I'll try that and see what happens. Up scaling is definitely working, it's just that there is a kind of blocky haze around moving parts of the scene. Hope I get it sorted because it looks fantastic, the upscaling feature is really impressive and I'm going to try and get it working on other games too.
I'll try that and see what happens. Up scaling is definitely working, it's just that there is a kind of blocky haze around moving parts of the scene. Hope I get it sorted because it looks fantastic, the upscaling feature is really impressive and I'm going to try and get it working on other games too.
Gigabyte RTX2080TI Gaming OC, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
My fix (adding to what DJ-RK did): https://s3.amazonaws.com/masterotaku/Quantum+Break/Quantum_Break_3D_Vision_fix.7z
It isn't definitive, and some imperfections are still there. Here's what I did:
- Screen space reflections are now fixed, for all resolutions and graphics settings. The two regexes I used are hard to read (https://pastebin.com/CERsT7Fq), so here's a manual example you can see if you are interested: https://s3.amazonaws.com/masterotaku/Quantum+Break/336509be11ecd4c5-ps.txt
- New hotkeys. F1 for convergence presets. F3 to toggle off depth of field. F4 to toggle on motion blur (I left it disabled by default for better testing). F5 to toggle some specular reflections to full depth instead of surface depth, but most of the time they break lighting (I'll try to do texture filtering in the future to apply this to only a few select things).
- Automatic low convergence preset for cutscenes (when the depth of field shader is in use). It may be triggered in a few gameplay sections.
- Shadows and lighting fixed for more graphics options combinations (all of them, I think) to bring them up to par to what was fixed before. Also, at least one more shader of this type I saw that was at screen depth.
- Dynamic crosshair depth working at (apparently) all resolutions by using a generic texture override. I left the original overrides there just in case, but it works without them too.
- Pickable weapons glow is now perfect at 0 convergence. At other convergence levels, the fix is an approximation.
- A different volumetric lighting fix (219b627580875adf-cs.txt). It's still approximate, but resolution independent, so you don't need to use F6. This shader can still change if I find a better method. Get the shader from the DJ-RK's fix if you prefer it.
- New hotkeys. F1 for convergence presets. F3 to toggle off depth of field. F4 to toggle on motion blur (I left it disabled by default for better testing). F5 to toggle some specular reflections to full depth instead of surface depth, but most of the time they break lighting (I'll try to do texture filtering in the future to apply this to only a few select things).
- Automatic low convergence preset for cutscenes (when the depth of field shader is in use). It may be triggered in a few gameplay sections.
- Shadows and lighting fixed for more graphics options combinations (all of them, I think) to bring them up to par to what was fixed before. Also, at least one more shader of this type I saw that was at screen depth.
- Dynamic crosshair depth working at (apparently) all resolutions by using a generic texture override. I left the original overrides there just in case, but it works without them too.
- Pickable weapons glow is now perfect at 0 convergence. At other convergence levels, the fix is an approximation.
- A different volumetric lighting fix (219b627580875adf-cs.txt). It's still approximate, but resolution independent, so you don't need to use F6. This shader can still change if I find a better method. Get the shader from the DJ-RK's fix if you prefer it.
You may add an info to disable HyperThreading:
[url]https://forums.geforce.com/default/topic/916744/3d-vision/quantum-break/post/5073413/#5073413[/url]
.
Thanks, I saw that comment today in fact. But I'm too GPU limited for that to be a problem. Because it solves some CPU limited situations, right?
I have reuploaded the fix. There was something wrong with my crosshair texture override. It's fixed now, but I'm not sure if it works with native >=4K output.
Thanks, I saw that comment today in fact. But I'm too GPU limited for that to be a problem. Because it solves some CPU limited situations, right?
I have reuploaded the fix. There was something wrong with my crosshair texture override. It's fixed now, but I'm not sure if it works with native >=4K output.
OK, I'll try to remember to try it today. I guess changing core affinity doesn't work, right? Because yesterday I tried to disable half the cores for the ".exe" and fps were the same (if I disabled more than that, I lost fps).
I'm playing this in borderless windowed, so I can have the menus and HUD at 1440p, but ingame the resolution I choose is 1920x1080 and I also enable the reconstruction/upscaling option, which uses even lower internal resolution for a lot of elements. I get 60fps per eye most of the time (also because I lowered some options), but with the effective resolution on top of temporal AA, the game looks pretty blurry :p.
If I play at pure 1440p without upscaling, I get 20fps per eye (unplayable).
OK, I'll try to remember to try it today. I guess changing core affinity doesn't work, right? Because yesterday I tried to disable half the cores for the ".exe" and fps were the same (if I disabled more than that, I lost fps).
I'm playing this in borderless windowed, so I can have the menus and HUD at 1440p, but ingame the resolution I choose is 1920x1080 and I also enable the reconstruction/upscaling option, which uses even lower internal resolution for a lot of elements. I get 60fps per eye most of the time (also because I lowered some options), but with the effective resolution on top of temporal AA, the game looks pretty blurry :p.
If I play at pure 1440p without upscaling, I get 20fps per eye (unplayable).
[quote="masterotaku"]OK, I'll try to remember to try it today. I guess changing core affinity doesn't work, right? Because yesterday I tried to disable half the cores for the ".exe" and fps were the same (if I disabled more than that, I lost fps).
I'm playing this in borderless windowed, so I can have the menus and HUD at 1440p, but ingame the resolution I choose is 1920x1080 and I also enable the reconstruction/upscaling option, which uses even lower internal resolution for a lot of elements. I get 60fps per eye most of the time (also because I lowered some options), but with the effective resolution on top of temporal AA, the game looks pretty blurry :p.
If I play at pure 1440p without upscaling, I get 20fps per eye (unplayable).[/quote]These were the settings I use.[url]https://forums.geforce.com/default/topic/916744/3d-vision/quantum-break/post/5121486/#5121486[/url]
https://postimg.cc/vgcW8wC9
https://postimg.cc/PvDYZzX5
https://postimg.cc/nM9v6Z4f
https://postimg.cc/34HJxPSN
[b]Nowadays, I started playing again.it's great that you're doing new fixes on it. I haven't tried yet. I'll try it today.[/b]
masterotaku said:OK, I'll try to remember to try it today. I guess changing core affinity doesn't work, right? Because yesterday I tried to disable half the cores for the ".exe" and fps were the same (if I disabled more than that, I lost fps).
I'm playing this in borderless windowed, so I can have the menus and HUD at 1440p, but ingame the resolution I choose is 1920x1080 and I also enable the reconstruction/upscaling option, which uses even lower internal resolution for a lot of elements. I get 60fps per eye most of the time (also because I lowered some options), but with the effective resolution on top of temporal AA, the game looks pretty blurry :p.
If I play at pure 1440p without upscaling, I get 20fps per eye (unplayable).
I have fixed 99% of lighting clipping (there's a tiny bit of it at some specific points, in act 4).
I have also fixed an electric effect of one of the bosses of act 3. It wasn't stereoized, and now it is :).
I'll publish an update this weekend, because I expect to finish the game soon.
I have fixed 99% of lighting clipping (there's a tiny bit of it at some specific points, in act 4).
I have also fixed an electric effect of one of the bosses of act 3. It wasn't stereoized, and now it is :).
I'll publish an update this weekend, because I expect to finish the game soon.
Nice work. Might be nice to revisit this game with those remaining issues resolved since it was such a visually spectacular game. You have my blessings to update and/or remove the blog post I put up (or if you need me to, then lmk) in favour of a new post.
I'd also be interested in seeing what was done to fix the light clipping issues since that's been an issue that frequently eludes me.
Nice work. Might be nice to revisit this game with those remaining issues resolved since it was such a visually spectacular game. You have my blessings to update and/or remove the blog post I put up (or if you need me to, then lmk) in favour of a new post.
I'd also be interested in seeing what was done to fix the light clipping issues since that's been an issue that frequently eludes me.
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[quote="DJ-RK"]Nice work. Might be nice to revisit this game with those remaining issues resolved since it was such a visually spectacular game. You have my blessings to update and/or remove the blog post I put up (or if you need me to, then lmk) in favour of a new post.
I'd also be interested in seeing what was done to fix the light clipping issues since that's been an issue that frequently eludes me.[/quote]
These are the two clipping shaders fixed (you people can download them and use them if you're playing the game and can't wait for tomorrow :p):
https://s3.amazonaws.com/masterotaku/Quantum+Break/6e1165325e84398a-cs.txt
https://s3.amazonaws.com/masterotaku/Quantum+Break/5479c1c901ac10c9-cs.txt
Apart from what you see modified, "ubfe r1.w, l(1), l(2), vThreadGroupID.z" was originally "ubfe r1.w, l(30), l(2), vThreadGroupID.z". I don't know why for sure, but that helped remove the remaining clipping.
DJ-RK said:Nice work. Might be nice to revisit this game with those remaining issues resolved since it was such a visually spectacular game. You have my blessings to update and/or remove the blog post I put up (or if you need me to, then lmk) in favour of a new post.
I'd also be interested in seeing what was done to fix the light clipping issues since that's been an issue that frequently eludes me.
These are the two clipping shaders fixed (you people can download them and use them if you're playing the game and can't wait for tomorrow :p):
Apart from what you see modified, "ubfe r1.w, l(1), l(2), vThreadGroupID.z" was originally "ubfe r1.w, l(30), l(2), vThreadGroupID.z". I don't know why for sure, but that helped remove the remaining clipping.
Very nice masterotaku!! the other day i was thinking on replaying this game....i still believe this game is a piece of art..amazing game!!!....so if now is perfect or very close to perfection is time to replay.
Very nice masterotaku!! the other day i was thinking on replaying this game....i still believe this game is a piece of art..amazing game!!!....so if now is perfect or very close to perfection is time to replay.
Oops, I left some useless fixing code in 5479c1c901ac10c9-cs.txt, starting from line 312. It's from before I reached the real solution. I'll delete my edits there.
I'm at the last fight, nearly done. Decals that scale weirdly with convergence (they are always perfect at 0 convergence) and volumetric lighting are the two things that are still imperfect. I don't know if I'm going to be able to do anything about them yet.
Oops, I left some useless fixing code in 5479c1c901ac10c9-cs.txt, starting from line 312. It's from before I reached the real solution. I'll delete my edits there.
I'm at the last fight, nearly done. Decals that scale weirdly with convergence (they are always perfect at 0 convergence) and volumetric lighting are the two things that are still imperfect. I don't know if I'm going to be able to do anything about them yet.
Asus Deluxe Gen3, Core i7 2700k@4.5Ghz, GTX 1080Ti, 16 GB RAM, Win 7 64bit
Samsung Pro 250 GB SSD, 4 TB WD Black (games)
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Gigabyte RTX2080TI Gaming OC, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
It isn't definitive, and some imperfections are still there. Here's what I did:
- Screen space reflections are now fixed, for all resolutions and graphics settings. The two regexes I used are hard to read (https://pastebin.com/CERsT7Fq), so here's a manual example you can see if you are interested: https://s3.amazonaws.com/masterotaku/Quantum+Break/336509be11ecd4c5-ps.txt
- New hotkeys. F1 for convergence presets. F3 to toggle off depth of field. F4 to toggle on motion blur (I left it disabled by default for better testing). F5 to toggle some specular reflections to full depth instead of surface depth, but most of the time they break lighting (I'll try to do texture filtering in the future to apply this to only a few select things).
- Automatic low convergence preset for cutscenes (when the depth of field shader is in use). It may be triggered in a few gameplay sections.
- Shadows and lighting fixed for more graphics options combinations (all of them, I think) to bring them up to par to what was fixed before. Also, at least one more shader of this type I saw that was at screen depth.
- Dynamic crosshair depth working at (apparently) all resolutions by using a generic texture override. I left the original overrides there just in case, but it works without them too.
- Pickable weapons glow is now perfect at 0 convergence. At other convergence levels, the fix is an approximation.
- A different volumetric lighting fix (219b627580875adf-cs.txt). It's still approximate, but resolution independent, so you don't need to use F6. This shader can still change if I find a better method. Get the shader from the DJ-RK's fix if you prefer it.
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Donations account: masterotakusuko@gmail.com
https://forums.geforce.com/default/topic/916744/3d-vision/quantum-break/post/5073413/#5073413
.
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HelixMod Site
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I have reuploaded the fix. There was something wrong with my crosshair texture override. It's fixed now, but I'm not sure if it works with native >=4K output.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
i7 4790K @4.8Ghz / 2x 1080 8GB SLI @2000Mhz / 16GB @2400Mhz
Just click:
My 3D videos and crosstalk test pattern
3DVision Fixes:
HelixMod Site
Universal fix for UnrealEngine 4 Games
Universal fix for Unity Games
Universal fix for FrostBite 3 Games
Universal fix for TellTales Games
Compability Mode Unleashed
Please donate if you can:
-----> Donations to 3DVision Fixers
.
I'm playing this in borderless windowed, so I can have the menus and HUD at 1440p, but ingame the resolution I choose is 1920x1080 and I also enable the reconstruction/upscaling option, which uses even lower internal resolution for a lot of elements. I get 60fps per eye most of the time (also because I lowered some options), but with the effective resolution on top of temporal AA, the game looks pretty blurry :p.
If I play at pure 1440p without upscaling, I get 20fps per eye (unplayable).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
https://postimg.cc/vgcW8wC9
https://postimg.cc/PvDYZzX5
https://postimg.cc/nM9v6Z4f
https://postimg.cc/34HJxPSN
Nowadays, I started playing again.it's great that you're doing new fixes on it. I haven't tried yet. I'll try it today.
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I have also fixed an electric effect of one of the bosses of act 3. It wasn't stereoized, and now it is :).
I'll publish an update this weekend, because I expect to finish the game soon.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I'd also be interested in seeing what was done to fix the light clipping issues since that's been an issue that frequently eludes me.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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These are the two clipping shaders fixed (you people can download them and use them if you're playing the game and can't wait for tomorrow :p):
https://s3.amazonaws.com/masterotaku/Quantum+Break/6e1165325e84398a-cs.txt
https://s3.amazonaws.com/masterotaku/Quantum+Break/5479c1c901ac10c9-cs.txt
Apart from what you see modified, "ubfe r1.w, l(1), l(2), vThreadGroupID.z" was originally "ubfe r1.w, l(30), l(2), vThreadGroupID.z". I don't know why for sure, but that helped remove the remaining clipping.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
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I'm at the last fight, nearly done. Decals that scale weirdly with convergence (they are always perfect at 0 convergence) and volumetric lighting are the two things that are still imperfect. I don't know if I'm going to be able to do anything about them yet.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com