I really appreciate your dedication. As I mentioned before I just purchased 3d, my only other 3d experience is from my 3d tv / the random Imax movie I watch. It's really nice to see that there are people in the community who take the time out of their busy lives to keep 3d a live. Thanks again. Hopefully I can repay the favor one day.
I really appreciate your dedication. As I mentioned before I just purchased 3d, my only other 3d experience is from my 3d tv / the random Imax movie I watch. It's really nice to see that there are people in the community who take the time out of their busy lives to keep 3d a live. Thanks again. Hopefully I can repay the favor one day.
Hope you enjoy. I've written my wrapper from scratch with a very different approach. This gives it more stability. Nothing is wrapped and functions are hooked instead. So calling it a wrapper is not very accurate. It has been a difficult journey with significant breaks in development.
Hope you enjoy. I've written my wrapper from scratch with a very different approach. This gives it more stability. Nothing is wrapped and functions are hooked instead. So calling it a wrapper is not very accurate. It has been a difficult journey with significant breaks in development.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Hmm, trying out both wrappers, both clean installs still yields shadow errors for me (they're just 2D). Even on the main menu, the shadow on the character standing is already wrong. Could it be because I'm running windows 8.1?
FOV +3, 347.25, 1280*720.
Hmm, trying out both wrappers, both clean installs still yields shadow errors for me (they're just 2D). Even on the main menu, the shadow on the character standing is already wrong. Could it be because I'm running windows 8.1?
[quote="helifax"][quote="MoonQuake"]I tried with 1900x800, just tried 1280x720 and previously my native res with ini changes.
My screen is native 1680x1050. 120hz
................
even if I was wondering what those predefined numbers were (the * 1.845 / 1.777 numbers)
................
[/quote]
1.845 is the correction factor that is required to fix the shadows.
16/9 = 1.777 - This is the aspect ratio for which the above correction applies
16/10(or 1680/1050) = 1.6 - This is your aspect ratio
1.6 * 1.845 / 1.777 = 1.662 -> this is the new correction factor required for your aspect ratio.
The maths behind this is elementary :
X = a;
y = ?(b);
?(b) = y * a / x;
(don't really know the name of the method in English (proportion method ?) but you use it everyday especially when calculating percentages).[/quote]
I'm running the game @ 1900x800 (16:9)(better performance than my native res. for 3D), with a freshly installed 3d fix from Flugan'S OneDrive, fov +3, didn't change anything in the ini file and shadows are still wrong. Both eyes have shadows at different angles, sometimes one eye is missing the shadow completely.
I did try to just change the depth and convergence manually at one point yesterday thinking I could fix it this way and it seems to have kept my custom parameters. Isn't the "wrapper" supposed to overwrite any 3D settings anyways? Anyways, I uninstalled and reinstalled the drivers and still no-go.
Also, what if I used Nvidia Inspector to tie the game profile to my executable? Bad idea?
Should the game be installed exactly at a specific path for the 3D fix to work?
Thanks, I so badly want to play this game in 3D and YES thanks for the work on this Flugan and Helifax's help!!!
MoonQuake said:I tried with 1900x800, just tried 1280x720 and previously my native res with ini changes.
My screen is native 1680x1050. 120hz
................
even if I was wondering what those predefined numbers were (the * 1.845 / 1.777 numbers)
................
1.845 is the correction factor that is required to fix the shadows.
16/9 = 1.777 - This is the aspect ratio for which the above correction applies
16/10(or 1680/1050) = 1.6 - This is your aspect ratio
1.6 * 1.845 / 1.777 = 1.662 -> this is the new correction factor required for your aspect ratio.
The maths behind this is elementary :
X = a;
y = ?(b);
?(b) = y * a / x;
(don't really know the name of the method in English (proportion method ?) but you use it everyday especially when calculating percentages).
I'm running the game @ 1900x800 (16:9)(better performance than my native res. for 3D), with a freshly installed 3d fix from Flugan'S OneDrive, fov +3, didn't change anything in the ini file and shadows are still wrong. Both eyes have shadows at different angles, sometimes one eye is missing the shadow completely.
I did try to just change the depth and convergence manually at one point yesterday thinking I could fix it this way and it seems to have kept my custom parameters. Isn't the "wrapper" supposed to overwrite any 3D settings anyways? Anyways, I uninstalled and reinstalled the drivers and still no-go.
Also, what if I used Nvidia Inspector to tie the game profile to my executable? Bad idea?
Should the game be installed exactly at a specific path for the 3D fix to work?
Thanks, I so badly want to play this game in 3D and YES thanks for the work on this Flugan and Helifax's help!!!
[quote="SoOp7"]Hello everyone. I just recently purchased my first 3d vision kit, and am very much trying to fix my Dying Light.
I would like to mention that I have read this thread front to back, and I was still unable to fix my game.
What I have done - I have downloaded the install for the fix. I have unzipped the file into my steamapps/common/dyinglight, but the game will not launch. [/quote]
In general, these sorts of crashes happen because of incompatibilities with other wrappers or hooks like the Steam Overlay, or MSI Afterburner.
[url]http://helixmod.blogspot.com/2013/07/installation-known-issues.html?utm_source=BP_recent[/url]
If Flugan's wrapper solves the problem though, that should work just fine.
SoOp7 said:Hello everyone. I just recently purchased my first 3d vision kit, and am very much trying to fix my Dying Light.
I would like to mention that I have read this thread front to back, and I was still unable to fix my game.
What I have done - I have downloaded the install for the fix. I have unzipped the file into my steamapps/common/dyinglight, but the game will not launch.
In general, these sorts of crashes happen because of incompatibilities with other wrappers or hooks like the Steam Overlay, or MSI Afterburner.
[quote="DarkStarSword"]@DHR @Helifax 3Dmigoto stores the screen resolution in the StereoParams texture - you might be able to use that to automatically calculate the correct shadow correction factor inside the shaders.
I haven't tested this, but I think this is the way to access it:
float2 resolution = StereoParams.Load(int3(2,0,0)).xy;[/quote]
This is a really awesome idea. Should be possible to tweak the shaders to automatically calculate the right values.
I'm nearly certain that these monitor x/y are properly delivered to all shaders via StereoParams.
DarkStarSword said:@DHR @Helifax 3Dmigoto stores the screen resolution in the StereoParams texture - you might be able to use that to automatically calculate the correct shadow correction factor inside the shaders.
I haven't tested this, but I think this is the way to access it:
@DHR support for delay and releasedelay in milliseconds on type=hold inputs is implemented in the latest version of 3Dmigoto.
I've also implemented transition and releasetransition (all three input types) if you want to try out adjusting the convergence more smoothly. These are also in milliseconds and can be used in conjunction with a delay - the transition will occur at the end of the delay (I found this synched better with the animation in Far Cry 4).
I'd wait until the next release to use releasetransition in a fix though - it has an issue where the wrong value can be restored if the button is released and pressed again before the transition ends. I've pushed up an improvement that should resolve this (and some other issues), which will be in the next release.
@DHR support for delay and releasedelay in milliseconds on type=hold inputs is implemented in the latest version of 3Dmigoto.
I've also implemented transition and releasetransition (all three input types) if you want to try out adjusting the convergence more smoothly. These are also in milliseconds and can be used in conjunction with a delay - the transition will occur at the end of the delay (I found this synched better with the animation in Far Cry 4).
I'd wait until the next release to use releasetransition in a fix though - it has an issue where the wrong value can be restored if the button is released and pressed again before the transition ends. I've pushed up an improvement that should resolve this (and some other issues), which will be in the next release.
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
FYI releasedelay and releasetransition are being renamed to release_delay and release_transition in the next 3Dmigoto build for better consistency with other config options.
FYI releasedelay and releasetransition are being renamed to release_delay and release_transition in the next 3Dmigoto build for better consistency with other config options.
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
@SoOp7
Donwload the flugan version from helixmod, i update whit more shader that link.
[url]https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.Flugan_Wrapper.zip[/url]
@ForgottenProdigy
Main menu have shadows little off, because have a different FOV. Can you take a gameplay screenshot.
Win win8.1 use flugan version.
@MoonQuake
Can you take a gameplay screenshot.
Don't use nvidia inspector in this game. The fix works with default profile (lasat drivers and previous)
@DarkStarSword
Thanks for the resolution info...is very good. i just remember chiri used in bioshock infinite fix.
I will try the new version!! THANKS a lot!!!
@ForgottenProdigy
Main menu have shadows little off, because have a different FOV. Can you take a gameplay screenshot.
Win win8.1 use flugan version.
@MoonQuake
Can you take a gameplay screenshot.
Don't use nvidia inspector in this game. The fix works with default profile (lasat drivers and previous)
@DarkStarSword
Thanks for the resolution info...is very good. i just remember chiri used in bioshock infinite fix.
I will try the new version!! THANKS a lot!!!
Just updated the latest version of 3Dmigoto to 0.99.45. Please use that version from:
[url]https://github.com/bo3b/3Dmigoto/releases[/url]
This includes all the latest changes, including release_delay renaming, and added documentation in the .ini file for XBox controller use, as well as the delay use.
Also, starting with this build, we now have legitimate build numbers in the DLLs themselves. So if you do properties on a DLL, you can see its version. Yeah! If I say so myself.
This includes all the latest changes, including release_delay renaming, and added documentation in the .ini file for XBox controller use, as well as the delay use.
Also, starting with this build, we now have legitimate build numbers in the DLLs themselves. So if you do properties on a DLL, you can see its version. Yeah! If I say so myself.
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
Whoops, looks like I missed documenting a new one.
Here are the salient notes:
[i]This extends the Override class, so all overrides may include an
optional transition, allowing for smoother changes over a period of time
rather than changing instantly.
This can be used in conjunction with a delay - the transition will occur
after the delay.[/i]
So, I'd say you specify the transition and release_transition in milliseconds. It's a linear ramp, so you can use it instead of delay if you want.
Whoops, looks like I missed documenting a new one.
Here are the salient notes:
This extends the Override class, so all overrides may include an
optional transition, allowing for smoother changes over a period of time
rather than changing instantly.
This can be used in conjunction with a delay - the transition will occur
after the delay.
So, I'd say you specify the transition and release_transition in milliseconds. It's a linear ramp, so you can use it instead of delay if you want.
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
Support for release_delay and release_transition available in latest build v2.2.
Implementation might not be optimal if trying to abuse. Under certain uncommon scenarios hold and toggle can forget the original value.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
FOV +3, 347.25, 1280*720.
I'm running the game @ 1900x800 (16:9)(better performance than my native res. for 3D), with a freshly installed 3d fix from Flugan'S OneDrive, fov +3, didn't change anything in the ini file and shadows are still wrong. Both eyes have shadows at different angles, sometimes one eye is missing the shadow completely.
I did try to just change the depth and convergence manually at one point yesterday thinking I could fix it this way and it seems to have kept my custom parameters. Isn't the "wrapper" supposed to overwrite any 3D settings anyways? Anyways, I uninstalled and reinstalled the drivers and still no-go.
Also, what if I used Nvidia Inspector to tie the game profile to my executable? Bad idea?
Should the game be installed exactly at a specific path for the 3D fix to work?
Thanks, I so badly want to play this game in 3D and YES thanks for the work on this Flugan and Helifax's help!!!
In general, these sorts of crashes happen because of incompatibilities with other wrappers or hooks like the Steam Overlay, or MSI Afterburner.
http://helixmod.blogspot.com/2013/07/installation-known-issues.html?utm_source=BP_recent
If Flugan's wrapper solves the problem though, that should work just fine.
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
This is a really awesome idea. Should be possible to tweak the shaders to automatically calculate the right values.
I'm nearly certain that these monitor x/y are properly delivered to all shaders via StereoParams.
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
I've also implemented transition and releasetransition (all three input types) if you want to try out adjusting the convergence more smoothly. These are also in milliseconds and can be used in conjunction with a delay - the transition will occur at the end of the delay (I found this synched better with the animation in Far Cry 4).
I'd wait until the next release to use releasetransition in a fix though - it has an issue where the wrong value can be restored if the button is released and pressed again before the transition ends. I've pushed up an improvement that should resolve this (and some other issues), which will be in the next release.
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
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
Donwload the flugan version from helixmod, i update whit more shader that link.
https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.Flugan_Wrapper.zip
@ForgottenProdigy
Main menu have shadows little off, because have a different FOV. Can you take a gameplay screenshot.
Win win8.1 use flugan version.
@MoonQuake
Can you take a gameplay screenshot.
Don't use nvidia inspector in this game. The fix works with default profile (lasat drivers and previous)
@DarkStarSword
Thanks for the resolution info...is very good. i just remember chiri used in bioshock infinite fix.
I will try the new version!! THANKS a lot!!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
https://github.com/bo3b/3Dmigoto/releases
This includes all the latest changes, including release_delay renaming, and added documentation in the .ini file for XBox controller use, as well as the delay use.
Also, starting with this build, we now have legitimate build numbers in the DLLs themselves. So if you do properties on a DLL, you can see its version. Yeah! If I say so myself.
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
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
What possible values can i use in release_transition?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Here are the salient notes:
This extends the Override class, so all overrides may include an
optional transition, allowing for smoother changes over a period of time
rather than changing instantly.
This can be used in conjunction with a delay - the transition will occur
after the delay.
So, I'd say you specify the transition and release_transition in milliseconds. It's a linear ramp, so you can use it instead of delay if you want.
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
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Implementation might not be optimal if trying to abuse. Under certain uncommon scenarios hold and toggle can forget the original value.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com