Rise of the Tomb Raider (3D Vision Ready Support)
  14 / 41    
[quote="helifax"]Yes! The shader Worked very well actually! Unfortunately, it wasn't "the droid" I was looking for.../sigh :( So, back to square one:( Again big thanks! Note to self: I really need to pin down all the fixes discussed in these threads otherwise I always forget and I tend to ask the same questions later on -_-...[/quote] OK, good to know. You can also tell if a shader has decompile issues (after it's compiling), by using the cool feature DarkStarSword added of F9 to show_original. That will revert to the original ASM code while holding it down, so you can see any graphic changes that would indicate a bug in the HLSL version. Very useful. For the shader examples, a better spot for bookmarks are the 3Dmigoto source code, and DarkStarSwords 3D repository, both on GitHub. When I manually fix a shader, I typically add it to the project under a game folder, as an example fix. I use these to work out the proper code fix for the Decompiler itself. Go Here: https://github.com/bo3b/3Dmigoto And enter a search in the text box. It will search code on 3Dmigoto, including the fixes. Also handy for looking into known good fixes for games that are in the list. Same idea with DarkStarSword's repository: https://github.com/DarkStarSword/3d-fixes The GitHub search is pretty good, you can generally find stuff pretty fast. Like, search for ld_structured_indexable on 3Dmigoto, and you'll find some example manual fixes. I'll be adding your example shader here for Tomb Raider later today probably, as it's the first example we've seen of InterlockedExchange instruction, and it took awhile for me to find the legit syntax.
helifax said:Yes! The shader Worked very well actually!
Unfortunately, it wasn't "the droid" I was looking for.../sigh :( So, back to square one:(

Again big thanks!
Note to self: I really need to pin down all the fixes discussed in these threads otherwise I always forget and I tend to ask the same questions later on -_-...

OK, good to know. You can also tell if a shader has decompile issues (after it's compiling), by using the cool feature DarkStarSword added of F9 to show_original. That will revert to the original ASM code while holding it down, so you can see any graphic changes that would indicate a bug in the HLSL version. Very useful.

For the shader examples, a better spot for bookmarks are the 3Dmigoto source code, and DarkStarSwords 3D repository, both on GitHub.

When I manually fix a shader, I typically add it to the project under a game folder, as an example fix. I use these to work out the proper code fix for the Decompiler itself.

Go Here: https://github.com/bo3b/3Dmigoto

And enter a search in the text box. It will search code on 3Dmigoto, including the fixes. Also handy for looking into known good fixes for games that are in the list.

Same idea with DarkStarSword's repository: https://github.com/DarkStarSword/3d-fixes


The GitHub search is pretty good, you can generally find stuff pretty fast. Like, search for ld_structured_indexable on 3Dmigoto, and you'll find some example manual fixes.

I'll be adding your example shader here for Tomb Raider later today probably, as it's the first example we've seen of InterlockedExchange instruction, and it took awhile for me to find the legit syntax.

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 02/04/2016 12:21 AM   
[quote="bo3b"][quote="helifax"]Yes! The shader Worked very well actually! Unfortunately, it wasn't "the droid" I was looking for.../sigh :( So, back to square one:( Again big thanks! Note to self: I really need to pin down all the fixes discussed in these threads otherwise I always forget and I tend to ask the same questions later on -_-...[/quote] OK, good to know. You can also tell if a shader has decompile issues (after it's compiling), by using the cool feature DarkStarSword added of F9 to show_original. That will revert to the original ASM code while holding it down, so you can see any graphic changes that would indicate a bug in the HLSL version. Very useful. For the shader examples, a better spot for bookmarks are the 3Dmigoto source code, and DarkStarSwords 3D repository, both on GitHub. When I manually fix a shader, I typically add it to the project under a game folder, as an example fix. I use these to work out the proper code fix for the Decompiler itself. Go Here: https://github.com/bo3b/3Dmigoto And enter a search in the text box. It will search code on 3Dmigoto, including the fixes. Also handy for looking into known good fixes for games that are in the list. Same idea with DarkStarSword's repository: https://github.com/DarkStarSword/3d-fixes The GitHub search is pretty good, you can generally find stuff pretty fast. Like, search for ld_structured_indexable on 3Dmigoto, and you'll find some example manual fixes. I'll be adding your example shader here for Tomb Raider later today probably, as it's the first example we've seen of InterlockedExchange instruction, and it took awhile for me to find the legit syntax.[/quote] Just to be clear, I am bypassing all this hard stuff by fixing the assembly shaders. Unless I need a feature from 3Dmigoto that does not work in assembly (like resource sharing perhaps), I am sticking with this for now.
bo3b said:
helifax said:Yes! The shader Worked very well actually!
Unfortunately, it wasn't "the droid" I was looking for.../sigh :( So, back to square one:(

Again big thanks!
Note to self: I really need to pin down all the fixes discussed in these threads otherwise I always forget and I tend to ask the same questions later on -_-...

OK, good to know. You can also tell if a shader has decompile issues (after it's compiling), by using the cool feature DarkStarSword added of F9 to show_original. That will revert to the original ASM code while holding it down, so you can see any graphic changes that would indicate a bug in the HLSL version. Very useful.

For the shader examples, a better spot for bookmarks are the 3Dmigoto source code, and DarkStarSwords 3D repository, both on GitHub.

When I manually fix a shader, I typically add it to the project under a game folder, as an example fix. I use these to work out the proper code fix for the Decompiler itself.

Go Here: https://github.com/bo3b/3Dmigoto


And enter a search in the text box. It will search code on 3Dmigoto, including the fixes. Also handy for looking into known good fixes for games that are in the list.

Same idea with DarkStarSword's repository: https://github.com/DarkStarSword/3d-fixes



The GitHub search is pretty good, you can generally find stuff pretty fast. Like, search for ld_structured_indexable on 3Dmigoto, and you'll find some example manual fixes.

I'll be adding your example shader here for Tomb Raider later today probably, as it's the first example we've seen of InterlockedExchange instruction, and it took awhile for me to find the legit syntax.

Just to be clear, I am bypassing all this hard stuff by fixing the assembly shaders. Unless I need a feature from 3Dmigoto that does not work in assembly (like resource sharing perhaps), I am sticking with this for now.

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

Posted 02/04/2016 02:57 AM   
[quote="mike_ar69"]Unless I need a feature from 3Dmigoto that does not work in assembly (like resource sharing perhaps), I am sticking with this for now.[/quote]The arbitrary resource copying will work with either as that is done by 3DMigoto outside of the shader - the only limitation I know of for assembly is the inability to add new inputs & outputs to a shader - if it's just passing through a constant you can use arbitrary resource copying instead, but if you needed to do something like pass both corrected & uncorrected coordinates through that would hit this. There are some other problems if you make an error in the code (it's possible to crash 3DMigoto or the game, cause a GPU hang, or end up consuming all of system memory), but they can mostly be avoided by being careful when writing the code.
mike_ar69 said:Unless I need a feature from 3Dmigoto that does not work in assembly (like resource sharing perhaps), I am sticking with this for now.
The arbitrary resource copying will work with either as that is done by 3DMigoto outside of the shader - the only limitation I know of for assembly is the inability to add new inputs & outputs to a shader - if it's just passing through a constant you can use arbitrary resource copying instead, but if you needed to do something like pass both corrected & uncorrected coordinates through that would hit this. There are some other problems if you make an error in the code (it's possible to crash 3DMigoto or the game, cause a GPU hang, or end up consuming all of system memory), but they can mostly be avoided by being careful when writing the code.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 02/04/2016 04:09 AM   
Just a friendly check in to see how the fix is progressing?
Just a friendly check in to see how the fix is progressing?

Posted 02/05/2016 12:27 AM   
[quote="johnyz333"]Just a friendly check in to see how the fix is progressing?[/quote] The fix is progressing. Both me and Mike are looking into this currently (in our spare time, after work, family and other day-to-day stuff ^_^). We are making progress on things and it starts to look better and better. No one has abandoned yet:) Also BIG THANK YOU to DarkStarSword and Bo3b who are helping me with all my crazy ideas and questions and who are explaining and making me understand how I can use 3DMigoto for the best result! PS: I just dumped today around 22.000 shaders that both Mike and me will go through to fix for shadows, decals, lighting and what else we encounter;) I started looking into the Tile Lighting and I believe I have a solution/compromise to make it work;) Also the HUD/UI/Crosshair is now adjusted to the depth buffer so Dynamic Crosshair... YEY! (Big thanks DSS for all the HELP with this one!!!!). As you can see we are making progress but more research and try-outs are needed;)
johnyz333 said:Just a friendly check in to see how the fix is progressing?


The fix is progressing. Both me and Mike are looking into this currently (in our spare time, after work, family and other day-to-day stuff ^_^).

We are making progress on things and it starts to look better and better. No one has abandoned yet:)

Also BIG THANK YOU to DarkStarSword and Bo3b who are helping me with all my crazy ideas and questions and who are explaining and making me understand how I can use 3DMigoto for the best result!

PS: I just dumped today around 22.000 shaders that both Mike and me will go through to fix for shadows, decals, lighting and what else we encounter;)
I started looking into the Tile Lighting and I believe I have a solution/compromise to make it work;)
Also the HUD/UI/Crosshair is now adjusted to the depth buffer so Dynamic Crosshair... YEY! (Big thanks DSS for all the HELP with this one!!!!).

As you can see we are making progress but more research and try-outs are needed;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/05/2016 02:03 AM   
Thanks helifax appreciate the update & ofcourse all the hard work you guys are putting in. Can't wait for the finished product, only wish I could be of some assistance, but all this code is so foreign to me.
Thanks helifax appreciate the update & ofcourse all the hard work you guys are putting in.

Can't wait for the finished product, only wish I could be of some assistance, but all this code is so foreign to me.

Posted 02/05/2016 02:32 AM   
From the Batman Thread: [quote="DarkStarSword"]Heh, I just realised this is the Batman thread... we should probably move discussions of the avalanche back over to the Tomb Raider thread.[/quote] Yes, I also noticed the avalanche being 2D and well... it actually FLICKERS like crazy on SLI. You can put any cutscene on pause;) Funny thing was that from that scene the only thing that was flickering was the avalanche. I haven't seen in any other parts of the game the same Flickering. So, I am assuming that Houdini vfx / movies are used only in cutscenes and probably is the only place (unless there is another dodgy cutscene which I missed). In any case nothing too GRAND and I could ignore this issue altogether;) In CM, yes it seems to render correctly into depth (but the SLI was making it flicker like crazy).
From the Batman Thread:

DarkStarSword said:Heh, I just realised this is the Batman thread... we should probably move discussions of the avalanche back over to the Tomb Raider thread.


Yes, I also noticed the avalanche being 2D and well... it actually FLICKERS like crazy on SLI.
You can put any cutscene on pause;)
Funny thing was that from that scene the only thing that was flickering was the avalanche. I haven't seen in any other parts of the game the same Flickering.

So, I am assuming that Houdini vfx / movies are used only in cutscenes and probably is the only place (unless there is another dodgy cutscene which I missed). In any case nothing too GRAND and I could ignore this issue altogether;)

In CM, yes it seems to render correctly into depth (but the SLI was making it flicker like crazy).

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/05/2016 10:29 AM   
still having some extra keys for fixers if needed
still having some extra keys for fixers if needed

Posted 02/05/2016 11:25 AM   
What the hell happens with devs....to put some bink video in the middle of a real render in a game! Hopes this will not get massive around devs... will detroy S3D
What the hell happens with devs....to put some bink video in the middle of a real render in a game!
Hopes this will not get massive around devs... will detroy S3D

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 02/05/2016 11:47 AM   
[quote="DHR"]What the hell happens with devs....to put some bink video in the middle of a real render in a game! Hopes this will not get massive around devs... will detroy S3D[/quote] Well basically the avalanche simulation is very nice;) (From the technical/cinematic point of view). There was no way of actually rendering all the particle & fluid simulation in real-time, locked at 30 fps WHILE also rendering the other content of the scene! So they employed something that I would have done as well from a 2D technical point of view: - They rendered the Snow simulation in Houdini in all it's glory and then baked it into a movie. - Then in the game in that locations while the rest of the environment is being rendered by the GPU you just play the film :) As a result you get what the "artist" envisioned. Nothing wrong with this approach! The only problem is that we can't stereorize it properly! (Although like DSS said this can be cheated as well). Their approach would still work in 3D if the film would have been made with 3D in mind;) (Made in 3D). I agree in 3D VIsion it doesn't look great being 2D, but for the 5 SECONDS it appears on the screen I would say just skip this problem altogether as is not worth the effort to fix it. If we will be pedantic then yes we can take a look at it, but currently this is on the bottom of the priority list.
DHR said:What the hell happens with devs....to put some bink video in the middle of a real render in a game!
Hopes this will not get massive around devs... will detroy S3D


Well basically the avalanche simulation is very nice;) (From the technical/cinematic point of view). There was no way of actually rendering all the particle & fluid simulation in real-time, locked at 30 fps WHILE also rendering the other content of the scene!

So they employed something that I would have done as well from a 2D technical point of view:
- They rendered the Snow simulation in Houdini in all it's glory and then baked it into a movie.
- Then in the game in that locations while the rest of the environment is being rendered by the GPU you just play the film :)
As a result you get what the "artist" envisioned.

Nothing wrong with this approach! The only problem is that we can't stereorize it properly! (Although like DSS said this can be cheated as well).
Their approach would still work in 3D if the film would have been made with 3D in mind;) (Made in 3D).

I agree in 3D VIsion it doesn't look great being 2D, but for the 5 SECONDS it appears on the screen I would say just skip this problem altogether as is not worth the effort to fix it.

If we will be pedantic then yes we can take a look at it, but currently this is on the bottom of the priority list.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/05/2016 12:58 PM   
I downloading the game, so i will look how is (2D and 3D). I imagine that looks something similar when in movies they use a blue/green screen in the back to record a person for example, and put in the action video....That looks like crap! (in 2D)...even with the more accurate and advance post productions we have now in movies, i still noticed and looks horrible. Both image are a video, but in this case is a video merged in a real render, so i asumme will look worst (you will noticed right the way).....BUT, if is 5 seconds in the screen, don't matter. King Kong 1967 [img]https://uncannystudios.files.wordpress.com/2009/04/2537235623_d4854b8073.jpg?w=450[/img] Recent King Kong [img]http://i8.photobucket.com/albums/a13/dsteingass/king_kong_2.jpg[/img] You still noticed!.....look Jack Black siloutte. Still, i hope DEVS don't take this as an standard in games.
I downloading the game, so i will look how is (2D and 3D).

I imagine that looks something similar when in movies they use a blue/green screen in the back to record a person for example, and put in the action video....That looks like crap! (in 2D)...even with the more accurate and advance post productions we have now in movies, i still noticed and looks horrible. Both image are a video, but in this case is a video merged in a real render, so i asumme will look worst (you will noticed right the way).....BUT, if is 5 seconds in the screen, don't matter.

King Kong 1967
Image

Recent King Kong
Image

You still noticed!.....look Jack Black siloutte.


Still, i hope DEVS don't take this as an standard in games.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 02/05/2016 02:42 PM   
New Patch is out: http://www.gamespot.com/articles/rise-of-the-tomb-raiders-first-pc-patch-fixes-crit/1100-6434536/ - Improved NVIDIA SLI performance. (Steam only) - Fixed SLI glitches during water/snow effects. (Steam only) - Fixed rendering glitches on some objects on NVIDIA 6x0 and 7x0 hardware. Some issue do still happen and we are working with NVIDIA to resolve those in future patches or drivers. Among others:)
New Patch is out:
http://www.gamespot.com/articles/rise-of-the-tomb-raiders-first-pc-patch-fixes-crit/1100-6434536/

- Improved NVIDIA SLI performance. (Steam only)
- Fixed SLI glitches during water/snow effects. (Steam only)
- Fixed rendering glitches on some objects on NVIDIA 6x0 and 7x0 hardware. Some issue do still happen and we are working with NVIDIA to resolve those in future patches or drivers.

Among others:)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/05/2016 04:51 PM   
Awesome! Steam version only? Or is it a typo and you mean Stream? As in the parts rendered by the Bink Player that were flickering in SLI? EDIT: NVM, yah the Microsoft Store version is unfixable
Awesome!

Steam version only?

Or is it a typo and you mean Stream? As in the parts rendered by the Bink Player that were flickering in SLI?

EDIT: NVM, yah the Microsoft Store version is unfixable

Posted 02/05/2016 05:05 PM   
[quote="D-Man11"]Awesome! Steam version only? Or is it a typo and you mean Stream? As in the parts rendered by the Bink Player that were flickering in SLI? EDIT: NVM, yah the Microsoft Store version is unfixable [/quote] I just copy pasted from the Post. So I guess is only the version from Steam. Don't know if this will help with the avalanche, but helps the game. Also, if you look into the avalanche problem. Don't try to stereorize the VS you find. It will not work and will also break major things later on;) I would just drop the avalanche thingy for now;) I am currently working with Mike to narrow down as many as possibly shadow/decals/lighting shaders in the whole game. So far I have dumped around 22000 shaders and Mike fixed around 11700 of them related to shadows (a lot of shaders cast their own shadow). I also found a workaround/compromise to the tile lighting system the game uses. If fixes 90% of the stuff, but I need more testing. Looking also into lens flares as some seem to work wrong... The bright side is that the HUD is not adjusting to the Depth Buffer and the crosshair works fantastic;))
D-Man11 said:Awesome!

Steam version only?

Or is it a typo and you mean Stream? As in the parts rendered by the Bink Player that were flickering in SLI?

EDIT: NVM, yah the Microsoft Store version is unfixable



I just copy pasted from the Post. So I guess is only the version from Steam. Don't know if this will help with the avalanche, but helps the game.


Also, if you look into the avalanche problem. Don't try to stereorize the VS you find. It will not work and will also break major things later on;)
I would just drop the avalanche thingy for now;)

I am currently working with Mike to narrow down as many as possibly shadow/decals/lighting shaders in the whole game. So far I have dumped around 22000 shaders and Mike fixed around 11700 of them related to shadows (a lot of shaders cast their own shadow).

I also found a workaround/compromise to the tile lighting system the game uses. If fixes 90% of the stuff, but I need more testing.
Looking also into lens flares as some seem to work wrong...
The bright side is that the HUD is not adjusting to the Depth Buffer and the crosshair works fantastic;))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/05/2016 05:21 PM   
I was wondering if the avalanche rendered in 2D and if it did, how was it fixed, if it was? If it was fixed, could it be applied to cut scenes that render in 2D and are using Bink? I've never understood why some in games the cut scenes render in 2D and then in others they are 3D, but they all use Bink Player. Is it the way the videos are encoded when they are compressed with the bink software? Or is it something that Nvidia does?
I was wondering if the avalanche rendered in 2D and if it did, how was it fixed, if it was?

If it was fixed, could it be applied to cut scenes that render in 2D and are using Bink?

I've never understood why some in games the cut scenes render in 2D and then in others they are 3D, but they all use Bink Player. Is it the way the videos are encoded when they are compressed with the bink software? Or is it something that Nvidia does?

Posted 02/05/2016 05:51 PM   
  14 / 41    
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