Middle-Earth: Shadow of Mordor {3D Screenshots}
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@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.
@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.

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#61
Posted 10/04/2014 12:23 AM   
[quote="DHR"]@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.[/quote] Have you tried using a low depth around 15%-20% ? The Depth from NVPanel is applied differently in this game for some weird reason...Anything higher than that will render the objects at very weird depths... Don't worry the 15% is not the Normal 15%... is more around 70% of what you see in other games... Just wondering if this will make it better for you...
DHR said:@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.


Have you tried using a low depth around 15%-20% ? The Depth from NVPanel is applied differently in this game for some weird reason...Anything higher than that will render the objects at very weird depths...

Don't worry the 15% is not the Normal 15%... is more around 70% of what you see in other games...
Just wondering if this will make it better for you...

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#62
Posted 10/04/2014 12:38 AM   
[quote="DHR"]@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.[/quote] Hi - I have fixed the model issues :-) Only thing left to do that I can see is shadows/lights. I fixed one shadow Pixel Shader, so I know how to do it, but 3DMigoto is only dumping that one right now, so I need to enlist bo3b to help with some decompiler issues. @bo3b - no it only works with 344.11.
DHR said:@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.

Hi - I have fixed the model issues :-) Only thing left to do that I can see is shadows/lights. I fixed one shadow Pixel Shader, so I know how to do it, but 3DMigoto is only dumping that one right now, so I need to enlist bo3b to help with some decompiler issues.

@bo3b - no it only works with 344.11.

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#63
Posted 10/04/2014 12:47 AM   
[quote="mike_ar69"][quote="DHR"]@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.[/quote] Hi - I have fixed the model issues :-) Only thing left to do that I can see is shadows/lights. I fixed one shadow Pixel Shader, so I know how to do it, but 3DMigoto is only dumping that one right now, so I need to enlist bo3b to help with some decompiler issues. @bo3b - no it only works with 344.11.[/quote] Interesting!! How did you fix the model calculations? was the nvidia forumula being applied wrong? Curious about this since is the only game that I've seen doing this so far...
mike_ar69 said:
DHR said:@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.

Hi - I have fixed the model issues :-) Only thing left to do that I can see is shadows/lights. I fixed one shadow Pixel Shader, so I know how to do it, but 3DMigoto is only dumping that one right now, so I need to enlist bo3b to help with some decompiler issues.

@bo3b - no it only works with 344.11.


Interesting!! How did you fix the model calculations? was the nvidia forumula being applied wrong? Curious about this since is the only game that I've seen doing this so far...

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)

#64
Posted 10/04/2014 10:43 AM   
[quote="helifax"][quote="mike_ar69"][quote="DHR"]@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.[/quote] Hi - I have fixed the model issues :-) Only thing left to do that I can see is shadows/lights. I fixed one shadow Pixel Shader, so I know how to do it, but 3DMigoto is only dumping that one right now, so I need to enlist bo3b to help with some decompiler issues. @bo3b - no it only works with 344.11.[/quote] Interesting!! How did you fix the model calculations? was the nvidia forumula being applied wrong? Curious about this since is the only game that I've seen doing this so far...[/quote] Hi helifax - ti is a wierd game, I am not surprised the nvidia automatic is having problems with it, there are lots off different matrices that do transformations, and most of them operate on model coordinates, which is why I think see the geometry all screwed up. There is a type of shader that needs fixing and i worked out the patter for it. More good news is that I managed to get a full dump of about 1700-odd shaders which finally game me the shadow pixel shaders I need, so I have fixed most shadows as well now. There are still a fair few things outstanding (as you can probably tell, pretty much *everything* in this game renders wrong) and in particular there is a class of static shadows that render at 2D screen depth that I can't seem to correct in anyway - nothing I do makes any difference, including sometimes disabling the shader. There may be a wrapper issue so I need to look into that. Also, decals are at 2d depth but I fixed some of them so they may all be tractable. I ran the becnhmark and noticed a few other 2d effects, particularly particle effects - at one point in the demo some bees are buzzig round a nest and they are at screen depth, abd the special purple radial explosion effect is not quite right. Anyway, it's all looking promising, and with some selective disabling of the 2d effects the game would be perfectly playable already.
helifax said:
mike_ar69 said:
DHR said:@mike...you start to fix that models/geometry stuff? or you don't have that issue. At least for me those models stuff are very wrong.....i also remove fog/smoke effects + blue stuff, but models still looks horrible.

Hi - I have fixed the model issues :-) Only thing left to do that I can see is shadows/lights. I fixed one shadow Pixel Shader, so I know how to do it, but 3DMigoto is only dumping that one right now, so I need to enlist bo3b to help with some decompiler issues.

@bo3b - no it only works with 344.11.


Interesting!! How did you fix the model calculations? was the nvidia forumula being applied wrong? Curious about this since is the only game that I've seen doing this so far...

Hi helifax - ti is a wierd game, I am not surprised the nvidia automatic is having problems with it, there are lots off different matrices that do transformations, and most of them operate on model coordinates, which is why I think see the geometry all screwed up. There is a type of shader that needs fixing and i worked out the patter for it.

More good news is that I managed to get a full dump of about 1700-odd shaders which finally game me the shadow pixel shaders I need, so I have fixed most shadows as well now.

There are still a fair few things outstanding (as you can probably tell, pretty much *everything* in this game renders wrong) and in particular there is a class of static shadows that render at 2D screen depth that I can't seem to correct in anyway - nothing I do makes any difference, including sometimes disabling the shader. There may be a wrapper issue so I need to look into that. Also, decals are at 2d depth but I fixed some of them so they may all be tractable. I ran the becnhmark and noticed a few other 2d effects, particularly particle effects - at one point in the demo some bees are buzzig round a nest and they are at screen depth, abd the special purple radial explosion effect is not quite right. Anyway, it's all looking promising, and with some selective disabling of the 2d effects the game would be perfectly playable already.

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#65
Posted 10/04/2014 03:17 PM   
very good news :)
very good news :)

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#66
Posted 10/04/2014 04:40 PM   
Kind of weird how off the radar this game was. Was worried about performance but its quite good. Runs *much* better at 1440P then watch dogs at 1080p. Not to mention looks better. Not sure what those people screwed up in doing PS4/PC ultra comparisons [probably no texture pack/ tessellation] but its pretty damn obvious. On PS4 you can't tell when opening cinematics begin/end [cause its recorded in PS4 *conditions*] but on PC its so obvious and I am not talking about compression/frame rate. I guess I am ranting but whenever an nvidia "optimized" game gets announced I get worried to the point I sound like a pessimist. Namely cause of Ubisoft. Seriously, Ubisoft hasn't had a well optimized "sponsored" game ever [you can literally find threads by me two years ago about it and its gotten worse since then]. They keep getting picked up, sponsored, advertisements, deals, etc.... This game you hear nothing about and it doesn't even have an SLI profile. I dunno, its funny to me.
Kind of weird how off the radar this game was.

Was worried about performance but its quite good. Runs *much* better at 1440P then watch dogs at 1080p. Not to mention looks better. Not sure what those people screwed up in doing PS4/PC ultra comparisons [probably no texture pack/ tessellation] but its pretty damn obvious. On PS4 you can't tell when opening cinematics begin/end [cause its recorded in PS4 *conditions*] but on PC its so obvious and I am not talking about compression/frame rate.

I guess I am ranting but whenever an nvidia "optimized" game gets announced I get worried to the point I sound like a pessimist. Namely cause of Ubisoft. Seriously, Ubisoft hasn't had a well optimized "sponsored" game ever [you can literally find threads by me two years ago about it and its gotten worse since then]. They keep getting picked up, sponsored, advertisements, deals, etc.... This game you hear nothing about and it doesn't even have an SLI profile. I dunno, its funny to me.

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#67
Posted 10/05/2014 02:36 AM   
I recommend this too: http://sfx.thelazy.net/games/preset/2179/
I recommend this too:


http://sfx.thelazy.net/games/preset/2179/

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#68
Posted 10/05/2014 05:21 AM   
Since this thread has gone dark for nearly three days now I just wanted to know if there is any news regarding a possible fix (further progression, unexpected problems etc.)?
Since this thread has gone dark for nearly three days now I just wanted to know if there is any news regarding a possible fix (further progression, unexpected problems etc.)?

#69
Posted 10/07/2014 11:49 AM   
These things often take weeks or months, as people are doing them at the same time as regular jobs, families, etc. A few days without an update is pretty normal.
These things often take weeks or months, as people are doing them at the same time as regular jobs, families, etc. A few days without an update is pretty normal.

#70
Posted 10/07/2014 12:37 PM   
Yeah, these things can take some time. Right now we are stuck because I need to fix a bug in 3Dmigoto. Or more exactly, this is Shader Model 5 stuff that 3Dmigoto has never seen before. Here, let me give you a taste of the problem: In ASM: [code] // New variant found in Mordor. Example: // gInstanceBuffer                   texture  struct         r/o    0        1 ... // dcl_resource_structured t0, 16 ... // ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r1.xyzw, r0.x, l(0), t0.xyzw [/code] I've been able to manually determine that it needs to become in HLSL: [code]// becomes: // Example from Mordor, with bizarre struct offsets: struct BufferSrc { float3 vposition; // offset: 0 float3 vvelocity; // offset: 12 float ftime; // offset: 24 float fuserdata; // offset: 28 }; // offset: 0 size: 32 // StructuredBuffer<BufferSrc> BufferSrc_SB : register(t0); // // Working fxc code (unrolled is necessary): // ld_structured_indexable(structured_buffer, stride=32)(mixed,mixed,mixed,mixed) r3.xyzw, v0.x, l(16), t0.xyzw r3.x = BufferSrc_SB[v0.x].vvelocity.y; r3.y = BufferSrc_SB[v0.x].vvelocity.z; r3.z = BufferSrc_SB[v0.x].ftime.x; r3.w = BufferSrc_SB[v0.x].fuserdata.x; [/code] It's just a simple matter of writing the C++ code necessary to take that first ASM string, and convert it into the HLSL code. It's an open-source project. Ready.... Go! :-> (Actually this one is pretty hard. One of the hardest ones I've seen in 3Dmigoto. Making progress though.)
Yeah, these things can take some time. Right now we are stuck because I need to fix a bug in 3Dmigoto. Or more exactly, this is Shader Model 5 stuff that 3Dmigoto has never seen before.

Here, let me give you a taste of the problem:

In ASM:
// New variant found in Mordor.  Example:
// gInstanceBuffer                   texture  struct         r/o    0        1
...
// dcl_resource_structured t0, 16
...
// ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r1.xyzw, r0.x, l(0), t0.xyzw



I've been able to manually determine that it needs to become in HLSL:

// becomes:
// Example from Mordor, with bizarre struct offsets:
struct BufferSrc
{
float3 vposition; // offset: 0
float3 vvelocity; // offset: 12
float ftime; // offset: 24
float fuserdata; // offset: 28
}; // offset: 0 size: 32
//
StructuredBuffer<BufferSrc> BufferSrc_SB : register(t0);
//
// Working fxc code (unrolled is necessary):
// ld_structured_indexable(structured_buffer, stride=32)(mixed,mixed,mixed,mixed) r3.xyzw, v0.x, l(16), t0.xyzw
r3.x = BufferSrc_SB[v0.x].vvelocity.y;
r3.y = BufferSrc_SB[v0.x].vvelocity.z;
r3.z = BufferSrc_SB[v0.x].ftime.x;
r3.w = BufferSrc_SB[v0.x].fuserdata.x;


It's just a simple matter of writing the C++ code necessary to take that first ASM string, and convert it into the HLSL code.

It's an open-source project. Ready.... Go! :->

(Actually this one is pretty hard. One of the hardest ones I've seen in 3Dmigoto. Making progress though.)

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#71
Posted 10/07/2014 03:36 PM   
Thanks so much for looking into this game. Really interested in Shadow of Mordor, as it looks excellent and I didn't expect much from it. Would be really awesome to play in 3D. Thanks for keeping 3D vision alive.
Thanks so much for looking into this game. Really interested in Shadow of Mordor, as it looks excellent and I didn't expect much from it. Would be really awesome to play in 3D. Thanks for keeping 3D vision alive.

#72
Posted 10/07/2014 04:29 PM   
Indeed you guys are incredible! Thank you so much for carrying the burden for all of us!
Indeed you guys are incredible! Thank you so much for carrying the burden for all of us!

#73
Posted 10/07/2014 05:31 PM   
you cannot even begin to understand how great you are people for doing this complicated work. without you we have no chance to enjoy those games that 3d vision wasn't even mentioned when they were develeoped. you are A M A Z I N G. and i am sure i am speaking in the name of all the gamers here.
you cannot even begin to understand how great you are people for doing this complicated work.
without you we have no chance to enjoy those games that 3d vision wasn't even mentioned when they were develeoped.

you are A M A Z I N G.
and i am sure i am speaking in the name of all the gamers here.

#74
Posted 10/07/2014 07:06 PM   
hmmm I notice if I use the other profile and add the exe to it it works alot better. Anyone know what the story is with this? Why is there two profiles?
hmmm I notice if I use the other profile and add the exe to it it works alot better. Anyone know what the story is with this? Why is there two profiles?

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#75
Posted 10/08/2014 11:26 PM   
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