Dark Souls 2 Scholar of the First Sin Direct X11 version
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While I was playing Ys VI this week (and I've finished it today), I was thinking on how to fix the effects at any convergence setting. And I've achieved it fairly easily today :). Screenshots (download them and change their extension to ".jps"): http://u.cubeupload.com/masterotaku/DarkSoulsII192.jpg http://u.cubeupload.com/masterotaku/DarkSoulsII198.jpg http://u.cubeupload.com/masterotaku/DarkSoulsII185.jpg http://u.cubeupload.com/masterotaku/DarkSoulsII186.jpg http://u.cubeupload.com/masterotaku/DarkSoulsII191.jpg Only shadows at the "low" preset aren't fixed. But I won't release it until tomorrow, because I've found an imperfection. While I had improved the cut effect on lighting, it wasn't perfect. It needed to move the same as the environment as convergence is increased. I found a way to do it in the vertex shader, but it made my previous lighting formula in the pixel shader invalid (only working correctly at 1.0 convergence again). Only a few places show this problem, and mostly at very high convergence values (starting from around 3.0). If I don't manage to fix it before tomorrow night, I'll release the fix as it is now. I guess that after this, the "disabled effects" tag in the helixmod blog can be removed :p. For anyone interested, this was the previous fix in the lighting vertex shader: [code] o0.x-=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r0.xyzw)*convergence-convergence); [/code] And the new one (only needed for one or two pixel shaders): [code] o0.x-=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r0.xyzw)*convergence-1); [/code] The pixel shader code that worked perfectly with the first vertex shader fix: [code] r1.x-=separation*(r1.w-convergence); r1.x+=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r1.xyzw)*convergence-convergence+1); [/code] By the way, the value of "r1.w" there is just "1".
While I was playing Ys VI this week (and I've finished it today), I was thinking on how to fix the effects at any convergence setting. And I've achieved it fairly easily today :).

Screenshots (download them and change their extension to ".jps"):

http://u.cubeupload.com/masterotaku/DarkSoulsII192.jpg
http://u.cubeupload.com/masterotaku/DarkSoulsII198.jpg
http://u.cubeupload.com/masterotaku/DarkSoulsII185.jpg
http://u.cubeupload.com/masterotaku/DarkSoulsII186.jpg
http://u.cubeupload.com/masterotaku/DarkSoulsII191.jpg

Only shadows at the "low" preset aren't fixed.

But I won't release it until tomorrow, because I've found an imperfection. While I had improved the cut effect on lighting, it wasn't perfect. It needed to move the same as the environment as convergence is increased. I found a way to do it in the vertex shader, but it made my previous lighting formula in the pixel shader invalid (only working correctly at 1.0 convergence again).

Only a few places show this problem, and mostly at very high convergence values (starting from around 3.0). If I don't manage to fix it before tomorrow night, I'll release the fix as it is now.

I guess that after this, the "disabled effects" tag in the helixmod blog can be removed :p.

For anyone interested, this was the previous fix in the lighting vertex shader:

o0.x-=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r0.xyzw)*convergence-convergence);


And the new one (only needed for one or two pixel shaders):

o0.x-=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r0.xyzw)*convergence-1);


The pixel shader code that worked perfectly with the first vertex shader fix:

r1.x-=separation*(r1.w-convergence);
r1.x+=separation*(dot(g_InvProjMatrixT._m30_m31_m32_m33, r1.xyzw)*convergence-convergence+1);


By the way, the value of "r1.w" there is just "1".

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

#61
Posted 11/14/2015 08:10 PM   
That's really impressive work, well done.
That's really impressive work, well done.

#62
Posted 11/15/2015 05:21 AM   
Inline shots, just to show the results. Great stuff! [img]http://u.cubeupload.com/masterotaku/DarkSoulsII192.jpg[/img] [img]http://u.cubeupload.com/masterotaku/DarkSoulsII198.jpg[/img] [img]http://u.cubeupload.com/masterotaku/DarkSoulsII185.jpg[/img] [img]http://u.cubeupload.com/masterotaku/DarkSoulsII186.jpg[/img] [img]http://u.cubeupload.com/masterotaku/DarkSoulsII191.jpg[/img]
Inline shots, just to show the results. Great stuff!

Image

Image

Image

Image

Image

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

#63
Posted 11/15/2015 09:32 AM   
Great Work masterotaku - it looks awesome !!
Great Work masterotaku - it looks awesome !!

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#64
Posted 11/15/2015 10:00 AM   
Looks fantastic! In shot 191 and 198, it looks like the specular highlights are slightly off, in case you hadn't noticed. :)
Looks fantastic! In shot 191 and 198, it looks like the specular highlights are slightly off, in case you hadn't noticed. :)

#65
Posted 11/15/2015 10:04 AM   
Thank you for uploading them here, bo3b. And you and everyone else for the appreciation :). [quote="Pirateguybrush"]In shot 191 and 198, it looks like the specular highlights are slightly off, in case you hadn't noticed. :)[/quote] I think I know what you mean. The "wet" effect on the rocks, right? (and the cages in the other screenshot) In fact, they are perfect, unless I'm mistaken :p. The low monitor resolution is the problem when you are far from the effect. Those reflections are so small (single white pixels from far away) that the different perspective from one eye to the other fails to point at the same pixel. Moving the camera shows that the reflections are properly placed (the faster you move it, the better it looks). Here is a screenshot made with Nvidia DSR at 4k that shows how it's just a resolution problem (too big to upload to cubeupload or anywhere else but my dropbox), and even 4k isn't enough!: https://www.dropbox.com/s/pklo9vzvlpsj01h/DarkSoulsII201.pns?dl=0
Thank you for uploading them here, bo3b. And you and everyone else for the appreciation :).

Pirateguybrush said:In shot 191 and 198, it looks like the specular highlights are slightly off, in case you hadn't noticed. :)


I think I know what you mean. The "wet" effect on the rocks, right? (and the cages in the other screenshot) In fact, they are perfect, unless I'm mistaken :p. The low monitor resolution is the problem when you are far from the effect. Those reflections are so small (single white pixels from far away) that the different perspective from one eye to the other fails to point at the same pixel. Moving the camera shows that the reflections are properly placed (the faster you move it, the better it looks).

Here is a screenshot made with Nvidia DSR at 4k that shows how it's just a resolution problem (too big to upload to cubeupload or anywhere else but my dropbox), and even 4k isn't enough!:


https://www.dropbox.com/s/pklo9vzvlpsj01h/DarkSoulsII201.pns?dl=0

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

#66
Posted 11/15/2015 12:08 PM   
You're right, that's a great looking shot!
You're right, that's a great looking shot!

#67
Posted 11/15/2015 01:27 PM   
After hours of messing with it, I can't properly fix that thing I was talking about at the start of this page. It's a minor issue, and I only know of two places where it's a bit visible with usual convergence values, so here is the fix now: https://www.dropbox.com/s/5o4rriqvtcoxs38/DS2_SOTFS_fix_1.5.7z?dl=0 There are more hotkeys now (I made them for testing). Complete summary: - F2: HUD depth. - F3: bloom toggle. - F4: depth 100%, convergence 2.4. - F5: depth 85%, convergence 2.4. - F6: depth 85%, convergence 1. - F7: depth 85%, convergence 0. You can delete the F6 and F7 ones in the "d3dx.ini" if you want, or make them use other convergence values. I've also included a folder with the alternative sun rays pixel shader (disabled). If the one in the "ShaderFixes" folder doesn't disable sun rays for you, use that shader from the other folder. I consider this a final release, but I may tackle that little lighting problem in the future if I have new ideas. If you find any issue or incorrect effect that I didn't catch, please tell me. I guess that this can now be uploaded to the helixmod blog, and the post bumped for everyone to see. I'm sending a PM to oneup03 right now. Edit: oh, 3Dmigoto has been updated some minutes ago. Wait until I pack the fix with the new 3Dmigoto release. I'll confirm with an "Edit 2". Edit 2: done. The dropbox link is ready.
After hours of messing with it, I can't properly fix that thing I was talking about at the start of this page. It's a minor issue, and I only know of two places where it's a bit visible with usual convergence values, so here is the fix now: https://www.dropbox.com/s/5o4rriqvtcoxs38/DS2_SOTFS_fix_1.5.7z?dl=0

There are more hotkeys now (I made them for testing). Complete summary:

- F2: HUD depth.
- F3: bloom toggle.
- F4: depth 100%, convergence 2.4.
- F5: depth 85%, convergence 2.4.
- F6: depth 85%, convergence 1.
- F7: depth 85%, convergence 0.

You can delete the F6 and F7 ones in the "d3dx.ini" if you want, or make them use other convergence values. I've also included a folder with the alternative sun rays pixel shader (disabled). If the one in the "ShaderFixes" folder doesn't disable sun rays for you, use that shader from the other folder.

I consider this a final release, but I may tackle that little lighting problem in the future if I have new ideas. If you find any issue or incorrect effect that I didn't catch, please tell me.

I guess that this can now be uploaded to the helixmod blog, and the post bumped for everyone to see. I'm sending a PM to oneup03 right now.

Edit: oh, 3Dmigoto has been updated some minutes ago. Wait until I pack the fix with the new 3Dmigoto release. I'll confirm with an "Edit 2".

Edit 2: done. The dropbox link is ready.

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

#68
Posted 11/15/2015 07:06 PM   
[quote="masterotaku"]After hours of messing with it, I can't properly fix that thing I was talking about at the start of this page. It's a minor issue, and I only know of two places where it's a bit visible with usual convergence values, so here is the fix now: https://www.dropbox.com/s/5o4rriqvtcoxs38/DS2_SOTFS_fix_1.5.7z?dl=0 There are more hotkeys now (I made them for testing). Complete summary: - F2: HUD depth. - F3: bloom toggle. - F4: depth 100%, convergence 2.4. - F5: depth 85%, convergence 2.4. - F6: depth 85%, convergence 1. - F7: depth 85%, convergence 0. You can delete the F6 and F7 ones in the "d3dx.ini" if you want, or make them use other convergence values. I've also included a folder with the alternative sun rays pixel shader (disabled). If the one in the "ShaderFixes" folder doesn't disable sun rays for you, use that shader from the other folder. I consider this a final release, but I may tackle that little lighting problem in the future if I have new ideas. If you find any issue or incorrect effect that I didn't catch, please tell me. I guess that this can now be uploaded to the helixmod blog, and the post bumped for everyone to see. I'm sending a PM to oneup03 right now. Edit: oh, 3Dmigoto has been updated some minutes ago. Wait until I pack the fix with the new 3Dmigoto release. I'll confirm with an "Edit 2". Edit 2: done. The dropbox link is ready.[/quote] Awesome! Very impressive work. I can't recall, but I think you don't yet have author rights on HelixModBlog. Send me a PM with the email address that you'd like to use, and I'll send you an invite. For this fix, since you've taken it to HelixReady, we like to add a new page, instead of take over the prior authors page. As long as you start the game name the same it will sort into two pages at the same spot, so both pages are visible in the giant list. This gives credit and reference to the older fix, and a place to put the newer more complete fix. We like to keep the older fixes around in case of game updates breaking one or the other. BTW: for inlining the photos here, you can use the Img tag, top right. JPS or JPG will show properly side-by-side.
masterotaku said:After hours of messing with it, I can't properly fix that thing I was talking about at the start of this page. It's a minor issue, and I only know of two places where it's a bit visible with usual convergence values, so here is the fix now: https://www.dropbox.com/s/5o4rriqvtcoxs38/DS2_SOTFS_fix_1.5.7z?dl=0

There are more hotkeys now (I made them for testing). Complete summary:

- F2: HUD depth.
- F3: bloom toggle.
- F4: depth 100%, convergence 2.4.
- F5: depth 85%, convergence 2.4.
- F6: depth 85%, convergence 1.
- F7: depth 85%, convergence 0.

You can delete the F6 and F7 ones in the "d3dx.ini" if you want, or make them use other convergence values. I've also included a folder with the alternative sun rays pixel shader (disabled). If the one in the "ShaderFixes" folder doesn't disable sun rays for you, use that shader from the other folder.

I consider this a final release, but I may tackle that little lighting problem in the future if I have new ideas. If you find any issue or incorrect effect that I didn't catch, please tell me.

I guess that this can now be uploaded to the helixmod blog, and the post bumped for everyone to see. I'm sending a PM to oneup03 right now.

Edit: oh, 3Dmigoto has been updated some minutes ago. Wait until I pack the fix with the new 3Dmigoto release. I'll confirm with an "Edit 2".

Edit 2: done. The dropbox link is ready.

Awesome! Very impressive work.

I can't recall, but I think you don't yet have author rights on HelixModBlog. Send me a PM with the email address that you'd like to use, and I'll send you an invite.

For this fix, since you've taken it to HelixReady, we like to add a new page, instead of take over the prior authors page. As long as you start the game name the same it will sort into two pages at the same spot, so both pages are visible in the giant list. This gives credit and reference to the older fix, and a place to put the newer more complete fix. We like to keep the older fixes around in case of game updates breaking one or the other.


BTW: for inlining the photos here, you can use the Img tag, top right. JPS or JPG will show properly side-by-side.

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

#69
Posted 11/15/2015 11:02 PM   
Awesome job! I just went and updated the blog...right before bo3b posted. Take a look and see if I missed anything important.
Awesome job!

I just went and updated the blog...right before bo3b posted.
Take a look and see if I missed anything important.

i7-8086k @ 5.2GHz
EVGA GTX 1080Ti
16GB 3800MHz DDR4
Windows 7 x64

#70
Posted 11/15/2015 11:08 PM   
[quote="oneup03"]Awesome job! I just went and updated the blog...right before bo3b posted. Take a look and see if I missed anything important.[/quote] Great! No worries either way, not worth the effort to reverse what you've updated there. I don't think we have a version control system on the blog. Thanks also for putting the fix on AWS as well, we [i]really [/i]want to avoid the manifold sharing sites in case they go offline someday. @masterotaku: Assuming that you plan to make more fixes in the future, go ahead and PM me, and I'll send an invite.
oneup03 said:Awesome job!

I just went and updated the blog...right before bo3b posted.
Take a look and see if I missed anything important.

Great! No worries either way, not worth the effort to reverse what you've updated there. I don't think we have a version control system on the blog. Thanks also for putting the fix on AWS as well, we really want to avoid the manifold sharing sites in case they go offline someday.

@masterotaku: Assuming that you plan to make more fixes in the future, go ahead and PM me, and I'll send an invite.

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

#71
Posted 11/15/2015 11:17 PM   
Thank you for updating the post, oneup03. You should mention that 85% depth is needed for the fire effects. And PM sent, bo3b. Of course I'd like to fix more things! I'll be there for Dark Souls 3 for example, if a fix is needed. Although I almost never buy games day 1. Now I'm going to sleep and then work, so I won't be able to answer further questions until tomorrow evening.
Thank you for updating the post, oneup03. You should mention that 85% depth is needed for the fire effects.

And PM sent, bo3b. Of course I'd like to fix more things! I'll be there for Dark Souls 3 for example, if a fix is needed. Although I almost never buy games day 1. Now I'm going to sleep and then work, so I won't be able to answer further questions until tomorrow evening.

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

#72
Posted 11/15/2015 11:41 PM   
[quote="bo3b"] n it to HelixReady, we like to add a new page, instead of take over the prior authors page.[/quote] I don't mind;)) You can give the page away;)) (Just be sure to also link the old fix. Some of us still have the DX9 version of the game, like me as I see no reason to buy the exact same game again with a different renderer. Sure there are some tweaks, but that is it. I'd rather spent the money on a new game ^_^). But back to the topic: you can take over the page, no worries (If you are referring to my Page that is;)) )
bo3b said:
n it to HelixReady, we like to add a new page, instead of take over the prior authors page.


I don't mind;)) You can give the page away;)) (Just be sure to also link the old fix. Some of us still have the DX9 version of the game, like me as I see no reason to buy the exact same game again with a different renderer. Sure there are some tweaks, but that is it. I'd rather spent the money on a new game ^_^).

But back to the topic: you can take over the page, no worries (If you are referring to my Page that is;)) )

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)

#73
Posted 11/16/2015 01:15 AM   
I want to thank you Again masterotaku - Great fix !! When I first bought my 3D setup (a year ago) it was love at first sight :) But soon afterwords I realized that NVidia more or less had abandoned the tech I was in dispear.. You and the other great Guys WHO is constantly working on fixes - keeps my love alive. THANKS !!!
I want to thank you Again masterotaku - Great fix !!

When I first bought my 3D setup (a year ago) it was love at first sight :)
But soon afterwords I realized that NVidia more or less had abandoned the tech I was in dispear..

You and the other great Guys WHO is constantly working on fixes - keeps my love alive. THANKS !!!

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#74
Posted 11/16/2015 03:08 PM   
Glad I waited til now to play through this now that we finally have perfect 3D. Almost perfect anyways, should be noted that the poison mist in harvest valley still seems to be rendering 2D. Definitely not a big deal but it's the only flaw I've noticed.
Glad I waited til now to play through this now that we finally have perfect 3D. Almost perfect anyways, should be noted that the poison mist in harvest valley still seems to be rendering 2D. Definitely not a big deal but it's the only flaw I've noticed.

#75
Posted 11/25/2015 09:33 PM   
  5 / 7    
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