Metro last light convergence unlock issue - was working before but not now
  6 / 8    
D'oh! Yeah that did it. Thanks mate. :)
D'oh! Yeah that did it. Thanks mate. :)

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
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#76
Posted 12/27/2013 10:31 PM   
Why do Nvidia lock up convergence changing in many 3d ready games?
Why do Nvidia lock up convergence changing in many 3d ready games?

#77
Posted 03/08/2014 03:48 PM   
They don't, the Devs do. (sometimes not to break certain effects or scenes in-game ... other times for seemingly no reason at all)
They don't, the Devs do. (sometimes not to break certain effects or scenes in-game ... other times for seemingly no reason at all)
#78
Posted 03/08/2014 06:05 PM   
Dev's do it so they don't have to fix stuff + get a higher rating/paid. [Metro LL + RE5 + Mafia 2]
Dev's do it so they don't have to fix stuff + get a higher rating/paid. [Metro LL + RE5 + Mafia 2]

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#79
Posted 03/08/2014 07:04 PM   
Where in the 3d space is convergence 0 ? point. how should think i about this. if i wan´t some popout what is my number ? saddly the ingame 3d vision info does not show the number when adjusting convergence in games that it works.
Where in the 3d space is convergence 0 ?
point. how should think i about this. if i wan´t some popout what is my number ?
saddly the ingame 3d vision info does not show the number when adjusting convergence in games that it works.

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#80
Posted 09/25/2016 07:13 PM   
I don't have an answer for your question (I've heard at convergence 0 puts an object at infinity, which I don't really understand), but in case you're playing the vanilla Metro: Last Light (and not the Redux), I actually have a minor fix that I made for that game which I've never posted before, so I figured I'd share it. Fix [url]http://helixmod.blogspot.ca/2016/09/metro-last-light-vanilla-version-not.html[/url] Basically, it fixes some minor broken lighting (when you shine the flashlight onto spiderwebs), fixes the position of bloom effects, provides a low convergence toggle on RMB for easier aiming, and maybe a couple other small things that I can't remember. Edit: Created a page on the blog, updated the link to the blog post
I don't have an answer for your question (I've heard at convergence 0 puts an object at infinity, which I don't really understand), but in case you're playing the vanilla Metro: Last Light (and not the Redux), I actually have a minor fix that I made for that game which I've never posted before, so I figured I'd share it.

Fix http://helixmod.blogspot.ca/2016/09/metro-last-light-vanilla-version-not.html

Basically, it fixes some minor broken lighting (when you shine the flashlight onto spiderwebs), fixes the position of bloom effects, provides a low convergence toggle on RMB for easier aiming, and maybe a couple other small things that I can't remember.

Edit: Created a page on the blog, updated the link to the blog post

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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#81
Posted 09/25/2016 09:04 PM   
[quote="DJ-RK"]I don't have an answer for your question (I've heard at convergence 0 puts an object at infinity, which I don't really understand), but in case you're playing the vanilla Metro: Last Light (and not the Redux), I actually have a minor fix that I made for that game which I've never posted before, so I figured I'd share it. Fix [url]http://helixmod.blogspot.ca/2016/09/metro-last-light-vanilla-version-not.html[/url] Basically, it fixes some minor broken lighting (when you shine the flashlight onto spiderwebs), fixes the position of bloom effects, provides a low convergence toggle on RMB for easier aiming, and maybe a couple other small things that I can't remember. Edit: Created a page on the blog, updated the link to the blog post[/quote] Thank you :) I'll Try it tonight.
DJ-RK said:I don't have an answer for your question (I've heard at convergence 0 puts an object at infinity, which I don't really understand), but in case you're playing the vanilla Metro: Last Light (and not the Redux), I actually have a minor fix that I made for that game which I've never posted before, so I figured I'd share it.

Fix http://helixmod.blogspot.ca/2016/09/metro-last-light-vanilla-version-not.html

Basically, it fixes some minor broken lighting (when you shine the flashlight onto spiderwebs), fixes the position of bloom effects, provides a low convergence toggle on RMB for easier aiming, and maybe a couple other small things that I can't remember.

Edit: Created a page on the blog, updated the link to the blog post



Thank you :)
I'll Try it tonight.

CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
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3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
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#82
Posted 09/26/2016 08:18 AM   
thx DJ-RK how can i use TaB/SBS with your fix ? PS: yesterday after testing the difference between the two methods (3DTV Play DSR 720p / 1080p vs 1080p TaB), I'll stay on TaB that offers better image quality, even on aliasing, contrary to what I thought initially .
thx DJ-RK
how can i use TaB/SBS with your fix ?

PS: yesterday after testing the difference between the two methods (3DTV Play DSR 720p / 1080p vs 1080p TaB), I'll stay on TaB that offers better image quality, even on aliasing, contrary to what I thought initially .

Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

#83
Posted 09/26/2016 09:55 AM   
Sorry, this fix was made a while back using a version of 3DMigoto prior to SBS/TAB was introduced, I only just now got to uploading it. Rather than me taking time to update the fix, it would be a really good time to learn how you can update the fix. It's as simple as downloading the latest version of the 3DMigoto, taking all the files from it EXCEPT for the d3dx.ini file and overwriting the older version files with the newer ones, and editing the old d3dx.ini file to add in the sections related to SBS/TAB. Maybe I'll write up a guide a bit later.
Sorry, this fix was made a while back using a version of 3DMigoto prior to SBS/TAB was introduced, I only just now got to uploading it. Rather than me taking time to update the fix, it would be a really good time to learn how you can update the fix. It's as simple as downloading the latest version of the 3DMigoto, taking all the files from it EXCEPT for the d3dx.ini file and overwriting the older version files with the newer ones, and editing the old d3dx.ini file to add in the sections related to SBS/TAB. Maybe I'll write up a guide a bit later.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#84
Posted 09/26/2016 07:05 PM   
i've just tested with new 3dmigoto (1.2.44) , 32bits , 64 bits ... nothing works . the procedure is : - paste d3d11.dll , d3dcompiler_46.dll , nvapi.dll (for 32bits) or nvapi64.dll (for 64bits) in main folder ; - paste 3dvision2sbsps.hlsl and 3dvision2sbsvs.hlsl in ShaderFixes folder - paste [Present] section , [CustomShader3DVision2SBS] section and [KeyChange3DVision2SBSOutputMode] section from new d3dx.ini in old d3dx.ini - uncomment "run = CustomShader3DVision2SBS" in d3dx.ini i've tested without problem with Alien Isolation, Dark Souls 3 , Dirt Rally ... Thx !
i've just tested with new 3dmigoto (1.2.44) , 32bits , 64 bits ... nothing works .
the procedure is :
- paste d3d11.dll , d3dcompiler_46.dll , nvapi.dll (for 32bits) or nvapi64.dll (for 64bits) in main folder ;
- paste 3dvision2sbsps.hlsl and 3dvision2sbsvs.hlsl in ShaderFixes folder
- paste [Present] section , [CustomShader3DVision2SBS] section and [KeyChange3DVision2SBSOutputMode] section from new d3dx.ini in old d3dx.ini
- uncomment "run = CustomShader3DVision2SBS" in d3dx.ini

i've tested without problem with Alien Isolation, Dark Souls 3 , Dirt Rally ...

Thx !

Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

#85
Posted 09/26/2016 08:47 PM   
[quote="Metaloholic"]Where in the 3d space is convergence 0 ? point. how should think i about this. if i wan´t some popout what is my number ? saddly the ingame 3d vision info does not show the number when adjusting convergence in games that it works.[/quote]Not really sure why you're asking for numbers... I can't remember this game having it's own renderer. Zero/No Convergence would make the L/R views parallel and as if your eyes were staring off to infinity. I know everyone complains about there not being an OSD for Convergence but honestly it's practically useless when adjusting it. I always tweak Convergence without the glasses on, you can easily see when the 2 views meet(maximum in-screen depth) and then cross(pop-out) when your adjusting it.
Metaloholic said:Where in the 3d space is convergence 0 ?
point. how should think i about this. if i wan´t some popout what is my number ?
saddly the ingame 3d vision info does not show the number when adjusting convergence in games that it works.
Not really sure why you're asking for numbers... I can't remember this game having it's own renderer.

Zero/No Convergence would make the L/R views parallel and as if your eyes were staring off to infinity.

I know everyone complains about there not being an OSD for Convergence but honestly it's practically useless when adjusting it.

I always tweak Convergence without the glasses on, you can easily see when the 2 views meet(maximum in-screen depth) and then cross(pop-out) when your adjusting it.
#86
Posted 09/26/2016 09:06 PM   
You are propably right. It´s a matter of preference. MAN i knew it. This is so much awsomer with unlocked convergence. F yeah, best titles ever. metro and last light. I also wonder why i did not have r_gi_volume 1 on my config. Im pretty shure there was a huge improvement on the visuals. i wonder why there is a line ranger mode game off as i chose the ranger mode when i stated my last game, should it say on, or is this a whole different thing on the cfg ? Any more tips in terms of fidelity ? AA i really don´t usually use as i feel it´s really not needed when gaming stereo. what ar the ST_ ones ? ph_advanced_physX 1 popup_preset 0 preset0_aim_assist 1. preset0_auto_aim_border 0.22 preset0_joy_sens_aiming_x 0.44999999 preset0_joy_sens_x 0.5 preset1_aim_assist 1. preset1_auto_aim_border 0.25 preset1_joy_sens_aiming_x 0.30000001 preset1_joy_sens_x 0.40000001 r_af_level 1 r_gi_volume 1 r_api 2 r_base_fov 60 r_blur_level 0 r_dbg_stereo_separation_base 0 r_dbg_stereo_separation_zoom 0 r_dx11_tess 1 r_enum_ssaa 10 r_fullscreen on r_gamma 1.03333294 r_quality_level 3 r_res_hor 1920 r_res_vert 1080 r_ssaa_auto 0. r_supersample 1. r_tess_ss 2 r_vsync on ranger_mode_game off s_dialogs_volume 1.00 s_effects_volume 1.00 s_master_volume 1.00 s_music_volume 1.00 sens 0.40000001 sens_border 0.5 show_game_ui 1 sso_connect_tries 0 sso_first_time 1 sso_receive_updates 1 sso_receive_updates_thq 1 st_particles off st_physics off st_profiler off st_sounds off st_tracks off stats off And yes...thank you DJ-RK for making my day !! superb :)
You are propably right. It´s a matter of preference.
MAN i knew it. This is so much awsomer with unlocked convergence.
F yeah, best titles ever. metro and last light.

I also wonder why i did not have r_gi_volume 1 on my config.
Im pretty shure there was a huge improvement on the visuals.

i wonder why there is a line ranger mode game off as i chose the ranger mode when i stated my last game,
should it say on, or is this a whole different thing on the cfg ?

Any more tips in terms of fidelity ? AA i really don´t usually use as i feel it´s really not needed when gaming stereo.

what ar the ST_ ones ?

ph_advanced_physX 1
popup_preset 0
preset0_aim_assist 1.
preset0_auto_aim_border 0.22
preset0_joy_sens_aiming_x 0.44999999
preset0_joy_sens_x 0.5
preset1_aim_assist 1.
preset1_auto_aim_border 0.25
preset1_joy_sens_aiming_x 0.30000001
preset1_joy_sens_x 0.40000001
r_af_level 1
r_gi_volume 1
r_api 2
r_base_fov 60
r_blur_level 0
r_dbg_stereo_separation_base 0
r_dbg_stereo_separation_zoom 0
r_dx11_tess 1
r_enum_ssaa 10
r_fullscreen on
r_gamma 1.03333294
r_quality_level 3
r_res_hor 1920
r_res_vert 1080
r_ssaa_auto 0.
r_supersample 1.
r_tess_ss 2
r_vsync on
ranger_mode_game off
s_dialogs_volume 1.00
s_effects_volume 1.00
s_master_volume 1.00
s_music_volume 1.00
sens 0.40000001
sens_border 0.5
show_game_ui 1
sso_connect_tries 0
sso_first_time 1
sso_receive_updates 1
sso_receive_updates_thq 1
st_particles off
st_physics off
st_profiler off
st_sounds off
st_tracks off
stats off


And yes...thank you DJ-RK for making my day !! superb :)

CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele

#87
Posted 09/26/2016 09:34 PM   
[quote="richydemars"]i've just tested with new 3dmigoto (1.2.44) , 32bits , 64 bits ... nothing works . the procedure is : - paste d3d11.dll , d3dcompiler_46.dll , nvapi.dll (for 32bits) or nvapi64.dll (for 64bits) in main folder ; - paste 3dvision2sbsps.hlsl and 3dvision2sbsvs.hlsl in ShaderFixes folder - paste [Present] section , [CustomShader3DVision2SBS] section and [KeyChange3DVision2SBSOutputMode] section from new d3dx.ini in old d3dx.ini - uncomment "run = CustomShader3DVision2SBS" in d3dx.ini i've tested without problem with Alien Isolation, Dark Souls 3 , Dirt Rally ... Thx ! [/quote] Unfortunately I don't necessarily think the SBS/TAB options can work with every game. I also tried to retroactively modify my XCom2 fix to include this, and nothing I tried worked, meanwhile I then went and retro'd my SFV fix and had absolutely no problems, which to me proved that my methodology works, just some games don't work. @Metaloholic: You're most welcome. My pleasure that you're enjoying my work!
richydemars said:i've just tested with new 3dmigoto (1.2.44) , 32bits , 64 bits ... nothing works .
the procedure is :
- paste d3d11.dll , d3dcompiler_46.dll , nvapi.dll (for 32bits) or nvapi64.dll (for 64bits) in main folder ;
- paste 3dvision2sbsps.hlsl and 3dvision2sbsvs.hlsl in ShaderFixes folder
- paste [Present] section , [CustomShader3DVision2SBS] section and [KeyChange3DVision2SBSOutputMode] section from new d3dx.ini in old d3dx.ini
- uncomment "run = CustomShader3DVision2SBS" in d3dx.ini

i've tested without problem with Alien Isolation, Dark Souls 3 , Dirt Rally ...

Thx !


Unfortunately I don't necessarily think the SBS/TAB options can work with every game. I also tried to retroactively modify my XCom2 fix to include this, and nothing I tried worked, meanwhile I then went and retro'd my SFV fix and had absolutely no problems, which to me proved that my methodology works, just some games don't work.

@Metaloholic: You're most welcome. My pleasure that you're enjoying my work!

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#88
Posted 09/26/2016 10:20 PM   
@DJ-RK You can try add this line in the [CustomShader3DVision2SBS] section, before the "draw = 4, 0" line. [code]vs-t125 = StereoParams ps-t125 = StereoParams vs-t120 = IniParams ps-t120 = IniParams[/code] This 99% sure will work in Xcom 2....in Battleborn works this way. Maybe in this game is the same.
@DJ-RK

You can try add this line in the [CustomShader3DVision2SBS] section, before the "draw = 4, 0" line.

vs-t125 = StereoParams
ps-t125 = StereoParams
vs-t120 = IniParams
ps-t120 = IniParams


This 99% sure will work in Xcom 2....in Battleborn works this way. Maybe in this game is the same.

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#89
Posted 09/26/2016 11:32 PM   
@Metaloholic: The "standard" formula says: [code] pos.x += (eyePosition) * stereoDepth * (pos.w - convergence). [/code] So, to the current position of the vertexes we ADD that formula. The eyePosition - is normally the OFFSET: -1 for left eye and +1 for right eye. stereoDepth - Is the Depth we apply to the scene (now this is a little bit complicated: is inter-papillary distance (around 5 cm) * Display Size / 100 * Depth percentage from NVPanel. stereo.w - is an interesting one. Is basically the "depth" of the vertexes/pixels but in the PROJECTION VIEW (not the world view). Since we "project" on a 2D Surface (Screen Monitor) we need to use this. Sometimes we need to use the actual "depth" of the world (.z component), but enough with this;) Thus, from the "projection depth" we remove the convergence value, that is simply a VALUE. (The higher the .w DEPT is the higher the convergence value needs to be to give that "pop-out" effect). Some games use "low" depth spaces (between 0-10) others use "high" depth spaces (0-100000) and the convergence value needs to be "adapted" to this. So, a convergence of ZERO will make both eyes PARALLEL, what is also known as CONVERGENCE/PARALLAX TO INFINITY. Now, most of the times, you can't set a convergence to zero (but very close to it - like 0.00001) as a "pure zero" would break "other" things. We also use a convergence of 1.0, because .w component is "sometimes" either 0.0 or 1.0 (especially the UI elements). - Position of .w = 1.0 means they are rendered exactly on "screen depth" - like the UI ;) It's a bit more complicated than this, but I hope it gave some insight on how things works and WHY ;)
@Metaloholic:

The "standard" formula says:
pos.x += (eyePosition) * stereoDepth * (pos.w - convergence).


So, to the current position of the vertexes we ADD that formula.

The eyePosition - is normally the OFFSET: -1 for left eye and +1 for right eye.

stereoDepth - Is the Depth we apply to the scene (now this is a little bit complicated: is inter-papillary distance (around 5 cm) * Display Size / 100 * Depth percentage from NVPanel.

stereo.w - is an interesting one. Is basically the "depth" of the vertexes/pixels but in the PROJECTION VIEW (not the world view). Since we "project" on a 2D Surface (Screen Monitor) we need to use this. Sometimes we need to use the actual "depth" of the world (.z component), but enough with this;)

Thus, from the "projection depth" we remove the convergence value, that is simply a VALUE. (The higher the .w DEPT is the higher the convergence value needs to be to give that "pop-out" effect). Some games use "low" depth spaces (between 0-10) others use "high" depth spaces (0-100000) and the convergence value needs to be "adapted" to this.

So, a convergence of ZERO will make both eyes PARALLEL, what is also known as CONVERGENCE/PARALLAX TO INFINITY.
Now, most of the times, you can't set a convergence to zero (but very close to it - like 0.00001) as a "pure zero" would break "other" things.

We also use a convergence of 1.0, because .w component is "sometimes" either 0.0 or 1.0 (especially the UI elements). - Position of .w = 1.0 means they are rendered exactly on "screen depth" - like the UI ;)

It's a bit more complicated than this, but I hope it gave some insight on how things works and WHY ;)

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3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
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- 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:
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#90
Posted 09/27/2016 12:09 AM   
  6 / 8    
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