Thanks for the links D-Man 11. Great stuff!
I was able to get the game running in 3D vision.
1. A driver clean reinstall and
2. Alter my "Screen Resolution" settings. Disconnect my 2 outer monitors and run only a single main monitor.
I get the same result as d11.thresh regards going to 2d with 3d vision activated. It cuts the screen and only shows less than half of it plus a weird hud.
Playable in it's current state for sure.
My take on it is that there is not too much work needed to make it great.
I was able to get the game running in 3D vision.
1. A driver clean reinstall and
2. Alter my "Screen Resolution" settings. Disconnect my 2 outer monitors and run only a single main monitor.
I get the same result as d11.thresh regards going to 2d with 3d vision activated. It cuts the screen and only shows less than half of it plus a weird hud.
Playable in it's current state for sure.
My take on it is that there is not too much work needed to make it great.
Just tried this game out in 3DVision, it is definitely not the worst nonsupported game I've tried, however the lighting and shadow alignments are quite obviously broken in 3DVision, even if I try to turn all the special graphics settings down to their lowest levels. (Hmm, I may have forgotten to try turning off AA, but I guess it probably wouldn't do anything either.)
I was able to play for a few hours in 3DVision, but I could notice my eyes getting tired from the graphical artifacts so in the end I gave up. Whenever the errors weren't noticable it looked great though, and going back to "2D" did feel like a downgrade!
Still, I think I'm going to have to keep playing without 3DVision until it gets a fix.
Just tried this game out in 3DVision, it is definitely not the worst nonsupported game I've tried, however the lighting and shadow alignments are quite obviously broken in 3DVision, even if I try to turn all the special graphics settings down to their lowest levels. (Hmm, I may have forgotten to try turning off AA, but I guess it probably wouldn't do anything either.)
I was able to play for a few hours in 3DVision, but I could notice my eyes getting tired from the graphical artifacts so in the end I gave up. Whenever the errors weren't noticable it looked great though, and going back to "2D" did feel like a downgrade!
Still, I think I'm going to have to keep playing without 3DVision until it gets a fix.
I m not a shaderhacker but i wanted to look at the shaders to play this game with 3d vision.
I managed to correct a problem of transparency of the character with the water in the game (on one eye - left). I just deleted a line : // o2.xy = v1.xy; <== this line
Here is the shader:
// effet bizare oeil gauche - transparence sur la silhouette du personnage face à l'eau
cbuffer _Globals : register(b0)
{
float4 u_edge_color : packoffset(c0);
float4 u_texel_size : packoffset(c1);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_Position0,
out float4 o1 : COLOR0,
out float4 o2 : TEXCOORD0,
out float o3 : TEXCOORD3)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
o0.xyzw = v0.xyzw;
o1.xyzw = u_edge_color.xyzw;
r0.x = u_texel_size.w + 0.5;
o2.zw = u_texel_size.xy * r0.xx;
[u]// o2.xy = v1.xy; // fix the problem[/u]
o3.x = u_texel_size.z;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.3.8 on Thu Nov 22 10:42:56 2018
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4 u_edge_color; // Offset: 0 Size: 16
// float4 u_texel_size; // Offset: 16 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float xyzw
// TEXCOORD 3 x 3 NONE float x
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[2], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.x
dcl_temps 1
mov o0.xyzw, v0.xyzw
mov o1.xyzw, cb0[0].xyzw
add r0.x, l(0.500000), cb0[1].w
mul o2.zw, r0.xxxx, cb0[1].xxxy
mov o2.xy, v1.xyxx
mov o3.x, cb0[1].z
ret
// Approximately 7 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
This is probably not the right solution but maybe someone would tell me some formulas to try :)
PS : for files, there is just to remove the .jpg to view them normally.
I m not a shaderhacker but i wanted to look at the shaders to play this game with 3d vision.
I managed to correct a problem of transparency of the character with the water in the game (on one eye - left). I just deleted a line : // o2.xy = v1.xy; <== this line
Here is the shader:
// effet bizare oeil gauche - transparence sur la silhouette du personnage face à l'eau
I was able to get the game running in 3D vision.
1. A driver clean reinstall and
2. Alter my "Screen Resolution" settings. Disconnect my 2 outer monitors and run only a single main monitor.
I get the same result as d11.thresh regards going to 2d with 3d vision activated. It cuts the screen and only shows less than half of it plus a weird hud.
Playable in it's current state for sure.
My take on it is that there is not too much work needed to make it great.
I was able to play for a few hours in 3DVision, but I could notice my eyes getting tired from the graphical artifacts so in the end I gave up. Whenever the errors weren't noticable it looked great though, and going back to "2D" did feel like a downgrade!
Still, I think I'm going to have to keep playing without 3DVision until it gets a fix.
I was really tempted to pick it up, but will now wait for a discount during the Steam summer sale.
I managed to correct a problem of transparency of the character with the water in the game (on one eye - left). I just deleted a line : // o2.xy = v1.xy; <== this line
Here is the shader:
// effet bizare oeil gauche - transparence sur la silhouette du personnage face à l'eau
cbuffer _Globals : register(b0)
{
float4 u_edge_color : packoffset(c0);
float4 u_texel_size : packoffset(c1);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_Position0,
out float4 o1 : COLOR0,
out float4 o2 : TEXCOORD0,
out float o3 : TEXCOORD3)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
o0.xyzw = v0.xyzw;
o1.xyzw = u_edge_color.xyzw;
r0.x = u_texel_size.w + 0.5;
o2.zw = u_texel_size.xy * r0.xx;
// o2.xy = v1.xy; // fix the problem
o3.x = u_texel_size.z;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.3.8 on Thu Nov 22 10:42:56 2018
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4 u_edge_color; // Offset: 0 Size: 16
// float4 u_texel_size; // Offset: 16 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float xyzw
// TEXCOORD 3 x 3 NONE float x
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[2], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.x
dcl_temps 1
mov o0.xyzw, v0.xyzw
mov o1.xyzw, cb0[0].xyzw
add r0.x, l(0.500000), cb0[1].w
mul o2.zw, r0.xxxx, cb0[1].xxxy
mov o2.xy, v1.xyxx
mov o3.x, cb0[1].z
ret
// Approximately 7 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
This is probably not the right solution but maybe someone would tell me some formulas to try :)
PS : for files, there is just to remove the .jpg to view them normally.
ASUS VG248QE - 3D Vision 2 - GTX 1080 - i7 7700 - 16GB RAM - WIN 10