[quote="helifax"][quote="bo3b"]Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code.
BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx
[/quote]
Big thanks for the info!! I didn't actually knew about that one:(
I did more digging and I am able to optimize/improve the CPU times a bit more... by applying some "workarounds" in the interoop driver;))
I still don't know how this will translate into actual performance yet!
I doubt it will gain much, but who knows maybe it will;))[/quote]
OK, cool. Since you are setup to do performance analysis, a new tool that might be worth a look is their Concurrency Visualizer: https://msdn.microsoft.com/en-us/library/dd537632.aspx
If you don't have 2015, you might try the older Concurrency sampler, which can at least show locks and would indicate whether something is staying locked too long: https://msdn.microsoft.com/en-us/library/ms182374.aspx
Might not be anything that can be done, but sometimes more info makes something clear that was a mystery.
bo3b said:Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code.
BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx
Big thanks for the info!! I didn't actually knew about that one:(
I did more digging and I am able to optimize/improve the CPU times a bit more... by applying some "workarounds" in the interoop driver;))
I still don't know how this will translate into actual performance yet!
I doubt it will gain much, but who knows maybe it will;))
[quote="SKAUT"]I didn`t find any information about it in the post but if you change FOV then all fixed effects will become messed up. It have to stay at 100 ! [/quote]
Read the readme file that comes with the fix:)
SKAUT said:I didn`t find any information about it in the post but if you change FOV then all fixed effects will become messed up. It have to stay at 100 !
Read the readme file that comes with the fix:)
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
[quote="bo3b"][quote="helifax"][quote="bo3b"]Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code.
BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx
[/quote]
Big thanks for the info!! I didn't actually knew about that one:(
I did more digging and I am able to optimize/improve the CPU times a bit more... by applying some "workarounds" in the interoop driver;))
I still don't know how this will translate into actual performance yet!
I doubt it will gain much, but who knows maybe it will;))[/quote]
OK, cool. Since you are setup to do performance analysis, a new tool that might be worth a look is their Concurrency Visualizer: https://msdn.microsoft.com/en-us/library/dd537632.aspx
If you don't have 2015, you might try the older Concurrency sampler, which can at least show locks and would indicate whether something is staying locked too long: https://msdn.microsoft.com/en-us/library/ms182374.aspx
Might not be anything that can be done, but sometimes more info makes something clear that was a mystery.[/quote]
Big thanks for this information;) I did you the old concurrency tool before;) I don't have VS 2015 and I doubt the Express version features any of this stuff;)) but I will give it a try! I am really interested to see what and how is happening. Using the profiler the biggest "time" is taken when I LOCK and UNLOCK the DX buffers to be used in OGL. I expect the code of the LOCK/UNLOCK to actually have a mutex inside so it prevents overwriting stuff from multiple threads and ensuring that only one thing is writing in the object, but I might be wrong ofc.
Even so, the performance penalty this adds (based on some quick math I made and what the Profiles says) should be around one extra millisecond...
Will defo check out Concurrency tool and see if it gives more info;))
Thank you!
EDIT:
Forgot to mention:
The DX-OGL interoop LOCKS/UNLOCKS are needed. If I just LOCK one time (at startup) and never unlock (since basically there is only one call that writes in those objects) there are huge eye synchronisation problems!
In terms of performance this adds and extra 1 FPS (at best). So, definitely not a bottleneck there...
bo3b said:Based on your profiler result there, it looks like maybe the OpenGL/InterOp layer is single threaded. That would mean it's only using a single core when playing the game. Is that possible? We know this is old code.
BTW, you can also set the symbol server to use Msft symbol server for normal dlls, and you'll get routine names for all the dx calls. Makes the stack crawls and performance hierarchy more complete. https://msdn.microsoft.com/en-us/library/89axdy6y.aspx
Big thanks for the info!! I didn't actually knew about that one:(
I did more digging and I am able to optimize/improve the CPU times a bit more... by applying some "workarounds" in the interoop driver;))
I still don't know how this will translate into actual performance yet!
I doubt it will gain much, but who knows maybe it will;))
Might not be anything that can be done, but sometimes more info makes something clear that was a mystery.
Big thanks for this information;) I did you the old concurrency tool before;) I don't have VS 2015 and I doubt the Express version features any of this stuff;)) but I will give it a try! I am really interested to see what and how is happening. Using the profiler the biggest "time" is taken when I LOCK and UNLOCK the DX buffers to be used in OGL. I expect the code of the LOCK/UNLOCK to actually have a mutex inside so it prevents overwriting stuff from multiple threads and ensuring that only one thing is writing in the object, but I might be wrong ofc.
Even so, the performance penalty this adds (based on some quick math I made and what the Profiles says) should be around one extra millisecond...
Will defo check out Concurrency tool and see if it gives more info;))
Thank you!
EDIT:
Forgot to mention:
The DX-OGL interoop LOCKS/UNLOCKS are needed. If I just LOCK one time (at startup) and never unlock (since basically there is only one call that writes in those objects) there are huge eye synchronisation problems!
In terms of performance this adds and extra 1 FPS (at best). So, definitely not a bottleneck there...
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
[quote="mistersvin"]
I really want to play the game, but i still wonder how do u guys play having this eye sync effect ? my eyes really aches
[/quote]
Yeah. I have some eye-sync problems as well. They just not THAT bad (couldn't stand them in Wolfenstain at all). If framerate is 100+ (both eyes combined), everything is more or less smooth. But desync issues arise when framerate drops below 100 or when I move very fast. Or sometimes just out of nowhere...
As to depth, yeah, I've had to tweak convergence (via CTRL+F5/F6) to make game playable. Even now sometimes depth is too high, especially when multi-tool is out and when viewing badges. But I use alternate depth button for such places. So it's not a big deal, really.
mistersvin said:
I really want to play the game, but i still wonder how do u guys play having this eye sync effect ? my eyes really aches
Yeah. I have some eye-sync problems as well. They just not THAT bad (couldn't stand them in Wolfenstain at all). If framerate is 100+ (both eyes combined), everything is more or less smooth. But desync issues arise when framerate drops below 100 or when I move very fast. Or sometimes just out of nowhere...
As to depth, yeah, I've had to tweak convergence (via CTRL+F5/F6) to make game playable. Even now sometimes depth is too high, especially when multi-tool is out and when viewing badges. But I use alternate depth button for such places. So it's not a big deal, really.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Hi,
I applied the latest version of the wrapper but the game does not start for me.
If I use opengl32.dll from older version (28.09) the game starts but gives errors about missing shaders.
Does anyone else experience problems?
Hi,
I applied the latest version of the wrapper but the game does not start for me.
If I use opengl32.dll from older version (28.09) the game starts but gives errors about missing shaders.
Does anyone else experience problems?
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
Just finished upgrading to Windows 10 (clean install).
Maaaan... SOMA now looks and works FLAWLESSLLY! First, I need NOT to alter convergence a bit - it's perfect out-of-the-box. Second, VSYNC. It's SMOOTH AS SILK! Dunno, maybe it's my Windows 7 installation, which was ~2 years old already, or it's Windows 10 magic. But regarding SOMA - upgrade was well worth the time and hassle! :)))
[i](out playing SOMA)[/i]
Just finished upgrading to Windows 10 (clean install).
Maaaan... SOMA now looks and works FLAWLESSLLY! First, I need NOT to alter convergence a bit - it's perfect out-of-the-box. Second, VSYNC. It's SMOOTH AS SILK! Dunno, maybe it's my Windows 7 installation, which was ~2 years old already, or it's Windows 10 magic. But regarding SOMA - upgrade was well worth the time and hassle! :)))
(out playing SOMA)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="joker18"]Hi,
I applied the latest version of the wrapper but the game does not start for me.
If I use opengl32.dll from older version (28.09) the game starts but gives errors about missing shaders.
Does anyone else experience problems? [/quote]
Current archive is busted;) I am working to fix it today;)
joker18 said:Hi,
I applied the latest version of the wrapper but the game does not start for me.
If I use opengl32.dll from older version (28.09) the game starts but gives errors about missing shaders.
Does anyone else experience problems?
Current archive is busted;) I am working to fix it today;)
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
[quote="helifax"]
Current archive is busted;) I am working to fix it today;)[/quote]
Hm... I've redownloaded fix right before starting SOMA after I've finished installing Windows 10. That was around 2 hours ago. And fix works perfectly for me...
[b]EDIT:[/b] Ooops! Download = [b]true[/b], installed latest version = [b]false[/b]... ;) Sorry. Archive is really busted...
helifax said:
Current archive is busted;) I am working to fix it today;)
Hm... I've redownloaded fix right before starting SOMA after I've finished installing Windows 10. That was around 2 hours ago. And fix works perfectly for me...
EDIT: Ooops! Download = true, installed latest version = false... ;) Sorry. Archive is really busted...
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Seregin"][quote="helifax"]
Current archive is busted;) I am working to fix it today;)[/quote]
Hm... I've redownloaded fix right before starting SOMA after I've finished installing Windows 10. That was around 2 hours ago. And fix works perfectly for me...
[b]EDIT:[/b] Ooops! Download = [b]true[/b], installed latest version = [b]false[/b]... ;) Sorry. Archive is really busted...[/quote]
YES!
Just hold your horses;)) The next fix will have some really awesome changes;))
helifax said:
Current archive is busted;) I am working to fix it today;)
Hm... I've redownloaded fix right before starting SOMA after I've finished installing Windows 10. That was around 2 hours ago. And fix works perfectly for me...
EDIT: Ooops! Download = true, installed latest version = false... ;) Sorry. Archive is really busted...
YES!
Just hold your horses;)) The next fix will have some really awesome changes;))
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
OK!!!
[color="green"]NEW FIX IS UP[/color]
Additions:
- Most Important: Frame-rate gain of approx 50% from previous releases! This should help with the eye-sync issues and low FPS that people were experiencing before!!!
- Fixed all the shadows + lighting so now it works AUTOMATICALLY at ANY specified FOV! This also solves the problems of shadows/light in the end of the game and all the cut-scenes! In addition, you don't need to manually specify anything in the ini file!
- Fixed other shadows especially in the WAU Room.
Steps:
- Uninstall the previous fix (use UNINSTALL.BAT).
- Add the new fix
- Play!
I am more interesting on what you guys have to say about the frame-rate and eye-sync;) Really interested in this one;)
If you have any problems let me know!
Cheers!
Additions:
- Most Important: Frame-rate gain of approx 50% from previous releases! This should help with the eye-sync issues and low FPS that people were experiencing before!!!
- Fixed all the shadows + lighting so now it works AUTOMATICALLY at ANY specified FOV! This also solves the problems of shadows/light in the end of the game and all the cut-scenes! In addition, you don't need to manually specify anything in the ini file!
- Fixed other shadows especially in the WAU Room.
Steps:
- Uninstall the previous fix (use UNINSTALL.BAT).
- Add the new fix
- Play!
I am more interesting on what you guys have to say about the frame-rate and eye-sync;) Really interested in this one;)
If you have any problems let me know!
Cheers!
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
One question, with the latest fix we need to change the 0.0 to our FOV ingame? (for example I use 96,do I need to change to 96.0 because in pdf you write to change it to 1.0). Confused a bit here.
default values are like this:
ShaderProgram|(-1.0, -1.0, -1.0, -1.0, 0.0)
so I need :
ShaderProgram|(-1.0, -1.0, -1.0, -1.0, 1.0)
or
ShaderProgram|(-1.0, -1.0, -1.0, -1.0, 96.0)
or to leave it as it is on its default state?
One question, with the latest fix we need to change the 0.0 to our FOV ingame? (for example I use 96,do I need to change to 96.0 because in pdf you write to change it to 1.0). Confused a bit here.
OMG, Helifax! You are MAGICIAN! :) Going to try new fix RIGHT NOW (and report back).
THANKS!!!
@Spanian: Helifax said in his post, that everything is automatic now. So NO NEED to change FOV in ini file.
[b]EDIT:[/b] Well, maybe I'm missing something, but my FPS dropped roughly twice... :( Looks like SLI not working anymore... Maybe new fix expects some specific game settings?
[b]EDIT #2:[/b] Just checked that I run game with ADMIN permissions. I do. Aforementioned setting [i]ForceFullScreen[/i] doesn't work anymore. Changing it doesn't make any difference.
Good news is that I see the broken window in Theta is now fixed and looks perfect.
[b]OFFTOPIC:[/b] Helifax, is there a way to prevent automatic 3D Vision kick-in with your wrapper? I use Sound Blaster Z with Astro A50 Dolby Digital headphones, and I noticed, that there are a great chance to get choppy sound when 3D Vision kicks-in automatically (have no idea why). Since I got these headphones I've disabled automatic 3D Vision in registry and have no problems. With SOMA I manage to run game without problems 1 time out of 4... Thanks.
OMG, Helifax! You are MAGICIAN! :) Going to try new fix RIGHT NOW (and report back).
THANKS!!!
@Spanian: Helifax said in his post, that everything is automatic now. So NO NEED to change FOV in ini file.
EDIT: Well, maybe I'm missing something, but my FPS dropped roughly twice... :( Looks like SLI not working anymore... Maybe new fix expects some specific game settings?
EDIT #2: Just checked that I run game with ADMIN permissions. I do. Aforementioned setting ForceFullScreen doesn't work anymore. Changing it doesn't make any difference.
Good news is that I see the broken window in Theta is now fixed and looks perfect.
OFFTOPIC: Helifax, is there a way to prevent automatic 3D Vision kick-in with your wrapper? I use Sound Blaster Z with Astro A50 Dolby Digital headphones, and I noticed, that there are a great chance to get choppy sound when 3D Vision kicks-in automatically (have no idea why). Since I got these headphones I've disabled automatic 3D Vision in registry and have no problems. With SOMA I manage to run game without problems 1 time out of 4... Thanks.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Seregin"]OMG, Helifax! You are MAGICIAN! :) Going to try new fix RIGHT NOW (and report back).
THANKS!!!
@Spanian: Helifax said in his post, that everything is automatic now. So NO NEED to change FOV in ini file.
[b]EDIT:[/b] Well, maybe I'm missing something, but my FPS dropped roughly twice... :( Looks like SLI not working anymore... Maybe new fix expects some specific game settings?
[b]EDIT #2:[/b] Just checked that I run game with ADMIN permissions. I do. Aforementioned setting [i]ForceFullScreen[/i] doesn't work anymore. Changing it doesn't make any difference.
Good news is that I see the broken window in Theta is now fixed and looks perfect.
[b]OFFTOPIC:[/b] Helifax, is there a way to prevent automatic 3D Vision kick-in with your wrapper? I use Sound Blaster Z with Astro A50 Dolby Digital headphones, and I noticed, that there are a great chance to get choppy sound when 3D Vision kicks-in automatically (have no idea why). Since I got these headphones I've disabled automatic 3D Vision in registry and have no problems. With SOMA I manage to run game without problems 1 time out of 4... Thanks.[/quote]
Interesting... You get HALF the framerate from before? that is very strange... The wrapper doesn't use 3D Vision Automatic. I had to basically write all the code that emulates the 3D Vision Automatic part. However, it does rely on the 3D Vision driver settings. So, if modifying the registries gives you better performance, then use it;))
Can you make a test? Do you still have the wrapper from 28/09? just copy opengl32.dll over the current one and see if you get the performance back;)) I did try it out on SLI 3D Surround and single GPU configs and I found out that currently I gain 50% over previous FPS, but I haven't tested SLI on one monitor :(
Seregin said:OMG, Helifax! You are MAGICIAN! :) Going to try new fix RIGHT NOW (and report back).
THANKS!!!
@Spanian: Helifax said in his post, that everything is automatic now. So NO NEED to change FOV in ini file.
EDIT: Well, maybe I'm missing something, but my FPS dropped roughly twice... :( Looks like SLI not working anymore... Maybe new fix expects some specific game settings?
EDIT #2: Just checked that I run game with ADMIN permissions. I do. Aforementioned setting ForceFullScreen doesn't work anymore. Changing it doesn't make any difference.
Good news is that I see the broken window in Theta is now fixed and looks perfect.
OFFTOPIC: Helifax, is there a way to prevent automatic 3D Vision kick-in with your wrapper? I use Sound Blaster Z with Astro A50 Dolby Digital headphones, and I noticed, that there are a great chance to get choppy sound when 3D Vision kicks-in automatically (have no idea why). Since I got these headphones I've disabled automatic 3D Vision in registry and have no problems. With SOMA I manage to run game without problems 1 time out of 4... Thanks.
Interesting... You get HALF the framerate from before? that is very strange... The wrapper doesn't use 3D Vision Automatic. I had to basically write all the code that emulates the 3D Vision Automatic part. However, it does rely on the 3D Vision driver settings. So, if modifying the registries gives you better performance, then use it;))
Can you make a test? Do you still have the wrapper from 28/09? just copy opengl32.dll over the current one and see if you get the performance back;)) I did try it out on SLI 3D Surround and single GPU configs and I found out that currently I gain 50% over previous FPS, but I haven't tested SLI on one monitor :(
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
I am using a passive display so refresh rate is 60 for me.
I compared release form 28 and last one using exactly the same static environment.
With the 28.09 release Fraps reports 45 FPS. Eye-sync a little bit noticeable but OK. However FPS is locked to max 60 with or without Vsync
Last release I get 75 fps but the Eye-lag is more noticeable, fps goes up to 128ish ( I have it locked up to 125 in nvinspector)
My feeling is that the FPS reporting is different and actually in the first case I'm getting more fps.
PS:I'm on 355.82, single GPU
I am using a passive display so refresh rate is 60 for me.
I compared release form 28 and last one using exactly the same static environment.
With the 28.09 release Fraps reports 45 FPS. Eye-sync a little bit noticeable but OK. However FPS is locked to max 60 with or without Vsync
Last release I get 75 fps but the Eye-lag is more noticeable, fps goes up to 128ish ( I have it locked up to 125 in nvinspector)
My feeling is that the FPS reporting is different and actually in the first case I'm getting more fps.
PS:I'm on 355.82, single GPU
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
https://steamcommunity.com/profiles/76561198014296177/
OK, cool. Since you are setup to do performance analysis, a new tool that might be worth a look is their Concurrency Visualizer: https://msdn.microsoft.com/en-us/library/dd537632.aspx
If you don't have 2015, you might try the older Concurrency sampler, which can at least show locks and would indicate whether something is staying locked too long: https://msdn.microsoft.com/en-us/library/ms182374.aspx
Might not be anything that can be done, but sometimes more info makes something clear that was a mystery.
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
Read the readme file that comes with the fix:)
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)
Big thanks for this information;) I did you the old concurrency tool before;) I don't have VS 2015 and I doubt the Express version features any of this stuff;)) but I will give it a try! I am really interested to see what and how is happening. Using the profiler the biggest "time" is taken when I LOCK and UNLOCK the DX buffers to be used in OGL. I expect the code of the LOCK/UNLOCK to actually have a mutex inside so it prevents overwriting stuff from multiple threads and ensuring that only one thing is writing in the object, but I might be wrong ofc.
Even so, the performance penalty this adds (based on some quick math I made and what the Profiles says) should be around one extra millisecond...
Will defo check out Concurrency tool and see if it gives more info;))
Thank you!
EDIT:
Forgot to mention:
The DX-OGL interoop LOCKS/UNLOCKS are needed. If I just LOCK one time (at startup) and never unlock (since basically there is only one call that writes in those objects) there are huge eye synchronisation problems!
In terms of performance this adds and extra 1 FPS (at best). So, definitely not a bottleneck there...
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)
Yeah. I have some eye-sync problems as well. They just not THAT bad (couldn't stand them in Wolfenstain at all). If framerate is 100+ (both eyes combined), everything is more or less smooth. But desync issues arise when framerate drops below 100 or when I move very fast. Or sometimes just out of nowhere...
As to depth, yeah, I've had to tweak convergence (via CTRL+F5/F6) to make game playable. Even now sometimes depth is too high, especially when multi-tool is out and when viewing badges. But I use alternate depth button for such places. So it's not a big deal, really.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
I applied the latest version of the wrapper but the game does not start for me.
If I use opengl32.dll from older version (28.09) the game starts but gives errors about missing shaders.
Does anyone else experience problems?
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
Maaaan... SOMA now looks and works FLAWLESSLLY! First, I need NOT to alter convergence a bit - it's perfect out-of-the-box. Second, VSYNC. It's SMOOTH AS SILK! Dunno, maybe it's my Windows 7 installation, which was ~2 years old already, or it's Windows 10 magic. But regarding SOMA - upgrade was well worth the time and hassle! :)))
(out playing SOMA)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Current archive is busted;) I am working to fix it today;)
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)
Hm... I've redownloaded fix right before starting SOMA after I've finished installing Windows 10. That was around 2 hours ago. And fix works perfectly for me...
EDIT: Ooops! Download = true, installed latest version = false... ;) Sorry. Archive is really busted...
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
YES!
Just hold your horses;)) The next fix will have some really awesome changes;))
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)
NEW FIX IS UP
Additions:
- Most Important: Frame-rate gain of approx 50% from previous releases! This should help with the eye-sync issues and low FPS that people were experiencing before!!!
- Fixed all the shadows + lighting so now it works AUTOMATICALLY at ANY specified FOV! This also solves the problems of shadows/light in the end of the game and all the cut-scenes! In addition, you don't need to manually specify anything in the ini file!
- Fixed other shadows especially in the WAU Room.
Steps:
- Uninstall the previous fix (use UNINSTALL.BAT).
- Add the new fix
- Play!
I am more interesting on what you guys have to say about the frame-rate and eye-sync;) Really interested in this one;)
If you have any problems let me know!
Cheers!
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)
default values are like this:
ShaderProgram|(-1.0, -1.0, -1.0, -1.0, 0.0)
so I need :
ShaderProgram|(-1.0, -1.0, -1.0, -1.0, 1.0)
or
ShaderProgram|(-1.0, -1.0, -1.0, -1.0, 96.0)
or to leave it as it is on its default state?
i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0
THANKS!!!
@Spanian: Helifax said in his post, that everything is automatic now. So NO NEED to change FOV in ini file.
EDIT: Well, maybe I'm missing something, but my FPS dropped roughly twice... :( Looks like SLI not working anymore... Maybe new fix expects some specific game settings?
EDIT #2: Just checked that I run game with ADMIN permissions. I do. Aforementioned setting ForceFullScreen doesn't work anymore. Changing it doesn't make any difference.
Good news is that I see the broken window in Theta is now fixed and looks perfect.
OFFTOPIC: Helifax, is there a way to prevent automatic 3D Vision kick-in with your wrapper? I use Sound Blaster Z with Astro A50 Dolby Digital headphones, and I noticed, that there are a great chance to get choppy sound when 3D Vision kicks-in automatically (have no idea why). Since I got these headphones I've disabled automatic 3D Vision in registry and have no problems. With SOMA I manage to run game without problems 1 time out of 4... Thanks.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Interesting... You get HALF the framerate from before? that is very strange... The wrapper doesn't use 3D Vision Automatic. I had to basically write all the code that emulates the 3D Vision Automatic part. However, it does rely on the 3D Vision driver settings. So, if modifying the registries gives you better performance, then use it;))
Can you make a test? Do you still have the wrapper from 28/09? just copy opengl32.dll over the current one and see if you get the performance back;)) I did try it out on SLI 3D Surround and single GPU configs and I found out that currently I gain 50% over previous FPS, but I haven't tested SLI on one monitor :(
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)
I compared release form 28 and last one using exactly the same static environment.
With the 28.09 release Fraps reports 45 FPS. Eye-sync a little bit noticeable but OK. However FPS is locked to max 60 with or without Vsync
Last release I get 75 fps but the Eye-lag is more noticeable, fps goes up to 128ish ( I have it locked up to 125 in nvinspector)
My feeling is that the FPS reporting is different and actually in the first case I'm getting more fps.
PS:I'm on 355.82, single GPU
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits