[quote="helifax"]Awesome Thanks DarkStarSword;) I will check it out when I get tonight at home;)
I was able to also dump the values last night but stopped there. I also saw an infinite there on the .y component. Which explains why the thing was completely gone and no matter what value I used to divide it would still be gone.
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)[/quote]
Helifax did you get a chance to look at the New Patch in 3d Vision Surround? If so did you experience the black screen in Surround resolutions?
helifax said:Awesome Thanks DarkStarSword;) I will check it out when I get tonight at home;)
I was able to also dump the values last night but stopped there. I also saw an infinite there on the .y component. Which explains why the thing was completely gone and no matter what value I used to divide it would still be gone.
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)
Helifax did you get a chance to look at the New Patch in 3d Vision Surround? If so did you experience the black screen in Surround resolutions?
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
[quote="msm903"][quote="helifax"]Awesome Thanks DarkStarSword;) I will check it out when I get tonight at home;)
I was able to also dump the values last night but stopped there. I also saw an infinite there on the .y component. Which explains why the thing was completely gone and no matter what value I used to divide it would still be gone.
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)[/quote]
Helifax did you get a chance to look at the New Patch in 3d Vision Surround? If so did you experience the black screen in Surround resolutions?[/quote]
Are you using a Bezel Corrected Resolution by any chance? I know those were broken even before:( But normal Surround Resolutions work fine.
Didn't have the time to check it out last night:( I started playing and figuring why the crosshair was broken and then stopped and went to bed:(
Hopefully I will try today after I update the fix;)
helifax said:Awesome Thanks DarkStarSword;) I will check it out when I get tonight at home;)
I was able to also dump the values last night but stopped there. I also saw an infinite there on the .y component. Which explains why the thing was completely gone and no matter what value I used to divide it would still be gone.
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)
Helifax did you get a chance to look at the New Patch in 3d Vision Surround? If so did you experience the black screen in Surround resolutions?
Are you using a Bezel Corrected Resolution by any chance? I know those were broken even before:( But normal Surround Resolutions work fine.
Didn't have the time to check it out last night:( I started playing and figuring why the crosshair was broken and then stopped and went to bed:(
Hopefully I will try today after I update the fix;)
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"]
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)[/quote]
Yes I will, but I felt from bed and I'm on Tomb Raider till 6AM ;)
helifax said:
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)
Yes I will, but I felt from bed and I'm on Tomb Raider till 6AM ;)
[quote="chtiblue"][quote="helifax"]
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)[/quote]
Yes I will, but I felt from bed and I'm on Tomb Raider till 6AM ;)[/quote]
Hahaha;)) Take it easy Adventurer;))
helifax said:
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)
Yes I will, but I felt from bed and I'm on Tomb Raider till 6AM ;)
Hahaha;)) Take it easy Adventurer;))
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
@helifax
Yesterday night i take a look at the Crosshair also, and end with a similar code than DSS (i use crosshair.hlsl instead and i use a different fixing code in the shader) and actually works, is very accurate so you should see a perfect match....BUT i think the texture for the crosshair is not included in the d3dx.ini separation texture section, so the code not apply to the crosshair, that's why the crosshair is always at fixed depth....but i see that the fix apply to the interactive icons and some others HUD elements.
Hope this help to fix the crosshair and HUD, because i see you interact with others shaders....so you know what happens with those.
If you need help, later night i can help with the Crosshair and Interactive Icons to make them dynamics, the depth buffer and fixing code is working, so is matter to layout of the HUD elements (privileging gameplay)
Yesterday night i take a look at the Crosshair also, and end with a similar code than DSS (i use crosshair.hlsl instead and i use a different fixing code in the shader) and actually works, is very accurate so you should see a perfect match....BUT i think the texture for the crosshair is not included in the d3dx.ini separation texture section, so the code not apply to the crosshair, that's why the crosshair is always at fixed depth....but i see that the fix apply to the interactive icons and some others HUD elements.
Hope this help to fix the crosshair and HUD, because i see you interact with others shaders....so you know what happens with those.
If you need help, later night i can help with the Crosshair and Interactive Icons to make them dynamics, the depth buffer and fixing code is working, so is matter to layout of the HUD elements (privileging gameplay)
[quote="helifax"][quote="msm903"][quote="helifax"]Awesome Thanks DarkStarSword;) I will check it out when I get tonight at home;)
I was able to also dump the values last night but stopped there. I also saw an infinite there on the .y component. Which explains why the thing was completely gone and no matter what value I used to divide it would still be gone.
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)[/quote]
Helifax did you get a chance to look at the New Patch in 3d Vision Surround? If so did you experience the black screen in Surround resolutions?[/quote]
Are you using a Bezel Corrected Resolution by any chance? I know those were broken even before:( But normal Surround Resolutions work fine.
Didn't have the time to check it out last night:( I started playing and figuring why the crosshair was broken and then stopped and went to bed:(
Hopefully I will try today after I update the fix;)[/quote]
Thank you for the quick response. I am familiar with the Bezel corrected resolution being broken prior and including this update. For me and I think there were 2 others who mentioned it, the game just loads black with regular surround resolutions once 3D is enabled. In fact even when I tried SBS I got the same black screen with or without Nvidia 3D vision being enabled. I was using 5760 X 1080.
Thanks for the hard work on your part with the fix.
helifax said:Awesome Thanks DarkStarSword;) I will check it out when I get tonight at home;)
I was able to also dump the values last night but stopped there. I also saw an infinite there on the .y component. Which explains why the thing was completely gone and no matter what value I used to divide it would still be gone.
@chtiblue:
Hold your horses a bit;) I'll integrate it in the full fix/patch once I tested it and see if I need to do something else with it;)
Helifax did you get a chance to look at the New Patch in 3d Vision Surround? If so did you experience the black screen in Surround resolutions?
Are you using a Bezel Corrected Resolution by any chance? I know those were broken even before:( But normal Surround Resolutions work fine.
Didn't have the time to check it out last night:( I started playing and figuring why the crosshair was broken and then stopped and went to bed:(
Hopefully I will try today after I update the fix;)
Thank you for the quick response. I am familiar with the Bezel corrected resolution being broken prior and including this update. For me and I think there were 2 others who mentioned it, the game just loads black with regular surround resolutions once 3D is enabled. In fact even when I tried SBS I got the same black screen with or without Nvidia 3D vision being enabled. I was using 5760 X 1080.
Thanks for the hard work on your part with the fix.
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
I double checked and even used Frame analysis and the crosshair is coming on that texture with that Hash defined in the ini file:
[code]
[ShaderOverrideCrosshair]
Hash=3020ae9d794bc65e
;Hash=b65139cd6130cd09 VS
;This needs to MATCH the Register from ShaderUsage.txt where the Texture Hash is defined!
x2=ps-t58
;y2=ps-t0
;z2=ps-t0
;w2=ps-t0
;analyse_options = filename_reg dump_tex
[TextureOverrideCrosshair]
Hash=ba8af3fa
;Hash=a98c980a
filter_index=1
[/code]
Problem is the same texture is used by other elements on the screen (like some part of the UI) and some part of the contextual icons. Hence I need to make the rect around the size of the textures...
What is very weird though is that I expected this to have values between -1 to 1 but instead I am having this huge numbers which they don;t really make sense....
[code]
if ((o0.x > -8000.60) && (o0.x < 8000.60) && (o0.y > -5000.60) && (o0.y < 5000.60))
[/code]
Never seen this behaviour before....
I'm still at work so I can't really test it now but the rest of the code in the shader works and the "weird" election above also works;)
What is also very interesting is that the Rifle Laser Dot where I also use the sampled depth seems to work perfectly fine! at close and distant locations. Of course that will probably also needs updating and will take a look at that one as well;)
If you want to take a look as well, sure we are more than happy for the help;)
I double checked and even used Frame analysis and the crosshair is coming on that texture with that Hash defined in the ini file:
[ShaderOverrideCrosshair]
Hash=3020ae9d794bc65e
;Hash=b65139cd6130cd09 VS
;This needs to MATCH the Register from ShaderUsage.txt where the Texture Hash is defined!
x2=ps-t58
;y2=ps-t0
;z2=ps-t0
;w2=ps-t0
;analyse_options = filename_reg dump_tex
Problem is the same texture is used by other elements on the screen (like some part of the UI) and some part of the contextual icons. Hence I need to make the rect around the size of the textures...
What is very weird though is that I expected this to have values between -1 to 1 but instead I am having this huge numbers which they don;t really make sense....
Never seen this behaviour before....
I'm still at work so I can't really test it now but the rest of the code in the shader works and the "weird" election above also works;)
What is also very interesting is that the Rifle Laser Dot where I also use the sampled depth seems to work perfectly fine! at close and distant locations. Of course that will probably also needs updating and will take a look at that one as well;)
If you want to take a look as well, sure we are more than happy for the help;)
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"]What is very weird though is that I expected this to have values between -1 to 1 but instead I am having this huge numbers which they don;t really make sense....
[code]
if ((o0.x > -8000.60) && (o0.x < 8000.60) && (o0.y > -5000.60) && (o0.y < 5000.60))
[/code]
[/quote]That will be because the W value is very large. X is divided by W to derive the screen-space coordinate between -1 and +1, so while you are still in the shader it will be between -W and +W.
P.S. Yay, my avatar is back, now with more detail :)
helifax said:What is very weird though is that I expected this to have values between -1 to 1 but instead I am having this huge numbers which they don;t really make sense....
That will be because the W value is very large. X is divided by W to derive the screen-space coordinate between -1 and +1, so while you are still in the shader it will be between -W and +W.
P.S. Yay, my avatar is back, now with more detail :)
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
[quote="DarkStarSword"][quote="helifax"]What is very weird though is that I expected this to have values between -1 to 1 but instead I am having this huge numbers which they don;t really make sense....
[code]
if ((o0.x > -8000.60) && (o0.x < 8000.60) && (o0.y > -5000.60) && (o0.y < 5000.60))
[/code]
[/quote]That will be because the W value is very large. X is divided by W to derive the screen-space coordinate between -1 and +1, so while you are still in the shader it will be between -W and +W.
P.S. Yay, my avatar is back, now with more detail :)[/quote]
Makes sense;)
Oo pretty blue avatar with even more blue ^_^
helifax said:What is very weird though is that I expected this to have values between -1 to 1 but instead I am having this huge numbers which they don;t really make sense....
That will be because the W value is very large. X is divided by W to derive the screen-space coordinate between -1 and +1, so while you are still in the shader it will be between -W and +W.
P.S. Yay, my avatar is back, now with more detail :)
Makes sense;)
Oo pretty blue avatar with even more blue ^_^
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="Scarhead"]Which driver is recommended for this fix? I can't find it anymore...
Edit:
361.91, just found it.
Does 362.00 also work?[/quote]
362.00 should work as well. Driver before 361.91 will not work though:(
Scarhead said:Which driver is recommended for this fix? I can't find it anymore...
Edit:
361.91, just found it.
Does 362.00 also work?
362.00 should work as well. Driver before 361.91 will not work though:(
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="DarkStarSword"]Ok, I've got the auto crosshair sorted - there were a bunch of problems, so no wonder it wasn't working quite right :)
- SceneBuffer had bogus DepthToW values when the crosshair was being drawn, so I had to copy it from the same shader you copied the depth buffer from:
[code]
001008-ps-cb2-vs=b65139cd6130cd09-ps=3020ae9d794bc65e.txt:cb2[20].x: 1.#INF
001008-ps-cb2-vs=b65139cd6130cd09-ps=3020ae9d794bc65e.txt:cb2[20].y: -1.#INF
[/code]
- The auto crosshair code was a bit outdated and had some issues that I had fixed in other games, so I updated that
- You were calling world_z_from_depth_buffer directly, but should be calling adjust_from_depth_buffer so you get the ray tracing to position it accurately.
- Increased the minimum depth to 150 since this game uses a very large near clipping plane which would have resulted of most of the 255 samples being off-screen and the remaining granularity would have been too low to be useful.
- Added code to detect when the Z-buffer scaling went negative (which it does for valid values above 0.98 as you can clearly see on the wolfram alpha plot I posted on the previous page) and treated these as infinity.
- Multiplied adjustment by o0.w since the original W value was not 1.0
- Removed the surround factor - I don't think this should be necessary since we are still sampling around the center of the depth buffer either way, but if I'm wrong please add it back with whatever tweaks it requires.
- Added a release_delay so the crosshair doesn't snap back immediately when releasing the aim button
- NULLed out the depth buffer copy on the present call to make sure we can never use a stale version
- Added max_copies_per_frame=1 to the depth buffer and SceneBuffer copies to reduce performance costs (seemed ok here, but these can become really significant if you aren't careful)
Here's the shaders and my d3dx.ini:
[url]http://darkstarsword.net/rottr/b65139cd6130cd09-vs_replace.txt[/url]
[url]http://darkstarsword.net/rottr/d3dx.ini[/url]
Here's the diffs (with a couple of irrelevant hunks removed):
[code]
--- d3dx.ini~ 2016-03-01 12:04:30.851266500 +1100
+++ d3dx.ini 2016-03-02 15:30:09.556034000 +1100
@@ -76,6 +76,7 @@
; DO NOT CHANGE
z = 1.0
type=hold
+release_delay = 150
[KeyAimining2]
Key = VK_RBUTTON
@@ -84,6 +85,7 @@
; DO NOT CHANGE
z = 1.0
type=hold
+release_delay = 150
; Convergence presets
[KeyConvergence1]
@@ -593,6 +595,9 @@
;Map3=from 3f666666 to 0.9
[ResourceDepthBuffer]
+max_copies_per_frame=1
+[ResourceSceneBuffer]
+max_copies_per_frame=1
[ShaderOverrideShadow]
;whatever HASH of the PIxel shader that has the Depth Buffer texture
; From ON Sun Shadows
@@ -601,31 +606,39 @@
Hash=05845fdfcf6059bb
;ResourceDepthBuffer = ps-t1
ResourceDepthBuffer = oD
+ResourceSceneBuffer = ps-cb2
+analyse_options = dump_cb_txt
[ShaderOverrideCrosshair1]
;VS hash code of the HUD
Hash=b65139cd6130cd09
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
+analyse_options = dump_cb_txt
[ShaderOverrideCrosshair2]
;VS hash code of the HUD
Hash=2f27a12c0923a866
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
[ShaderOverrideCrosshair3]
;VS hash code of the HUD
Hash=c6c9a8059e7017c7
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
[ShaderOverrideCrosshairLaserDot]
;VS hash code of the HUD
Hash=da2b136433ed2798
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
[ShaderOverrideWaterReflections]
;VS hash code of the HUD
Hash=5151c6965409e536
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
[ShaderOverrideLensFlare]
@@ -696,4 +709,5 @@
hash=1e28ca9d738c8829
handling=skip
-
+[Present]
+ResourceDepthBuffer = null
[/code]
[code]
--- ShaderFixes/b65139cd6130cd09-vs_replace.txt~ 2016-02-20 16:21:01.995892000 +1100
+++ ShaderFixes/b65139cd6130cd09-vs_replace.txt 2016-03-02 15:28:51.316558900 +1100
@@ -23,6 +23,75 @@
}
+cbuffer SceneBuffer : register(b13)
+{
+ row_major float4x4 View : packoffset(c0);
+ row_major float4x4 ScreenMatrix : packoffset(c4);
+ float2 DepthExportScale : packoffset(c8);
+ float2 __padding0 : packoffset(c8.z);
+ float4 FogParams : packoffset(c9);
+ float3 __CameraPosition : packoffset(c10);
+ float __padding12 : packoffset(c10.w);
+ float3 CameraDirection : packoffset(c11);
+ float __padding9 : packoffset(c11.w);
+ float3 DepthFactors : packoffset(c12);
+ float __padding10 : packoffset(c12.w);
+ float3 ShadowDepthBiasAndLightType : packoffset(c13);
+ float __padding11 : packoffset(c13.w);
+ float4 SubframeViewport : packoffset(c14);
+ row_major float3x4 DepthToWorld : packoffset(c15);
+ float4 DepthToView : packoffset(c18);
+ float4 OneOverDepthToView : packoffset(c19);
+ float4 DepthToW : packoffset(c20);
+ float4 ClipPlane : packoffset(c21);
+ float2 ViewportDepthScaleOffset : packoffset(c22);
+ float2 __padding1 : packoffset(c22.z);
+ float2 ColorDOFDepthScaleOffset : packoffset(c23);
+ float2 __padding2 : packoffset(c23.z);
+ float4 TimeVector : packoffset(c24);
+ float4 FogParams2 : packoffset(c25);
+ float4 FogParams3 : packoffset(c26);
+ float3 GlobalAmbient : packoffset(c27);
+ float __padding8 : packoffset(c27.w);
+ float4 GlobalParams[16] : packoffset(c28);
+ float4 ViewToFogH : packoffset(c44);
+ float4 ScreenExtents : packoffset(c45);
+ float2 ScreenResolution : packoffset(c46);
+ float2 __padding3 : packoffset(c46.z);
+ float4 PSSMToMap1Lin : packoffset(c47);
+ float4 PSSMToMap1Const : packoffset(c48);
+ float4 PSSMToMap2Lin : packoffset(c49);
+ float4 PSSMToMap2Const : packoffset(c50);
+ float4 PSSMToMap3Lin : packoffset(c51);
+ float4 PSSMToMap3Const : packoffset(c52);
+ float4 PSSMDistances : packoffset(c53);
+ row_major float4x4 WorldToPSSM0 : packoffset(c54);
+ row_major float4x4 PrevViewProject : packoffset(c58);
+ row_major float4x4 PrevWorld : packoffset(c62);
+ row_major float4x4 ViewT : packoffset(c66);
+ float4 PSSMExtents : packoffset(c70);
+ float4 ShadowAtlasResolution : packoffset(c71);
+ float4 UnitRimData[3] : packoffset(c72);
+ float3 __CameraPositionForCorrection : packoffset(c75);
+ float __padding7 : packoffset(c75.w);
+ row_major float4x4 CameraViewProject : packoffset(c76);
+ float4 BackBufferResolution : packoffset(c80);
+ row_major float4x4 InverseProjection : packoffset(c81);
+ float4 StereoOffset : packoffset(c85);
+ row_major float4x4 Projection : packoffset(c86);
+ row_major float4x4 ViewInv : packoffset(c90);
+ float4 ColorSSAO : packoffset(c94);
+ float4 GlobalFogColor : packoffset(c95);
+ float4 VolumetricLightGlobalParams : packoffset(c96);
+ float4 SnowParams01 : packoffset(c97);
+ float4 SnowParams02 : packoffset(c98);
+ float4 SnowParams03 : packoffset(c99);
+ int SSREnabled : packoffset(c100);
+ int __padding4 : packoffset(c100.y);
+ int __padding5 : packoffset(c100.z);
+ int __padding6 : packoffset(c100.w);
+}
+
// 3Dmigoto declarations
#define cmp -
@@ -32,8 +101,12 @@
// Depth buffer copied from other shaders to this input with 3Dmigoto:
Texture2D<float4> DepthBuffer : register(t110);
-static const float near = 0.1;
-static const float far = 40000;
+// Defines the depth into the scene that ray tracing starts. There will be 255
+// points traced between this and infinity, so if the game uses a very large
+// near clipping plane it is important to set this to a reasonable value
+// otherwise the granuality will be too low. Check the convergence to get an
+// idea of what depth is where in the scene:
+static const float min_depth = 150;
float world_z_from_depth_buffer(float x, float y)
{
@@ -44,17 +117,16 @@
x = min(max((x / 2 + 0.5) * width, 0), width - 1);
y = min(max((-y / 2 + 0.5) * height, 0), height - 1);
- z = DepthBuffer.Load(int3(x, y, 0));
-
- return z * 1;
-
- if (z == 1)
- return 0;
+ z = DepthBuffer.Load(int3(x, y, 0)).x;
- // Derive world Z from depth buffer. This is a kluge since I don't know
- // the correct scaling, and the Z buffer seems to be (1 - what I expected).
- // Might be able to determine the correct way to scale it from other shaders.
- return far*near/(((1-z)*near) + (far*z));
+ // The scaling in ROTTR will go negative for valid Z Buffer values
+ // starting at z >= ~0.98, so return 0 if that happens and
+ // adjust_depth_from_depth_buffer will ignore it, effectively treating
+ // it as infinity:
+ float tmp = z * DepthToW.x + DepthToW.y;
+ if (tmp <= 0)
+ return 0;
+ return 1 / tmp;
}
float adjust_from_depth_buffer(float x, float y)
@@ -83,25 +155,25 @@
// Based on DarkStarSword's stereo crosshair code originally developed
// for Miasmata, adapted to Unity, then translated to HLSL.
- offset = (near - convergence) * separation; // Z = X offset from center
- distance = separation - offset; // Total distance to cover (separation - starting X offset)
+ offset = (min_depth - convergence) * separation; // Z = X offset from center
+ if (min_depth) // Avoid divide by 0
+ offset /= min_depth;
+ distance = separation - offset; // Total distance to cover (separation - starting X offset)
old_offset = offset;
- for (i = 0; i < 255; i++)
- {
+ for (i = 0; i < 255; i++) {
offset += distance / 255.0;
// Calculate depth for this point on the line:
w = (separation * convergence) / (separation - offset);
- sampled_w = world_z_from_depth_buffer(x, y);
- if (sampled_w == 0)
- return 0;
+ sampled_w = world_z_from_depth_buffer(x + offset, y);
// If the sampled depth is closer than the calculated depth,
// we have found something that intersects the line, so exit
- // the loop and return the last point that was not intersected:
- if (w > sampled_w)
+ // the loop and return the last point that was not intersected.
+ // ROTTR: Ignore samples where the Z scaling went negative:
+ if (sampled_w && w > sampled_w)
break;
old_offset = offset;
@@ -110,7 +182,6 @@
return old_offset;
}
-
//#include <ShaderFixes/crosshair.hlsl>
void main(
@@ -140,20 +211,15 @@
float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
float4 tex_filter = IniParams.Load(int2(2,0));
- o0.x -= stereo.x * (o0.w - stereo.y);
- float temp = world_z_from_depth_buffer(0,0);
-
- float factor = 1.0;
- // Surround Mode?
- if (iniParams.w == 1.0 && iniParams.y == 1)
- factor = 3.0;
+
+ o0.x -= stereo.x * (o0.w - stereo.y);
if (tex_filter.x == 1)
{
if ((o0.x > -8000.60) && (o0.x < 8000.60) && (o0.y > -5000.60) && (o0.y < 5000.60))
{
if (iniParams.z == 1)
- o0.x += (stereo.x * (o0.w - 1.0) *temp) * factor;
+ o0.x += adjust_from_depth_buffer(0, 0) * o0.w;
else
o0.x += (stereo.x * (o0.w - 1.0) * iniParams.x);
}
@@ -257,4 +323,4 @@
// Approximately 11 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
-
\ No newline at end of file
+
[/code]
[/quote]
AWESOME STUFF!!! I was able to test it and it works perfect and does wonders! I didn't know I still had to use the secondary function as well;) I did some more "reading" inside the function and I can now understand why; As well as why the actual "depth = 1/ (z* DepthToW.x + DepthToW.y)"
I remember seeing something like that initially but since my VS didn't have it I didn't knew exactly how to copy it or even bind it:)) Overall was a very good learning experience this;)
BIG THANK YOU AGAIN! I will update the fix with all of this ;)
- The auto crosshair code was a bit outdated and had some issues that I had fixed in other games, so I updated that
- You were calling world_z_from_depth_buffer directly, but should be calling adjust_from_depth_buffer so you get the ray tracing to position it accurately.
- Increased the minimum depth to 150 since this game uses a very large near clipping plane which would have resulted of most of the 255 samples being off-screen and the remaining granularity would have been too low to be useful.
- Added code to detect when the Z-buffer scaling went negative (which it does for valid values above 0.98 as you can clearly see on the wolfram alpha plot I posted on the previous page) and treated these as infinity.
- Multiplied adjustment by o0.w since the original W value was not 1.0
- Removed the surround factor - I don't think this should be necessary since we are still sampling around the center of the depth buffer either way, but if I'm wrong please add it back with whatever tweaks it requires.
- Added a release_delay so the crosshair doesn't snap back immediately when releasing the aim button
- NULLed out the depth buffer copy on the present call to make sure we can never use a stale version
- Added max_copies_per_frame=1 to the depth buffer and SceneBuffer copies to reduce performance costs (seemed ok here, but these can become really significant if you aren't careful)
[ResourceDepthBuffer]
+max_copies_per_frame=1
+[ResourceSceneBuffer]
+max_copies_per_frame=1
[ShaderOverrideShadow]
;whatever HASH of the PIxel shader that has the Depth Buffer texture
; From ON Sun Shadows
@@ -601,31 +606,39 @@
Hash=05845fdfcf6059bb
;ResourceDepthBuffer = ps-t1
ResourceDepthBuffer = oD
+ResourceSceneBuffer = ps-cb2
+analyse_options = dump_cb_txt
[ShaderOverrideCrosshair1]
;VS hash code of the HUD
Hash=b65139cd6130cd09
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
+analyse_options = dump_cb_txt
[ShaderOverrideCrosshair2]
;VS hash code of the HUD
Hash=2f27a12c0923a866
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
[ShaderOverrideCrosshair3]
;VS hash code of the HUD
Hash=c6c9a8059e7017c7
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
[ShaderOverrideCrosshairLaserDot]
;VS hash code of the HUD
Hash=da2b136433ed2798
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
[ShaderOverrideWaterReflections]
;VS hash code of the HUD
Hash=5151c6965409e536
vs-t110 = ResourceDepthBuffer
+vs-cb13 = ResourceSceneBuffer
// 3Dmigoto declarations
#define cmp -
@@ -32,8 +101,12 @@
// Depth buffer copied from other shaders to this input with 3Dmigoto:
Texture2D<float4> DepthBuffer : register(t110);
-static const float near = 0.1;
-static const float far = 40000;
+// Defines the depth into the scene that ray tracing starts. There will be 255
+// points traced between this and infinity, so if the game uses a very large
+// near clipping plane it is important to set this to a reasonable value
+// otherwise the granuality will be too low. Check the convergence to get an
+// idea of what depth is where in the scene:
+static const float min_depth = 150;
x = min(max((x / 2 + 0.5) * width, 0), width - 1);
y = min(max((-y / 2 + 0.5) * height, 0), height - 1);
- z = DepthBuffer.Load(int3(x, y, 0));
-
- return z * 1;
-
- if (z == 1)
- return 0;
+ z = DepthBuffer.Load(int3(x, y, 0)).x;
- // Derive world Z from depth buffer. This is a kluge since I don't know
- // the correct scaling, and the Z buffer seems to be (1 - what I expected).
- // Might be able to determine the correct way to scale it from other shaders.
- return far*near/(((1-z)*near) + (far*z));
+ // The scaling in ROTTR will go negative for valid Z Buffer values
+ // starting at z >= ~0.98, so return 0 if that happens and
+ // adjust_depth_from_depth_buffer will ignore it, effectively treating
+ // it as infinity:
+ float tmp = z * DepthToW.x + DepthToW.y;
+ if (tmp <= 0)
+ return 0;
+ return 1 / tmp;
}
float adjust_from_depth_buffer(float x, float y)
@@ -83,25 +155,25 @@
// Based on DarkStarSword's stereo crosshair code originally developed
// for Miasmata, adapted to Unity, then translated to HLSL.
- offset = (near - convergence) * separation; // Z = X offset from center
- distance = separation - offset; // Total distance to cover (separation - starting X offset)
+ offset = (min_depth - convergence) * separation; // Z = X offset from center
+ if (min_depth) // Avoid divide by 0
+ offset /= min_depth;
+ distance = separation - offset; // Total distance to cover (separation - starting X offset)
old_offset = offset;
- for (i = 0; i < 255; i++)
- {
+ for (i = 0; i < 255; i++) {
offset += distance / 255.0;
// Calculate depth for this point on the line:
w = (separation * convergence) / (separation - offset);
// If the sampled depth is closer than the calculated depth,
// we have found something that intersects the line, so exit
- // the loop and return the last point that was not intersected:
- if (w > sampled_w)
+ // the loop and return the last point that was not intersected.
+ // ROTTR: Ignore samples where the Z scaling went negative:
+ if (sampled_w && w > sampled_w)
break;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
-
\ No newline at end of file
+
AWESOME STUFF!!! I was able to test it and it works perfect and does wonders! I didn't know I still had to use the secondary function as well;) I did some more "reading" inside the function and I can now understand why; As well as why the actual "depth = 1/ (z* DepthToW.x + DepthToW.y)"
I remember seeing something like that initially but since my VS didn't have it I didn't knew exactly how to copy it or even bind it:)) Overall was a very good learning experience this;)
BIG THANK YOU AGAIN! I will update the fix with all of this ;)
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
[color="orange"] NEW UPDATE PUSHED !!![/color]
Fixed:
[b]- 3rd of March 2016 - Fixed/Added proper DEPTH scaling to the crosshair, as previously wasn't working exactly
right ![/b]
[b]- 3rd of March 2016 - Added better transition timings when Aiming and not Aiming in d3dx.ini[/b]
Re-posting here for simplicity:
Dynamic Crosshair + Laser Dot (Up-Close):
[url=http://www.iforce.co.nz/View.aspx?i=iddtrq23.5ve.jpg][img]http://iforce.co.nz/i/iddtrq23.5ve.jpg[/img][/url]
Dynamic Crosshair + Laser Dot (Far Away):
[url=http://www.iforce.co.nz/View.aspx?i=cagkxfea.whg.jpg][img]http://iforce.co.nz/i/cagkxfea.whg.jpg[/img][/url]
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the [color="green"]"Installing & Configuring the Fix"[/color] section above!!!
Main Page has been updated as well!
Edit: I am curious to see if anyone did actually tried the new PureHair Fix and has any issues! (Except the obvious FPS loss which we can't address as is beyond our reach). Remember there is a de-sync in SLI, but I am more interesting in the reflections, shackiness, colour-inversion, other bugs;)
See here:
[url]https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/[/url]
Fixed: - 3rd of March 2016 - Fixed/Added proper DEPTH scaling to the crosshair, as previously wasn't working exactly
right ! - 3rd of March 2016 - Added better transition timings when Aiming and not Aiming in d3dx.ini
Re-posting here for simplicity:
Dynamic Crosshair + Laser Dot (Up-Close):
Dynamic Crosshair + Laser Dot (Far Away):
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!
Main Page has been updated as well!
Edit: I am curious to see if anyone did actually tried the new PureHair Fix and has any issues! (Except the obvious FPS loss which we can't address as is beyond our reach). Remember there is a de-sync in SLI, but I am more interesting in the reflections, shackiness, colour-inversion, other bugs;)
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"][color="orange"] NEW UPDATE PUSHED !!![/color]
Fixed:
[b]- 3rd of March 2016 - Fixed/Added proper DEPTH scaling to the crosshair, as previously wasn't working exactly
right ![/b]
[b]- 3rd of March 2016 - Added better transition timings when Aiming and not Aiming in d3dx.ini[/b]
Re-posting here for simplicity:
Dynamic Crosshair + Laser Dot (Up-Close):
[url=http://www.iforce.co.nz/View.aspx?i=iddtrq23.5ve.jpg][img]http://iforce.co.nz/i/iddtrq23.5ve.jpg[/img][/url]
Dynamic Crosshair + Laser Dot (Far Away):
[url=http://www.iforce.co.nz/View.aspx?i=cagkxfea.whg.jpg][img]http://iforce.co.nz/i/cagkxfea.whg.jpg[/img][/url]
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the [color="green"]"Installing & Configuring the Fix"[/color] section above!!!
Main Page has been updated as well!
Edit: I am curious to see if anyone did actually tried the new PureHair Fix and has any issues! (Except the obvious FPS loss which we can't address as is beyond our reach). Remember there is a de-sync in SLI, but I am more interesting in the reflections, shackiness, colour-inversion, other bugs;)
See here:
[url]https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/[/url][/quote]
Hi and thanks, I will try it straight away
For info, I still have the same crosshair after Syria
I already tested Purehair fix and saw no problem (in SLI)
Fixed: - 3rd of March 2016 - Fixed/Added proper DEPTH scaling to the crosshair, as previously wasn't working exactly
right ! - 3rd of March 2016 - Added better transition timings when Aiming and not Aiming in d3dx.ini
Re-posting here for simplicity:
Dynamic Crosshair + Laser Dot (Up-Close):
Dynamic Crosshair + Laser Dot (Far Away):
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!
Main Page has been updated as well!
Edit: I am curious to see if anyone did actually tried the new PureHair Fix and has any issues! (Except the obvious FPS loss which we can't address as is beyond our reach). Remember there is a de-sync in SLI, but I am more interesting in the reflections, shackiness, colour-inversion, other bugs;)
Helifax did you get a chance to look at the New Patch in 3d Vision Surround? If so did you experience the black screen in Surround resolutions?
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
Are you using a Bezel Corrected Resolution by any chance? I know those were broken even before:( But normal Surround Resolutions work fine.
Didn't have the time to check it out last night:( I started playing and figuring why the crosshair was broken and then stopped and went to bed:(
Hopefully I will try today after I update the fix;)
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)
Yes I will, but I felt from bed and I'm on Tomb Raider till 6AM ;)
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
Hahaha;)) Take it easy Adventurer;))
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)
Yesterday night i take a look at the Crosshair also, and end with a similar code than DSS (i use crosshair.hlsl instead and i use a different fixing code in the shader) and actually works, is very accurate so you should see a perfect match....BUT i think the texture for the crosshair is not included in the d3dx.ini separation texture section, so the code not apply to the crosshair, that's why the crosshair is always at fixed depth....but i see that the fix apply to the interactive icons and some others HUD elements.
Hope this help to fix the crosshair and HUD, because i see you interact with others shaders....so you know what happens with those.
If you need help, later night i can help with the Crosshair and Interactive Icons to make them dynamics, the depth buffer and fixing code is working, so is matter to layout of the HUD elements (privileging gameplay)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thank you for the quick response. I am familiar with the Bezel corrected resolution being broken prior and including this update. For me and I think there were 2 others who mentioned it, the game just loads black with regular surround resolutions once 3D is enabled. In fact even when I tried SBS I got the same black screen with or without Nvidia 3D vision being enabled. I was using 5760 X 1080.
Thanks for the hard work on your part with the fix.
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
Problem is the same texture is used by other elements on the screen (like some part of the UI) and some part of the contextual icons. Hence I need to make the rect around the size of the textures...
What is very weird though is that I expected this to have values between -1 to 1 but instead I am having this huge numbers which they don;t really make sense....
Never seen this behaviour before....
I'm still at work so I can't really test it now but the rest of the code in the shader works and the "weird" election above also works;)
What is also very interesting is that the Rifle Laser Dot where I also use the sampled depth seems to work perfectly fine! at close and distant locations. Of course that will probably also needs updating and will take a look at that one as well;)
If you want to take a look as well, sure we are more than happy for the help;)
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)
P.S. Yay, my avatar is back, now with more detail :)
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
Makes sense;)
Oo pretty blue avatar with even more blue ^_^
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)
Edit:
361.91, just found it.
Does 362.00 also work?
362.00 should work as well. Driver before 361.91 will not work though:(
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)
AWESOME STUFF!!! I was able to test it and it works perfect and does wonders! I didn't know I still had to use the secondary function as well;) I did some more "reading" inside the function and I can now understand why; As well as why the actual "depth = 1/ (z* DepthToW.x + DepthToW.y)"
I remember seeing something like that initially but since my VS didn't have it I didn't knew exactly how to copy it or even bind it:)) Overall was a very good learning experience this;)
BIG THANK YOU AGAIN! I will update the fix with all of this ;)
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)
Fixed:
- 3rd of March 2016 - Fixed/Added proper DEPTH scaling to the crosshair, as previously wasn't working exactly
right !
- 3rd of March 2016 - Added better transition timings when Aiming and not Aiming in d3dx.ini
Re-posting here for simplicity:
Dynamic Crosshair + Laser Dot (Up-Close):
Dynamic Crosshair + Laser Dot (Far Away):
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!
Main Page has been updated as well!
Edit: I am curious to see if anyone did actually tried the new PureHair Fix and has any issues! (Except the obvious FPS loss which we can't address as is beyond our reach). Remember there is a de-sync in SLI, but I am more interesting in the reflections, shackiness, colour-inversion, other bugs;)
See here:
https://forums.geforce.com/default/topic/919928/3d-vision/rise-of-the-tomb-raider-2016-3d-vision-fix/
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)
Hi and thanks, I will try it straight away
For info, I still have the same crosshair after Syria
I already tested Purehair fix and saw no problem (in SLI)