Civilization VI Demo Fix?
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Hey Guys, I was looking on the list and seen Civ VI was pretty high on the wishlist. Well I looked around and it seems there is a Demo for Civ VI so I had a look.. Now there is not too much broke besides shadows which you can disable via options menu.. The HUD UI was broke and I fixed those besides the Icons on the Map screen that had a shader shared with other UI Items but the items located on the map itself did not go into Stereo they remained 2D. I have a screenshot and look at the main part of the map and look at those Icons on the screen like the Bottle of Milk and Mountain range pictures inside of it.. Besides those UI elements that did not get pushed into Stereo via the hot key even tho the other items that where in that shader did.. the screenshot is at the Bottom to DL but here is the shader File in code: [code] // ---- Created with 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017 // UI/HUD and Markers on the map cbuffer MenuShaderGlobal : register(b1) { row_major float4x4 mtxOrth : packoffset(c0); row_major float4x4 mtxProj : packoffset(c4); row_major float4x4 mtxView : packoffset(c8); float3 f3BBx : packoffset(c12); float3 f3BBy : packoffset(c13); float4 f4AnchorScale : packoffset(c14); } cbuffer MenuShaderDynamic : register(b0) { float4 f4SizePos : packoffset(c0); float4 f4TextureSizePos : packoffset(c1); float4 f4TextureMat : packoffset(c2); float4 f4MaskSizePos : packoffset(c3); float4 f4TextureScaleOffset : packoffset(c4); float4 f4MaskScaleOffset : packoffset(c5); float4 globalColor : packoffset(c6); float4 f4AnchorAlpha : packoffset(c7); float4 parentClip : packoffset(c8); float2 f2OffsetDepth : packoffset(c9); bool bBaseCompressed : packoffset(c9.z); bool bMaskCompressed : packoffset(c9.w); bool bLinearOutput : packoffset(c10); bool bPointSampled : packoffset(c10.y); bool bPremultiplied : packoffset(c10.z); bool bClipped : packoffset(c10.w); bool bTileX : packoffset(c11); bool bTileY : packoffset(c11.y); uint4 BaseCompressionInfo : packoffset(c12); uint4 BaseTextureInfo : packoffset(c13); uint4 MaskCompressionInfo : packoffset(c14); uint4 MaskTextureInfo : packoffset(c15); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, float2 v2 : TEXCOORD1, float4 v3 : COLOR0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0, out float2 p1 : TEXCOORD1, out float4 o2 : COLOR0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xy = v0.xy * f4SizePos.xy + f4SizePos.zw; r1.xyzw = mtxOrth._m10_m11_m12_m13 * r0.yyyy; r0.xyzw = r0.xxxx * mtxOrth._m00_m01_m02_m03 + r1.xyzw; r0.xyzw = mtxOrth._m30_m31_m32_m33 + r0.xyzw; r1.x = f2OffsetDepth.y + f2OffsetDepth.x; o0.xyzw = r1.xxxx * r0.xyzw; r0.xy = saturate(v1.xy * f4TextureSizePos.xy + f4TextureSizePos.zw); r0.xy = float2(-0.5,-0.5) + r0.xy; r1.x = dot(r0.xy, f4TextureMat.xy); r1.y = dot(r0.xy, f4TextureMat.zw); o1.xy = float2(0.5,0.5) + r1.xy; p1.xy = v2.xy * f4MaskSizePos.xy + f4MaskSizePos.zw; r0.xyzw = globalColor.xyzw * v3.xyzw; r0.w = f4AnchorAlpha.w * r0.w; o2.xyz = r0.xyz * r0.www; o2.w = r0.w; // UI HUD Items Action Bar Items UI float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o0.x+=stereo.x*params.z; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384 // // using 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017 // // // Buffer Definitions: // // cbuffer MenuShaderGlobal // { // // row_major float4x4 mtxOrth; // Offset: 0 Size: 64 // row_major float4x4 mtxProj; // Offset: 64 Size: 64 [unused] // row_major float4x4 mtxView; // Offset: 128 Size: 64 [unused] // float3 f3BBx; // Offset: 192 Size: 12 [unused] // float3 f3BBy; // Offset: 208 Size: 12 [unused] // float4 f4AnchorScale; // Offset: 224 Size: 16 [unused] // // } // // cbuffer MenuShaderDynamic // { // // float4 f4SizePos; // Offset: 0 Size: 16 // float4 f4TextureSizePos; // Offset: 16 Size: 16 // float4 f4TextureMat; // Offset: 32 Size: 16 // float4 f4MaskSizePos; // Offset: 48 Size: 16 // float4 f4TextureScaleOffset; // Offset: 64 Size: 16 [unused] // float4 f4MaskScaleOffset; // Offset: 80 Size: 16 [unused] // float4 globalColor; // Offset: 96 Size: 16 // float4 f4AnchorAlpha; // Offset: 112 Size: 16 // float4 parentClip; // Offset: 128 Size: 16 [unused] // float2 f2OffsetDepth; // Offset: 144 Size: 8 // bool bBaseCompressed; // Offset: 152 Size: 4 [unused] // bool bMaskCompressed; // Offset: 156 Size: 4 [unused] // bool bLinearOutput; // Offset: 160 Size: 4 [unused] // bool bPointSampled; // Offset: 164 Size: 4 [unused] // bool bPremultiplied; // Offset: 168 Size: 4 [unused] // bool bClipped; // Offset: 172 Size: 4 [unused] // bool bTileX; // Offset: 176 Size: 4 [unused] // bool bTileY; // Offset: 180 Size: 4 [unused] // uint4 BaseCompressionInfo; // Offset: 192 Size: 16 [unused] // uint4 BaseTextureInfo; // Offset: 208 Size: 16 [unused] // uint4 MaskCompressionInfo; // Offset: 224 Size: 16 [unused] // uint4 MaskTextureInfo; // Offset: 240 Size: 16 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // MenuShaderDynamic cbuffer NA NA 0 1 // MenuShaderGlobal cbuffer NA NA 1 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xy // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xy 2 NONE float xy // COLOR 0 xyzw 3 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // COLOR 0 xyzw 2 NONE float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb1[4], immediateIndexed dcl_constantbuffer cb0[10], immediateIndexed dcl_input v0.xy dcl_input v1.xy dcl_input v2.xy dcl_input v3.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.zw dcl_output o2.xyzw dcl_temps 2 mad r0.xy, v0.xyxx, cb0[0].xyxx, cb0[0].zwzz mul r1.xyzw, r0.yyyy, cb1[1].xyzw mad r0.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw add r0.xyzw, r0.xyzw, cb1[3].xyzw add r1.x, cb0[9].x, cb0[9].y mul o0.xyzw, r0.xyzw, r1.xxxx mad_sat r0.xy, v1.xyxx, cb0[1].xyxx, cb0[1].zwzz add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000) dp2 r1.x, r0.xyxx, cb0[2].xyxx dp2 r1.y, r0.xyxx, cb0[2].zwzz add o1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) mad o1.zw, v2.xxxy, cb0[3].xxxy, cb0[3].zzzw mul r0.xyzw, v3.xyzw, cb0[6].xyzw mul r0.w, r0.w, cb0[7].w mul o2.xyz, r0.wwww, r0.xyzx mov o2.w, r0.w ret // Approximately 17 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
Hey Guys,

I was looking on the list and seen Civ VI was pretty high on the wishlist. Well I looked around and it seems there is a Demo for Civ VI so I had a look..

Now there is not too much broke besides shadows which you can disable via options menu.. The HUD UI was broke and I fixed those besides the Icons on the Map screen that had a shader shared with other UI Items but the items located on the map itself did not go into Stereo they remained 2D. I have a screenshot and look at the main part of the map and look at those Icons on the screen like the Bottle of Milk and Mountain range pictures inside of it..

Besides those UI elements that did not get pushed into Stereo via the hot key even tho the other items that where in that shader did..

the screenshot is at the Bottom to DL but here is the shader File in code:

// ---- Created with 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017
// UI/HUD and Markers on the map
cbuffer MenuShaderGlobal : register(b1)
{
row_major float4x4 mtxOrth : packoffset(c0);
row_major float4x4 mtxProj : packoffset(c4);
row_major float4x4 mtxView : packoffset(c8);
float3 f3BBx : packoffset(c12);
float3 f3BBy : packoffset(c13);
float4 f4AnchorScale : packoffset(c14);
}

cbuffer MenuShaderDynamic : register(b0)
{
float4 f4SizePos : packoffset(c0);
float4 f4TextureSizePos : packoffset(c1);
float4 f4TextureMat : packoffset(c2);
float4 f4MaskSizePos : packoffset(c3);
float4 f4TextureScaleOffset : packoffset(c4);
float4 f4MaskScaleOffset : packoffset(c5);
float4 globalColor : packoffset(c6);
float4 f4AnchorAlpha : packoffset(c7);
float4 parentClip : packoffset(c8);
float2 f2OffsetDepth : packoffset(c9);
bool bBaseCompressed : packoffset(c9.z);
bool bMaskCompressed : packoffset(c9.w);
bool bLinearOutput : packoffset(c10);
bool bPointSampled : packoffset(c10.y);
bool bPremultiplied : packoffset(c10.z);
bool bClipped : packoffset(c10.w);
bool bTileX : packoffset(c11);
bool bTileY : packoffset(c11.y);
uint4 BaseCompressionInfo : packoffset(c12);
uint4 BaseTextureInfo : packoffset(c13);
uint4 MaskCompressionInfo : packoffset(c14);
uint4 MaskTextureInfo : packoffset(c15);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float2 v2 : TEXCOORD1,
float4 v3 : COLOR0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1,
out float4 o2 : COLOR0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = v0.xy * f4SizePos.xy + f4SizePos.zw;
r1.xyzw = mtxOrth._m10_m11_m12_m13 * r0.yyyy;
r0.xyzw = r0.xxxx * mtxOrth._m00_m01_m02_m03 + r1.xyzw;
r0.xyzw = mtxOrth._m30_m31_m32_m33 + r0.xyzw;
r1.x = f2OffsetDepth.y + f2OffsetDepth.x;
o0.xyzw = r1.xxxx * r0.xyzw;
r0.xy = saturate(v1.xy * f4TextureSizePos.xy + f4TextureSizePos.zw);
r0.xy = float2(-0.5,-0.5) + r0.xy;
r1.x = dot(r0.xy, f4TextureMat.xy);
r1.y = dot(r0.xy, f4TextureMat.zw);
o1.xy = float2(0.5,0.5) + r1.xy;
p1.xy = v2.xy * f4MaskSizePos.xy + f4MaskSizePos.zw;
r0.xyzw = globalColor.xyzw * v3.xyzw;
r0.w = f4AnchorAlpha.w * r0.w;
o2.xyz = r0.xyz * r0.www;
o2.w = r0.w;

// UI HUD Items Action Bar Items UI
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x+=stereo.x*params.z;


return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
// using 3Dmigoto v1.2.56 on Tue Mar 28 23:58:01 2017
//
//
// Buffer Definitions:
//
// cbuffer MenuShaderGlobal
// {
//
// row_major float4x4 mtxOrth; // Offset: 0 Size: 64
// row_major float4x4 mtxProj; // Offset: 64 Size: 64 [unused]
// row_major float4x4 mtxView; // Offset: 128 Size: 64 [unused]
// float3 f3BBx; // Offset: 192 Size: 12 [unused]
// float3 f3BBy; // Offset: 208 Size: 12 [unused]
// float4 f4AnchorScale; // Offset: 224 Size: 16 [unused]
//
// }
//
// cbuffer MenuShaderDynamic
// {
//
// float4 f4SizePos; // Offset: 0 Size: 16
// float4 f4TextureSizePos; // Offset: 16 Size: 16
// float4 f4TextureMat; // Offset: 32 Size: 16
// float4 f4MaskSizePos; // Offset: 48 Size: 16
// float4 f4TextureScaleOffset; // Offset: 64 Size: 16 [unused]
// float4 f4MaskScaleOffset; // Offset: 80 Size: 16 [unused]
// float4 globalColor; // Offset: 96 Size: 16
// float4 f4AnchorAlpha; // Offset: 112 Size: 16
// float4 parentClip; // Offset: 128 Size: 16 [unused]
// float2 f2OffsetDepth; // Offset: 144 Size: 8
// bool bBaseCompressed; // Offset: 152 Size: 4 [unused]
// bool bMaskCompressed; // Offset: 156 Size: 4 [unused]
// bool bLinearOutput; // Offset: 160 Size: 4 [unused]
// bool bPointSampled; // Offset: 164 Size: 4 [unused]
// bool bPremultiplied; // Offset: 168 Size: 4 [unused]
// bool bClipped; // Offset: 172 Size: 4 [unused]
// bool bTileX; // Offset: 176 Size: 4 [unused]
// bool bTileY; // Offset: 180 Size: 4 [unused]
// uint4 BaseCompressionInfo; // Offset: 192 Size: 16 [unused]
// uint4 BaseTextureInfo; // Offset: 208 Size: 16 [unused]
// uint4 MaskCompressionInfo; // Offset: 224 Size: 16 [unused]
// uint4 MaskTextureInfo; // Offset: 240 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// MenuShaderDynamic cbuffer NA NA 0 1
// MenuShaderGlobal cbuffer NA NA 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xy 2 NONE float xy
// COLOR 0 xyzw 3 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// COLOR 0 xyzw 2 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb0[10], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyzw
dcl_temps 2
mad r0.xy, v0.xyxx, cb0[0].xyxx, cb0[0].zwzz
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r0.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
add r1.x, cb0[9].x, cb0[9].y
mul o0.xyzw, r0.xyzw, r1.xxxx
mad_sat r0.xy, v1.xyxx, cb0[1].xyxx, cb0[1].zwzz
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r1.x, r0.xyxx, cb0[2].xyxx
dp2 r1.y, r0.xyxx, cb0[2].zwzz
add o1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad o1.zw, v2.xxxy, cb0[3].xxxy, cb0[3].zzzw
mul r0.xyzw, v3.xyzw, cb0[6].xyzw
mul r0.w, r0.w, cb0[7].w
mul o2.xyz, r0.wwww, r0.xyzx
mov o2.w, r0.w
ret
// Approximately 17 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#1
Posted 03/29/2017 05:33 AM   
Well I found a interesting tid bit.. I found that when I switch to Strategy View on the map the Map Pins are what they are called get Stereoized and I can use the hot key to switch the separation like it should.. I am wondering why it works in Strategy mode and not in normal map mode.. Thing is in Strategy mode the map is is 2D but the Map Pins are in S3D, Also when in Normal mode the map is S3D Whilst the Map pins are in 2D.. Wonder why it is like that and how can I make it so it is ALL in S3D.. Another thing I am unable to do is ALT + TAb Out of the game when I come back the game goes into what we call the hall of Mirror effect.. I also found some config files will look in there and see if anything I can change.. I got it too Fullscreen by the config file.. will have to take a deeper look.. The files are in Documents\My Games\Sid Meier's Civilization VI Demo bunch of txt files ;)
Well I found a interesting tid bit.. I found that when I switch to Strategy View on the map the Map Pins are what they are called get Stereoized and I can use the hot key to switch the separation like it should..

I am wondering why it works in Strategy mode and not in normal map mode.. Thing is in Strategy mode the map is is 2D but the Map Pins are in S3D, Also when in Normal mode the map is S3D Whilst the Map pins are in 2D..

Wonder why it is like that and how can I make it so it is ALL in S3D.. Another thing I am unable to do is ALT + TAb Out of the game when I come back the game goes into what we call the hall of Mirror effect..

I also found some config files will look in there and see if anything I can change.. I got it too Fullscreen by the config file.. will have to take a deeper look..
The files are in Documents\My Games\Sid Meier's Civilization VI Demo bunch of txt files ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#2
Posted 03/29/2017 06:27 AM   
Can anyone who plays this with 3D Vision tell me if they have the Full version do the Map Pins are they is 3D or 2D.. I am thinking maybe a limitation with the demo?? It is weird they should work but do not.. so maybe because of a limitation in the demo?? IF they do work I think I got a fix for Civ VI..
Can anyone who plays this with 3D Vision tell me if they have the Full version do the Map Pins are they is 3D or 2D.. I am thinking maybe a limitation with the demo??

It is weird they should work but do not.. so maybe because of a limitation in the demo?? IF they do work I think I got a fix for Civ VI..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#3
Posted 03/29/2017 07:00 PM   
Well just sitting here thinking without the fix I don't think the Map Pins are in 3D either way.. So If someone wants to test this for me I can UL the fix and put it here and see if they do in fact work while in the 3D map or not.. I would appreciate it as I don't havs the 50 USD to get the game and don't think I will be buying it..
Well just sitting here thinking without the fix I don't think the Map Pins are in 3D either way..

So If someone wants to test this for me I can UL the fix and put it here and see if they do in fact work while in the 3D map or not..

I would appreciate it as I don't havs the 50 USD to get the game and don't think I will be buying it..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#4
Posted 03/29/2017 07:45 PM   
Hello The_Nephilim! I can try Your fix, but only after some 10 hours. (now I'm at work).
Hello The_Nephilim!

I can try Your fix, but only after some 10 hours. (now I'm at work).

CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless

#5
Posted 03/30/2017 05:44 AM   
OK what I am trying to determins is if the Map Pins are in S3D when in the 3D map on the Full version of the game.. here is a DL link to the fix PLEASE Be AWARE this is not a finished work: https://s3.amazonaws.com/nephilim3d/V1+Civ+VIAlpha.7z Sorry took so long I forgot ;) but you can test it at your leisure ;)
OK what I am trying to determins is if the Map Pins are in S3D when in the 3D map on the Full version of the game..

here is a DL link to the fix PLEASE Be AWARE this is not a finished work:


https://s3.amazonaws.com/nephilim3d/V1+Civ+VIAlpha.7z


Sorry took so long I forgot ;) but you can test it at your leisure ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#6
Posted 03/31/2017 12:45 AM   
OH there is a hot key for some of the items to set to different depths you can use the Quote " key..
OH there is a hot key for some of the items to set to different depths you can use the Quote " key..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#7
Posted 03/31/2017 12:53 AM   
Thank You! Will try in this weekend.
Thank You! Will try in this weekend.

CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless

#8
Posted 03/31/2017 06:23 AM   
OK I will await your findings ;) don't forget to press the hotkey. for some reason even tho I took out the zero setting it still is off when first run.. I need to figure out a way to have that always on at least the first setting..
OK I will await your findings ;) don't forget to press the hotkey. for some reason even tho I took out the zero setting it still is off when first run..

I need to figure out a way to have that always on at least the first setting..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#9
Posted 03/31/2017 06:28 AM   
Hello The_Nephilim! Just tried with Your fix and that is how it looks: Before: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/72160/[/img] After: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/72161/[/img]
Hello The_Nephilim!

Just tried with Your fix and that is how it looks:

Before:
Image

After:
Image

CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless

#10
Posted 04/02/2017 08:45 AM   
yes but I am trying to find out if the Map Pins goto 3D. I see the UI is still not in 3D did you hit the HOTKEY to change it.. The Hotkey is the MINUS on the numpad key try that and take another screenshot I am trying to see if the map pins turn to as on my Demo they don't but everything else does..
yes but I am trying to find out if the Map Pins goto 3D. I see the UI is still not in 3D did you hit the HOTKEY to change it..

The Hotkey is the MINUS on the numpad key try that and take another screenshot I am trying to see if the map pins turn to as on my Demo they don't but everything else does..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#11
Posted 04/02/2017 03:56 PM   
Yes I used hotkey '. And Map Pins don't change depth. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/72173/[/img]
Yes I used hotkey '. And Map Pins don't change depth.
Image

CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless

#12
Posted 04/03/2017 03:01 PM   
So let me ask you is the map pins not working in 3D a Show stopper.. I can say they work when in the strategic map not sure why they do not in the 3D Map?? Have you been using the fix? If so did you notice any other broke effects or other items??
So let me ask you is the map pins not working in 3D a Show stopper.. I can say they work when in the strategic map not sure why they do not in the 3D Map??

Have you been using the fix? If so did you notice any other broke effects or other items??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#13
Posted 04/03/2017 03:03 PM   
Too bad but map pins not working in 3D :( Yes I used Your fix. Shadows was set to off and other issues I have not seen :) Thank You for this fix.
Too bad but map pins not working in 3D :(
Yes I used Your fix. Shadows was set to off and other issues I have not seen :)
Thank You for this fix.

CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless

#14
Posted 04/03/2017 06:01 PM   
Tried the demo without fix, and it is playable at the lowest convergence settings. Anything over that, and the issues with the water makes navies and coastlines horrible to look at. Does the fix change this? Also, shadows work if one fools around with convergence settings (the advanced menu). There's a sweetspot where it comes together. The price is that this breaks the shadows on the leader screens, but that's OK. A hotkey for convergence might be a work-around for that issue.
Tried the demo without fix, and it is playable at the lowest convergence settings. Anything over that, and the issues with the water makes navies and coastlines horrible to look at. Does the fix change this?

Also, shadows work if one fools around with convergence settings (the advanced menu). There's a sweetspot where it comes together. The price is that this breaks the shadows on the leader screens, but that's OK. A hotkey for convergence might be a work-around for that issue.

#15
Posted 04/04/2017 11:20 AM   
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