.ini: [code] [ShaderOverride1] Hash=16f398fc56dce109 Handling=skip[/code]I removed that in the 0.04 3Dmigoto version - I guess it's still in the Flugan version?
A quick status update - I have improved the frame analysis feature in 3Dmigoto enough that I can now say with certainty that compute shaders are responsible for some of the physical lighting effects in this game (see the 3Dmigoto thread for this release). Next step is to hook them up to allow hunting and replacing them.


costiq said:I've just noticed a few problems with some candles (not every...) and some fire places. (see pics)
Not sure about the first two, but that third screenshot is caused by this in the d3dx.ini:
[ShaderOverride1]
Hash=16f398fc56dce109
Handling=skip
I removed that in the 0.04 3Dmigoto version - I guess it's still in the Flugan version?

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

Posted 06/11/2015 01:00 AM   
[quote="Helifax"] Now, that is very strange! I saw this at some point a while ago! But I never with v.04 I never had this issue... In any case can you try out the fix attached here ? (Is using flugan's wrapper/DLL + shaders from v.04, where this problem should be fixed). Don't forget to remove the ".jpg" as is a RAR file;)[/quote] [quote="DarkStarSword"]A quick status update - I have improved the frame analysis feature in 3Dmigoto enough that I can now say with certainty that compute shaders are responsible for some of the physical lighting effects in this game. Next step is to hook them up to allow hunting and replacing them. [quote="costiq"]I've just noticed a few problems with some candles (not every...) and some fire places. (see pics)[/quote]Not sure about the first two, but that third screenshot is caused by this in the d3dx.ini: [code] [ShaderOverride1] Hash=16f398fc56dce109 Handling=skip[/code]I removed that in the 0.04 3Dmigoto version - I guess it's still in the Flugan version?[/quote] Thank you Helifax and DarkStarSword. I've tried both solutions but, in both cases, while the candle lights and fire places are repaired (and there are no more grey faces...), problems arise with shadows appearing in only one eye on roofs and walls... [img]http://constantin.me.uk/Stereoscopy/witcher308_50.jps[/img][img]http://constantin.me.uk/Stereoscopy/witcher309_50.jps[/img][img]http://constantin.me.uk/Stereoscopy/witcher310_50.jps[/img][img]http://constantin.me.uk/Stereoscopy/witcher311_50.jps[/img]
Helifax said:

Now, that is very strange! I saw this at some point a while ago! But I never with v.04 I never had this issue...

In any case can you try out the fix attached here ? (Is using flugan's wrapper/DLL + shaders from v.04, where this problem should be fixed).

Don't forget to remove the ".jpg" as is a RAR file;)


DarkStarSword said:A quick status update - I have improved the frame analysis feature in 3Dmigoto enough that I can now say with certainty that compute shaders are responsible for some of the physical lighting effects in this game. Next step is to hook them up to allow hunting and replacing them.


costiq said:I've just noticed a few problems with some candles (not every...) and some fire places. (see pics)
Not sure about the first two, but that third screenshot is caused by this in the d3dx.ini:
[ShaderOverride1]
Hash=16f398fc56dce109
Handling=skip
I removed that in the 0.04 3Dmigoto version - I guess it's still in the Flugan version?


Thank you Helifax and DarkStarSword.

I've tried both solutions but, in both cases, while the candle lights and fire places are repaired (and there are no more grey faces...), problems arise with shadows appearing in only one eye on roofs and walls...

ImageImageImageImage

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

Posted 06/11/2015 01:42 AM   
ok, thanks for those screenshots costiq. I'm pretty sure Mike already knows about that issue (why the shader was disabled in the first place). Truth be told I haven't played far enough to see that, so I haven't looked into the cause yet (but I have a suspicion based on what I just saw in a frame analysis that looked like a misaligned building interior mask - if it's related this will need a fix in a compute shader, which we're still adding support to 3Dmigoto for) @Helifax - you've played further than me, do you also see those one eye issues?
ok, thanks for those screenshots costiq. I'm pretty sure Mike already knows about that issue (why the shader was disabled in the first place). Truth be told I haven't played far enough to see that, so I haven't looked into the cause yet (but I have a suspicion based on what I just saw in a frame analysis that looked like a misaligned building interior mask - if it's related this will need a fix in a compute shader, which we're still adding support to 3Dmigoto for)

@Helifax - you've played further than me, do you also see those one eye issues?

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

Posted 06/11/2015 01:55 AM   
Cheers DarkStarSword! I can but wish I was born with a different brain so I could really help more... Respect. @Helifax, e o onoare sa te cunosc! :)
Cheers DarkStarSword! I can but wish I was born with a different brain so I could really help more...
Respect.

@Helifax, e o onoare sa te cunosc! :)

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

Posted 06/11/2015 02:13 AM   
[quote="DarkStarSword"] @Helifax - you've played further than me, do you also see those one eye issues?[/quote] Yes, weird shadows appear on walls and roofs and certain interiors. Now I found out something more or less interesting. If I am using F1 to disable the shaders (from v.04 release) it changes the lighting in the game and in the same time the last wrong shadow (that appeared for example on a wall) is "permanently printed" in the FBO or screen. So, even if you rotate the camera you still have it on the screen. (Like a UI that never changes position relative to camera movement). I am now thinking that maybe that shader is nor responsible with the drawing but with the position update :) (Wish I would have more free time to dig in and hunt "zome" shaders) Also, in one place (I think Royal Palace in Vizima) the blue lighting/specularity (that you can see in the first room on the floor) is rendering mono by the looks of it. I know you are already looking in a way to fix this, but if you need a savegame/location where this is all over the scene, this is the place to find it;))
DarkStarSword said:
@Helifax - you've played further than me, do you also see those one eye issues?


Yes, weird shadows appear on walls and roofs and certain interiors. Now I found out something more or less interesting. If I am using F1 to disable the shaders (from v.04 release) it changes the lighting in the game and in the same time the last wrong shadow (that appeared for example on a wall) is "permanently printed" in the FBO or screen. So, even if you rotate the camera you still have it on the screen. (Like a UI that never changes position relative to camera movement). I am now thinking that maybe that shader is nor responsible with the drawing but with the position update :) (Wish I would have more free time to dig in and hunt "zome" shaders)

Also, in one place (I think Royal Palace in Vizima) the blue lighting/specularity (that you can see in the first room on the floor) is rendering mono by the looks of it. I know you are already looking in a way to fix this, but if you need a savegame/location where this is all over the scene, this is the place to find it;))

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)

Posted 06/11/2015 09:00 AM   
Any possibility to adding this discussion to helix site? The nature of this very long and old thread is inefficient. Recent discussions and observations are in order without wading through a large old thread such as this.
Any possibility to adding this discussion to helix site? The nature of this very long and old thread is inefficient. Recent discussions and observations are in order without wading through a large old thread such as this.

Posted 06/11/2015 10:58 AM   
Helixmod is a blog, it is not a good place to have a conversation. Once the fix is done, it will be uploaded to the helixmod blog.
Helixmod is a blog, it is not a good place to have a conversation. Once the fix is done, it will be uploaded to the helixmod blog.

Posted 06/11/2015 11:22 AM   
[quote=""]Any possibility to adding this discussion to helix site? The nature of this very long and old thread is inefficient. Recent discussions and observations are in order without wading through a large old thread such as this. [/quote] My friend, last I checked A FORUM (from the latin word "forum") is a place where people MEET and DISCUSS. I apologize if it bores you or if that you can't be bothered to search this long post for the information you look for. This thread is used for its exact purpose. People are providing feedback in order to make the fix or improve the current fix (Or do you believe a fix is done like "just like that", over night?;))) But, lkie Pirate said above, HelixMod site is used to store the fixes ONCE we discussed and the fix is done :)
said:Any possibility to adding this discussion to helix site? The nature of this very long and old thread is inefficient. Recent discussions and observations are in order without wading through a large old thread such as this.


My friend, last I checked A FORUM (from the latin word "forum") is a place where people MEET and DISCUSS.
I apologize if it bores you or if that you can't be bothered to search this long post for the information you look for.

This thread is used for its exact purpose. People are providing feedback in order to make the fix or improve the current fix (Or do you believe a fix is done like "just like that", over night?;)))

But, lkie Pirate said above, HelixMod site is used to store the fixes ONCE we discussed and the fix is done :)

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)

Posted 06/11/2015 12:33 PM   
[quote=""][quote="DarkStarSword"] @Helifax - you've played further than me, do you also see those one eye issues?[/quote] Yes, weird shadows appear on walls and roofs and certain interiors. Now I found out something more or less interesting. If I am using F1 to disable the shaders (from v.04 release) it changes the lighting in the game and in the same time the last wrong shadow (that appeared for example on a wall) is "permanently printed" in the FBO or screen. So, even if you rotate the camera you still have it on the screen. (Like a UI that never changes position relative to camera movement). I am now thinking that maybe that shader is nor responsible with the drawing but with the position update :) (Wish I would have more free time to dig in and hunt "zome" shaders) Also, in one place (I think Royal Palace in Vizima) the blue lighting/specularity (that you can see in the first room on the floor) is rendering mono by the looks of it. I know you are already looking in a way to fix this, but if you need a savegame/location where this is all over the scene, this is the place to find it;))[/quote] These shadow issues are precisely the things we are unable to track down through Pixel Shaders - I am hoping that if/when DarkStarsword can include Compute Shader hunting in 3Dmigoto we will be able to track these down.
said:
DarkStarSword said:
@Helifax - you've played further than me, do you also see those one eye issues?


Yes, weird shadows appear on walls and roofs and certain interiors. Now I found out something more or less interesting. If I am using F1 to disable the shaders (from v.04 release) it changes the lighting in the game and in the same time the last wrong shadow (that appeared for example on a wall) is "permanently printed" in the FBO or screen. So, even if you rotate the camera you still have it on the screen. (Like a UI that never changes position relative to camera movement). I am now thinking that maybe that shader is nor responsible with the drawing but with the position update :) (Wish I would have more free time to dig in and hunt "zome" shaders)

Also, in one place (I think Royal Palace in Vizima) the blue lighting/specularity (that you can see in the first room on the floor) is rendering mono by the looks of it. I know you are already looking in a way to fix this, but if you need a savegame/location where this is all over the scene, this is the place to find it;))

These shadow issues are precisely the things we are unable to track down through Pixel Shaders - I am hoping that if/when DarkStarsword can include Compute Shader hunting in 3Dmigoto we will be able to track these down.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/11/2015 02:14 PM   
[quote=""]Any possibility to adding this discussion to helix site? The nature of this very long and old thread is inefficient. Recent discussions and observations are in order without wading through a large old thread such as this. [/quote] The fix is still alpha for use by people who want to contribute to the testing and feedback, and the game itself does not properly work yet either - it's not ready for wider exposure on Helixblog yet.
said:Any possibility to adding this discussion to helix site? The nature of this very long and old thread is inefficient. Recent discussions and observations are in order without wading through a large old thread such as this.

The fix is still alpha for use by people who want to contribute to the testing and feedback, and the game itself does not properly work yet either - it's not ready for wider exposure on Helixblog yet.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/11/2015 02:16 PM   
[quote=""][quote="DarkStarSword"] @Helifax - you've played further than me, do you also see those one eye issues?[/quote] Yes, weird shadows appear on walls and roofs and certain interiors. Now I found out something more or less interesting. If I am using F1 to disable the shaders (from v.04 release) it changes the lighting in the game and in the same time the last wrong shadow (that appeared for example on a wall) is "permanently printed" in the FBO or screen. So, even if you rotate the camera you still have it on the screen. (Like a UI that never changes position relative to camera movement). I am now thinking that maybe that shader is nor responsible with the drawing but with the position update :) (Wish I would have more free time to dig in and hunt "zome" shaders) Also, in one place (I think Royal Palace in Vizima) the blue lighting/specularity (that you can see in the first room on the floor) is rendering mono by the looks of it. I know you are already looking in a way to fix this, but if you need a savegame/location where this is all over the scene, this is the place to find it;))[/quote] Question on these shadows showing as one-eye effects. Has anyone tried different settings of shadows to see if there is a way to bypass this problem altogether? Maybe even tweak setting using: [url]http://www.nexusmods.com/witcher3/mods/12/?[/url] I'm concerned that this might be a driver bug (one-eye effects often are), and I'd prefer not to do a heroic amount of work to get compute shaders working only to find out it's busted and we can't fix it. This is the only game presently that we think we need compute shaders.
said:
DarkStarSword said:
@Helifax - you've played further than me, do you also see those one eye issues?


Yes, weird shadows appear on walls and roofs and certain interiors. Now I found out something more or less interesting. If I am using F1 to disable the shaders (from v.04 release) it changes the lighting in the game and in the same time the last wrong shadow (that appeared for example on a wall) is "permanently printed" in the FBO or screen. So, even if you rotate the camera you still have it on the screen. (Like a UI that never changes position relative to camera movement). I am now thinking that maybe that shader is nor responsible with the drawing but with the position update :) (Wish I would have more free time to dig in and hunt "zome" shaders)

Also, in one place (I think Royal Palace in Vizima) the blue lighting/specularity (that you can see in the first room on the floor) is rendering mono by the looks of it. I know you are already looking in a way to fix this, but if you need a savegame/location where this is all over the scene, this is the place to find it;))

Question on these shadows showing as one-eye effects. Has anyone tried different settings of shadows to see if there is a way to bypass this problem altogether?

Maybe even tweak setting using: http://www.nexusmods.com/witcher3/mods/12/?


I'm concerned that this might be a driver bug (one-eye effects often are), and I'd prefer not to do a heroic amount of work to get compute shaders working only to find out it's busted and we can't fix it. This is the only game presently that we think we need compute shaders.

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

Posted 06/11/2015 10:34 PM   
Well, I can defo tell you they AREN'T a one eye effect!!! But in fact they show in both eyes but with different values on .z/.w . So, in some certain angles they can show up just in one eye... ;) I tried all the settings related to shadows and I found it in all of them. Personally, it doesn't bother me that much;)) but well It would be nice if it can be fixed. I'll probably take a look in the weekend to see what I can find related to them;))
Well, I can defo tell you they AREN'T a one eye effect!!! But in fact they show in both eyes but with different values on .z/.w . So, in some certain angles they can show up just in one eye... ;)
I tried all the settings related to shadows and I found it in all of them.

Personally, it doesn't bother me that much;)) but well It would be nice if it can be fixed. I'll probably take a look in the weekend to see what I can find related to them;))

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)

Posted 06/12/2015 12:58 AM   
Wanted to ask, how much performance gain did you guys see when upgrading from 352.86 to the newer 353 series drivers?
Wanted to ask, how much performance gain did you guys see when upgrading from 352.86 to the newer 353 series drivers?

Win 7 64bit ; i7 4790K ; GTX 980 ASUS OC ;10 gb ram ; 353.06 ; 42" edid 3Dvision passive interleaved screen

Posted 06/12/2015 08:29 AM   
Still bumping this, got the Gray areas fixed by discovering F1 button Does F1 disable/enable AO - as In I can not play without SSAO. Is it possible to fix SSAO 3D shaders to not glitch? Maybe point out tips on how to do it? :) cheers
Still bumping this, got the Gray areas fixed by discovering F1 button
Does F1 disable/enable AO - as In I can not play without SSAO.

Is it possible to fix SSAO 3D shaders to not glitch? Maybe point out tips on how to do it? :)

cheers

Win 7 64bit ; i7 4790K ; GTX 980 ASUS OC ;10 gb ram ; 353.06 ; 42" edid 3Dvision passive interleaved screen

Posted 06/12/2015 06:37 PM   
Right;)) 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 !!!)
Right;))

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:

[ShaderOverride1]
Hash=0675778425b068a0
Handling=skip

[ShaderOverride2]
Hash=00422ffd512b9ff0
Handling=skip



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: HairMod Nexus - Hairworks everything except HAIR on Geralt - better FPS
(WHICH I HIGHLY RECOMMEND !!!)

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)

Posted 06/12/2015 08:44 PM   
  63 / 152    
Scroll To Top