The Witcher 3: Wild Hunt
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The second version of mike's fix solved the problem with the convergence. Before the HUD was seperating together with pushing convergence forward. Now it is fine, the hud stayst he same and you can manually adapt the convergence.
The second version of mike's fix solved the problem with the convergence. Before the HUD was seperating together with pushing convergence forward. Now it is fine, the hud stayst he same and you can manually adapt the convergence.

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Posted 05/21/2015 10:02 PM   
Hey Flugan and Mike, your fix works great on my Win 8.1 I can enjoy it way more than the CM crap. Keep up the good work and a huge thank you.
Hey Flugan and Mike,
your fix works great on my Win 8.1
I can enjoy it way more than the CM crap. Keep up the good work and a huge thank you.

ASUS X99-A, i7-5960X, GTX980, 16GB DDR4 2666MHz Corsair, Plextor M.2 SSD 512GB, 3D Vision 2

Posted 05/21/2015 10:03 PM   
@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why.
@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why.

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Posted 05/21/2015 11:39 PM   
[quote="bo3b"]@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why. [/quote] There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows). It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing... I expect is not correctly decompiled or recompiled ? No idea....
bo3b said:@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why.


There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows).
It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing...
I expect is not correctly decompiled or recompiled ? No idea....

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Posted 05/22/2015 12:16 AM   
[quote="helifax"][quote="bo3b"]@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why. [/quote] There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows). It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing... I expect is not correctly decompiled or recompiled ? No idea....[/quote] Hi Helifax, that is wierd. I just had a real quick look and can't see anything obvious but then again I'm not the best person to fix decompiler issues, bo3b is much better at that than I am, hopefully he will see something in there. For many lighting shaders I've had to manually comment out lines that I identified just by stepping though the shader, perhaps you could try this?
helifax said:
bo3b said:@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why.


There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows).
It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing...
I expect is not correctly decompiled or recompiled ? No idea....

Hi Helifax, that is wierd. I just had a real quick look and can't see anything obvious but then again I'm not the best person to fix decompiler issues, bo3b is much better at that than I am, hopefully he will see something in there. For many lighting shaders I've had to manually comment out lines that I identified just by stepping though the shader, perhaps you could try this?

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

Posted 05/22/2015 12:59 AM   
[quote="helifax"][quote="bo3b"]@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why. [/quote] There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows). It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing... I expect is not correctly decompiled or recompiled ? No idea....[/quote] I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???
helifax said:
bo3b said:@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why.


There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows).
It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing...
I expect is not correctly decompiled or recompiled ? No idea....


I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???

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

Posted 05/22/2015 01:01 AM   
[quote="mike_ar69"][quote="helifax"][quote="bo3b"]@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why. [/quote] There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows). It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing... I expect is not correctly decompiled or recompiled ? No idea....[/quote] I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???[/quote] One confusion for me here is that I've seen headers in some shaders and not in others. I just dumped all the shaders, and there are no headers for this one f9c83c25de6eaa51 in my case. Different shader with same hash code for different quality levels? Doesn't seem likely, but I'm also not seeing the zpos injection problem either, which would also be related as long as you guys are running at least 1.0.1. One thing you can do to test for Decompiler issues is to use DarkStarSwords show original flag instead. Set marking_mode=original, and when you run with that, you can then see the original versus the recompiled variant to check for bugs.
mike_ar69 said:
helifax said:
bo3b said:@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why.


There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows).
It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing...
I expect is not correctly decompiled or recompiled ? No idea....


I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???

One confusion for me here is that I've seen headers in some shaders and not in others. I just dumped all the shaders, and there are no headers for this one f9c83c25de6eaa51 in my case.

Different shader with same hash code for different quality levels? Doesn't seem likely, but I'm also not seeing the zpos injection problem either, which would also be related as long as you guys are running at least 1.0.1.


One thing you can do to test for Decompiler issues is to use DarkStarSwords show original flag instead. Set marking_mode=original, and when you run with that, you can then see the original versus the recompiled variant to check for bugs.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Posted 05/22/2015 02:07 AM   
You guys are machines! What sort of performance hit are you seeing with migoto?
You guys are machines!

What sort of performance hit are you seeing with migoto?

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

Posted 05/22/2015 02:07 AM   
do you read cdprojekt dev interview ? http://www.eurogamer.net/articles/2015-05-19-cd-projekt-red-tackles-the-witcher-3-graphics-downgrade-issue-head-on

Posted 05/22/2015 02:12 AM   
[quote="bo3b"][quote="mike_ar69"][quote="helifax"][quote="bo3b"]@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why. [/quote] There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows). It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing... I expect is not correctly decompiled or recompiled ? No idea....[/quote] I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???[/quote] One confusion for me here is that I've seen headers in some shaders and not in others. I just dumped all the shaders, and there are no headers for this one f9c83c25de6eaa51 in my case. Different shader with same hash code for different quality levels? Doesn't seem likely, but I'm also not seeing the zpos injection problem either, which would also be related as long as you guys are running at least 1.0.1. One thing you can do to test for Decompiler issues is to use DarkStarSwords show original flag instead. Set marking_mode=original, and when you run with that, you can then see the original versus the recompiled variant to check for bugs. [/quote] Hi bo3b - for the f9c83c25de6eaa51 shader I manually added in the header. It was the first one I fixed you see. I'll try that marking mode idea. BTW, another decompiler issue: [code] // Unknown use of GetDimensions for _resinfo: resinfo_indexable(texture2darray)(uint,uint,uint,uint) r4.xy, l(0), t5.xyzw -SO I PUT: r4.xy = t5.Load(0).xy; -AND THIS COMPILES The declaration was already correct: Texture2DArray<float4> t5 : register(t5); [/code] Can you verify that I did that correct? TA!
bo3b said:
mike_ar69 said:
helifax said:
bo3b said:@Mike_ar69: I'll look for the one-eye shader in the trees. Since hunting seems to not work there, I'll see if I can figure out why.


There is also something very wrong with this shader: f9c83c25de6eaa51-ps_replace.txt (Shadows).
It works pefectly fine outside, but in certain caves...I see daylight instead of being dark... Now, I dumped that shader again and just put it in the ShaderFixes folder (without correction) and I get the same thing...
I expect is not correctly decompiled or recompiled ? No idea....


I also just realised that there is a viewToWorld matrix in the header. Duh - so I can remove my own matrix inverse for that :-) How the heck did I not notice that before???

One confusion for me here is that I've seen headers in some shaders and not in others. I just dumped all the shaders, and there are no headers for this one f9c83c25de6eaa51 in my case.

Different shader with same hash code for different quality levels? Doesn't seem likely, but I'm also not seeing the zpos injection problem either, which would also be related as long as you guys are running at least 1.0.1.


One thing you can do to test for Decompiler issues is to use DarkStarSwords show original flag instead. Set marking_mode=original, and when you run with that, you can then see the original versus the recompiled variant to check for bugs.


Hi bo3b - for the f9c83c25de6eaa51 shader I manually added in the header. It was the first one I fixed you see.
I'll try that marking mode idea.

BTW, another decompiler issue:

// Unknown use of GetDimensions for _resinfo: resinfo_indexable(texture2darray)(uint,uint,uint,uint) r4.xy, l(0), t5.xyzw

-SO I PUT:

r4.xy = t5.Load(0).xy;

-AND THIS COMPILES

The declaration was already correct:
Texture2DArray<float4> t5 : register(t5);


Can you verify that I did that correct? TA!

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Posted 05/22/2015 02:20 AM   
[quote="xXBeeshopXx"]do you read cdprojekt dev interview ? http://www.eurogamer.net/articles/2015-05-19-cd-projekt-red-tackles-the-witcher-3-graphics-downgrade-issue-head-on[/quote] They want to say: PC gamers = play for free, so they make game for consolers :P
xXBeeshopXx said:do you read cdprojekt dev interview ?


http://www.eurogamer.net/articles/2015-05-19-cd-projekt-red-tackles-the-witcher-3-graphics-downgrade-issue-head-on



They want to say: PC gamers = play for free, so they make game for consolers :P

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Posted 05/22/2015 02:32 AM   
[quote="mike_ar69"]Hi bo3b - for the f9c83c25de6eaa51 shader I manually added in the header. It was the first one I fixed you see. I'll try that marking mode idea. BTW, another decompiler issue: [code] // Unknown use of GetDimensions for _resinfo: resinfo_indexable(texture2darray)(uint,uint,uint,uint) r4.xy, l(0), t5.xyzw -SO I PUT: r4.xy = t5.Load(0).xy; -AND THIS COMPILES The declaration was already correct: Texture2DArray<float4> t5 : register(t5); [/code] Can you verify that I did that correct? TA![/quote] Yeah, that's a cool feature DarkStarSword added. Very helpful. For the GetDimensions there- you want to change that actually, as resinfo will actually become a GetDimensions call instead. So for this one I'd expect it to be: [code]t5.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w); r4.xy = uiDest.xy[/code] But to be certain, I'll need to look at the asm. I think this may be a new variant I've never seen before.
mike_ar69 said:Hi bo3b - for the f9c83c25de6eaa51 shader I manually added in the header. It was the first one I fixed you see.
I'll try that marking mode idea.

BTW, another decompiler issue:

// Unknown use of GetDimensions for _resinfo: resinfo_indexable(texture2darray)(uint,uint,uint,uint) r4.xy, l(0), t5.xyzw

-SO I PUT:

r4.xy = t5.Load(0).xy;

-AND THIS COMPILES

The declaration was already correct:
Texture2DArray<float4> t5 : register(t5);


Can you verify that I did that correct? TA!

Yeah, that's a cool feature DarkStarSword added. Very helpful.


For the GetDimensions there- you want to change that actually, as resinfo will actually become a GetDimensions call instead.

So for this one I'd expect it to be:

t5.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
r4.xy = uiDest.xy


But to be certain, I'll need to look at the asm. I think this may be a new variant I've never seen before.

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Posted 05/22/2015 02:37 AM   
[quote="xXBeeshopXx"]do you read cdprojekt dev interview ? http://www.eurogamer.net/articles/2015-05-19-cd-projekt-red-tackles-the-witcher-3-graphics-downgrade-issue-head-on[/quote] One thing I can say from the coding side- they put a LOT of effort into the graphics engine. I was trying to debug some problems and not getting any debug info from the GPU like I normally do, and thought my code was busted. But, it was actually because there isn't a single error, and even zero warnings from the GPU when running this game. They did a very clean job here. Edit: now the flip side is that attention to detail made them strip the headers too, which totally sucks.
xXBeeshopXx said:do you read cdprojekt dev interview ?

http://www.eurogamer.net/articles/2015-05-19-cd-projekt-red-tackles-the-witcher-3-graphics-downgrade-issue-head-on

One thing I can say from the coding side- they put a LOT of effort into the graphics engine. I was trying to debug some problems and not getting any debug info from the GPU like I normally do, and thought my code was busted. But, it was actually because there isn't a single error, and even zero warnings from the GPU when running this game. They did a very clean job here.

Edit: now the flip side is that attention to detail made them strip the headers too, which totally sucks.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 05/22/2015 02:46 AM   
It's been a while and I can't remember but can we proxyload Reshade/SweetFX with 3DMigoto like we can with Helixmod?
It's been a while and I can't remember but can we proxyload Reshade/SweetFX with 3DMigoto like we can with Helixmod?

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Posted 05/22/2015 03:27 AM   
Hello, So I can see you have success to launch this game in 3D including 720p mode. Can you help me to launch this game with resolution 1280x720 without 3D? There are many treads about 720p mode but nobody can answer this question. This solution will be usefil for many, MANY people. Thanks.
Hello,
So I can see you have success to launch this game in 3D including 720p mode. Can you help me to launch this game with resolution 1280x720 without 3D? There are many treads about 720p mode but nobody can answer this question. This solution will be usefil for many, MANY people. Thanks.

Posted 05/22/2015 03:59 AM   
  27 / 152    
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