OVERLOAD - The Ultimate Six-Degree-of-Freedom Shooter, as described in their Kickstarter.
https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote
http://store.steampowered.com/app/450220/
We've put his demo together in a hurry, and though we've done as much as we can to make it perfect, it still has some rough edges. And of course we're still very early in development -- we're showing off a few sample levels and some cool weapons and robots, but there's lots and lots more to come.
I just saw this while doing a Steam search for the RE7 Teaser to download. No idea if it's any good, but the required specs make me think that it might not be, unless they are wrong for some reason.
SYSTEM REQUIREMENTS
MINIMUM:
OS: XP SP2+
Processor: SSE2 instruction set support
Memory: 4 GB RAM
Graphics: Shader model 2.0 support
DirectX: Version 9.0
Storage: 700 MB available space
Copyright (c) 2016 Revival Productions, LLC
Estimated single player release date March 2017, multi-player to be added later.
https://www.youtube.com/watch?v=mjpf5ztwTRw
We've put his demo together in a hurry, and though we've done as much as we can to make it perfect, it still has some rough edges. And of course we're still very early in development -- we're showing off a few sample levels and some cool weapons and robots, but there's lots and lots more to come.
I just saw this while doing a Steam search for the RE7 Teaser to download. No idea if it's any good, but the required specs make me think that it might not be, unless they are wrong for some reason.
SYSTEM REQUIREMENTS
MINIMUM:
OS: XP SP2+
Processor: SSE2 instruction set support
Memory: 4 GB RAM
Graphics: Shader model 2.0 support
DirectX: Version 9.0
Storage: 700 MB available space
Copyright (c) 2016 Revival Productions, LLC
Estimated single player release date March 2017, multi-player to be added later.
This looks great.
Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released.
http://store.steampowered.com/app/327880/
https://www.youtube.com/watch?v=mJTBlk6Pu14
zig posted this on this forum but it didn't pick up much traction. His thread is here:
https://forums.geforce.com/default/topic/883812/3d-vision/sublevel-zero/
Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released.
http://store.steampowered.com/app/327880/
[quote="RAGEdemon"]This looks great.
Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released.
http://store.steampowered.com/app/327880/
zig posted this on this forum but it didn't pick up much traction. His thread is here:
https://forums.geforce.com/default/topic/883812/3d-vision/sublevel-zero/[/quote]
There's a fix for Sublevel Zero: http://helixmod.blogspot.com/2015/12/sublevel-zero.html
I just re-downloaded the game & verified the fix still works.
Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released.
http://store.steampowered.com/app/327880/
[color="orange"]
A Release Date!
April 23 - Revival Productions
We have some great news for you! Overload will move out of Early Access for release on May 31. The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished through Early Access, and are excited for you to play the entire game.[/color]
https://steamcommunity.com/games/448850/announcements/detail/2521329249683178141
Note: This is using Unity, so the store page listing Windows XP and shader model 2 are definitely wrong.
We have some great news for you! Overload will move out of Early Access for release on May 31. The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished through Early Access, and are excited for you to play the entire game.
https://steamcommunity.com/games/448850/announcements/detail/2521329249683178141
Note: This is using Unity, so the store page listing Windows XP and shader model 2 are definitely wrong.
[quote="mike_ar69"]I just got this and it does not render correctly in 3D out the box. Is anyone planning to fix this with DSS Unity template?[/quote]
Ill have a look.
You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well....
If i will find some more time ^^
//deleted
Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^
You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well....
If i will find some more time ^^
//deleted
Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[quote="Losti"]You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well....
If i will find some more time ^^
https://s3.amazonaws.com/losti/Overload.rar
Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^
[/quote]
WOW - thanks for the super fast response! I'll give it a whirl now :-)
**EDIT
I had to change the following in the d3dx.ini file for it to work:
[code]get_resolution_from = depth_stencil[/code]
I flew around a bit and it looks great! I turned off Screen Space Reflections like you said, but main thing that is off right now is when you press the "F" key it fires a Flare, and the lighting is wrong for that.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/75255/[/img]
**EDIT2
Hmmn, after stopping and restrating the game with teh same 'depth_stencil' change, its not working properly anymore. I will investigate other settings. I will attach an image of what it looks like.
Losti said:You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well....
Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^
WOW - thanks for the super fast response! I'll give it a whirl now :-)
**EDIT
I had to change the following in the d3dx.ini file for it to work:
get_resolution_from = depth_stencil
I flew around a bit and it looks great! I turned off Screen Space Reflections like you said, but main thing that is off right now is when you press the "F" key it fires a Flare, and the lighting is wrong for that.
**EDIT2
Hmmn, after stopping and restrating the game with teh same 'depth_stencil' change, its not working properly anymore. I will investigate other settings. I will attach an image of what it looks like.
Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.
//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^
OK....dont know if i will work on it today hence here is my last state.
[url]https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar[/url]
Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.
//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^
OK....dont know if i will work on it today hence here is my last state.
[quote="Losti"]Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.
//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^
OK....dont know if i will work on it today hence here is my last state.
[url]https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar[/url][/quote]
Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now.
I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.
Losti said:Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.
//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^
OK....dont know if i will work on it today hence here is my last state.
Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now.
I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.
[quote="mike_ar69"][quote="Losti"]Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.
//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^
OK....dont know if i will work on it today hence here is my last state.
[url]https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar[/url][/quote]
Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now.
I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.[/quote]
I have tracked down the shader for the light blob but the correction i have applyed is not working...and strange: the PS is a peer shader of the hud shader...
I will need some more time to investigate. May i have tracked the wrong shader. The shader hunting is realy confuding in this game because it seems that some shaders for the hud or general lightening are coupled to each other....
Losti said:Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.
//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^
OK....dont know if i will work on it today hence here is my last state.
Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now.
I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.
I have tracked down the shader for the light blob but the correction i have applyed is not working...and strange: the PS is a peer shader of the hud shader...
I will need some more time to investigate. May i have tracked the wrong shader. The shader hunting is realy confuding in this game because it seems that some shaders for the hud or general lightening are coupled to each other....
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.
I picked this one up in the Steam sale and tried it with Unity universal fix (I did not realize there was a WIP fix available, or this thread). The universal fix fixes everything as far as I can tell...EXCEPT the HUD. When I turn up the convergence (and you must turn up the convergence in this game, the particles and explosions never get old in 3D), the HUD elements split and are messed up.
At first I disabled the HUD shaders, but now I am just playing with the HUD on and never looking at it. Luckily the large reticle is fixed, pushed to depth and looks fine. Definitely playable. I will try the WIP and see how it compares, maybe I can take the WIP HUD fix and retrofit it into the universal fix version for this game.
I picked this one up in the Steam sale and tried it with Unity universal fix (I did not realize there was a WIP fix available, or this thread). The universal fix fixes everything as far as I can tell...EXCEPT the HUD. When I turn up the convergence (and you must turn up the convergence in this game, the particles and explosions never get old in 3D), the HUD elements split and are messed up.
At first I disabled the HUD shaders, but now I am just playing with the HUD on and never looking at it. Luckily the large reticle is fixed, pushed to depth and looks fine. Definitely playable. I will try the WIP and see how it compares, maybe I can take the WIP HUD fix and retrofit it into the universal fix version for this game.
https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote
http://store.steampowered.com/app/450220/
We've put his demo together in a hurry, and though we've done as much as we can to make it perfect, it still has some rough edges. And of course we're still very early in development -- we're showing off a few sample levels and some cool weapons and robots, but there's lots and lots more to come.
I just saw this while doing a Steam search for the RE7 Teaser to download. No idea if it's any good, but the required specs make me think that it might not be, unless they are wrong for some reason.
SYSTEM REQUIREMENTS
MINIMUM:
OS: XP SP2+
Processor: SSE2 instruction set support
Memory: 4 GB RAM
Graphics: Shader model 2.0 support
DirectX: Version 9.0
Storage: 700 MB available space
Copyright (c) 2016 Revival Productions, LLC
Estimated single player release date March 2017, multi-player to be added later.
Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released.
http://store.steampowered.com/app/327880/
zig posted this on this forum but it didn't pick up much traction. His thread is here:
https://forums.geforce.com/default/topic/883812/3d-vision/sublevel-zero/
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
There's a fix for Sublevel Zero: http://helixmod.blogspot.com/2015/12/sublevel-zero.html
I just re-downloaded the game & verified the fix still works.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
A Release Date!
April 23 - Revival Productions
We have some great news for you! Overload will move out of Early Access for release on May 31. The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished through Early Access, and are excited for you to play the entire game.
https://steamcommunity.com/games/448850/announcements/detail/2521329249683178141
Note: This is using Unity, so the store page listing Windows XP and shader model 2 are definitely wrong.
there is a playable "teaser" with some missions on steam u can try
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Ill have a look.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
If i will find some more time ^^
//deleted
Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
3D Vision must live! NVIDIA, don't let us down!
WOW - thanks for the super fast response! I'll give it a whirl now :-)
**EDIT
I had to change the following in the d3dx.ini file for it to work:
I flew around a bit and it looks great! I turned off Screen Space Reflections like you said, but main thing that is off right now is when you press the "F" key it fires a Flare, and the lighting is wrong for that.
**EDIT2
Hmmn, after stopping and restrating the game with teh same 'depth_stencil' change, its not working properly anymore. I will investigate other settings. I will attach an image of what it looks like.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^
OK....dont know if i will work on it today hence here is my last state.
https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now.
I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I have tracked down the shader for the light blob but the correction i have applyed is not working...and strange: the PS is a peer shader of the hud shader...
I will need some more time to investigate. May i have tracked the wrong shader. The shader hunting is realy confuding in this game because it seems that some shaders for the hud or general lightening are coupled to each other....
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.
-- Doctor Who, "Face of Evil"
At first I disabled the HUD shaders, but now I am just playing with the HUD on and never looking at it. Luckily the large reticle is fixed, pushed to depth and looks fine. Definitely playable. I will try the WIP and see how it compares, maybe I can take the WIP HUD fix and retrofit it into the universal fix version for this game.