I did some interesting testing yesterday!
We all, at some point used the registry Monitor Size as a way to get extra depth!
Reference post:
[url]https://forums.geforce.com/default/topic/519243/maximum-depth-hack-go-beyond-100-/[/url]
Between my laptop 17" screen and my desktop of 27" screen, I noticed in this game as well in others, that sometimes the results differ! And I couldn't understand why.
What eitan8385 says, I can confirm and It was very easy for me to see when I used his 65" screen size. For this I used [color="green"]Advanced 3D Vision Configuration[/color] tool:
[url]http://helixmod.blogspot.co.uk/2015/10/advanced-3d-vision-configuration.html[/url]
To use the tool is very easy:
- Go to Advanded Tab
- In the Monitor size put your monitor size multiplied by 2
- Make sure you "Lock Registry Key"
- And click Save Settings.
[url=http://www.iforce.co.nz/View.aspx?i=fvlptgpr.2y5.png][img]http://iforce.co.nz/i/fvlptgpr.2y5.png[/img][/url]
On my 17" laptop, the monitor size was set to 17x2=34. Once I put it to 54 (equivalent) to 27", I was able to reproduce the EXACT SAME behaviour that I see on my Desktop!
I am wondering now, if this shouldn't be posted as part of a fix! ([color="orange"] What Monitor Size, was used when the fix was developed by the creator![/color])
@eitan8385:
Try to do the same and put 54 Monitor Size, 100% depth and see what you get! I expect you will get the same behaviour that I do and the lights will work:)
Between my laptop 17" screen and my desktop of 27" screen, I noticed in this game as well in others, that sometimes the results differ! And I couldn't understand why.
To use the tool is very easy:
- Go to Advanded Tab
- In the Monitor size put your monitor size multiplied by 2
- Make sure you "Lock Registry Key"
- And click Save Settings.
On my 17" laptop, the monitor size was set to 17x2=34. Once I put it to 54 (equivalent) to 27", I was able to reproduce the EXACT SAME behaviour that I see on my Desktop!
I am wondering now, if this shouldn't be posted as part of a fix! ( What Monitor Size, was used when the fix was developed by the creator!)
@eitan8385:
Try to do the same and put 54 Monitor Size, 100% depth and see what you get! I expect you will get the same behaviour that I do and the lights will work:)
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="DHR"]@eitan8385
I don't know why lights disappear always for you...that's not normal....like i say, i see a couple of time some light disappear, but not more that 2 times top. If this happens without the fix is probably something with the engine/driver.
You can try re-installing the driver using DDU....and before start the game disable in NVControl Panel - 3D Configuration the shading cache only for this game (don't run the game before doing this)....i'm almost sure this engine have some issues with the cache of the shaders....for example the black texture issue also happens to me in plain 2D (testing) without the fix, exit the game and enter agina fix it.
EDIT: I just test the game in some parts with a lot of lights and crank up convergence to 200...and all lights works fine. i want to test if using a very high value of convergence brake something.[/quote]
Yes the "Lensflares" sahder was the one that didn't work for me properly. But Once, I removed the 0.9 factor it was spot on!
What eitan8385 is talking about is easy to see:
In the Game Menu go to Options, (Before loading a game).
The camera will move to that wall.
With a big convergence the WALL will not be LIT.
With a small convergence the WALL WILL BE LIT!
I tested this without the FIX, and is doing the exact same thing! It looks like a cut-off value! or a frustum check. (And I believe is actually a game Frustum check, as the frustum is not stereorised and it things at high convergences that light is not visible. I will have to play a bit with the Nvidia driver and see if is something from the 3D Vision AUtomatic or the game).
DHR said:@eitan8385
I don't know why lights disappear always for you...that's not normal....like i say, i see a couple of time some light disappear, but not more that 2 times top. If this happens without the fix is probably something with the engine/driver.
You can try re-installing the driver using DDU....and before start the game disable in NVControl Panel - 3D Configuration the shading cache only for this game (don't run the game before doing this)....i'm almost sure this engine have some issues with the cache of the shaders....for example the black texture issue also happens to me in plain 2D (testing) without the fix, exit the game and enter agina fix it.
EDIT: I just test the game in some parts with a lot of lights and crank up convergence to 200...and all lights works fine. i want to test if using a very high value of convergence brake something.
Yes the "Lensflares" sahder was the one that didn't work for me properly. But Once, I removed the 0.9 factor it was spot on!
What eitan8385 is talking about is easy to see:
In the Game Menu go to Options, (Before loading a game).
The camera will move to that wall.
With a big convergence the WALL will not be LIT.
With a small convergence the WALL WILL BE LIT!
I tested this without the FIX, and is doing the exact same thing! It looks like a cut-off value! or a frustum check. (And I believe is actually a game Frustum check, as the frustum is not stereorised and it things at high convergences that light is not visible. I will have to play a bit with the Nvidia driver and see if is something from the 3D Vision AUtomatic or the game).
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
Thanks helifax for the tip, now i actually see the issue with that light in the wall (in the option menu). Happens to me too with that light only...i test others spots in the game where that shader is also presents and the issue don't happens, i still can see the light, don't disappear (the shader is d9e7859d5ac28206-ps, is fixed on the fly with shaderregex). Also that shader is very used in the game, so if the lights disappear i will be seen all the time in my playtime, but not.
I play 100% depth and 87 convergence...if i use 100% depth and 49 of convergence the light in the menu lit (greater than 50 is off). if i go back to 87 of convergence again and reduce depth to 50% the light lit again...This happens with or without the fix...i think the engine is doing something with certain combos of depth and convergence with that shader.
The question is why in eitan8385 setup this happens ALWAYS! Any other user is having the same issue???
In my case the only part i see that light disappear is in that wall....and is when is very close only...when is panning out the light lit again, even using 200 of convergence.
I dump the shader and apply manually the fix and start to change some part in the shader, the ones with IF and While (true), but nothing seems to change that behavior.....very strange issue.
@eitan8385
When you have the time, try the suggestion about the Shader Cache in NVCP.
Thanks helifax for the tip, now i actually see the issue with that light in the wall (in the option menu). Happens to me too with that light only...i test others spots in the game where that shader is also presents and the issue don't happens, i still can see the light, don't disappear (the shader is d9e7859d5ac28206-ps, is fixed on the fly with shaderregex). Also that shader is very used in the game, so if the lights disappear i will be seen all the time in my playtime, but not.
I play 100% depth and 87 convergence...if i use 100% depth and 49 of convergence the light in the menu lit (greater than 50 is off). if i go back to 87 of convergence again and reduce depth to 50% the light lit again...This happens with or without the fix...i think the engine is doing something with certain combos of depth and convergence with that shader.
The question is why in eitan8385 setup this happens ALWAYS! Any other user is having the same issue???
In my case the only part i see that light disappear is in that wall....and is when is very close only...when is panning out the light lit again, even using 200 of convergence.
I dump the shader and apply manually the fix and start to change some part in the shader, the ones with IF and While (true), but nothing seems to change that behavior.....very strange issue.
@eitan8385
When you have the time, try the suggestion about the Shader Cache in NVCP.
After doing some research and testing I found out that this problem is coming from 3D Vision Automatic and it has to do with the StereoCutOff.
The implicit value is 0x00000001, which I think it like an automatic mode for the cut frustum. If I set it to 0x00000002 (Use StereoCutoffDepthNear) and specify a value of 1.0 for the near cut-off, the lights will work, but other geometry will be deformed/wrong depth/missing.
If you specify ZERO for StereoCutOff then ALL of the SHADERS (including the MAIN RECT) will be stereorized. At this point if you use a convergence of 1.0 you will see everything working perfectly, but lack of depth ofc.
So, in theory to fix this, we need to find the vertex shader for the MAIN RECT and probably some other shaders and keep them MONO (Is exactly what I need to do in any OpenGL fix)
Is clear the driver heuristic doesn't work perfectly with this engine.
After doing some research and testing I found out that this problem is coming from 3D Vision Automatic and it has to do with the StereoCutOff.
The implicit value is 0x00000001, which I think it like an automatic mode for the cut frustum. If I set it to 0x00000002 (Use StereoCutoffDepthNear) and specify a value of 1.0 for the near cut-off, the lights will work, but other geometry will be deformed/wrong depth/missing.
If you specify ZERO for StereoCutOff then ALL of the SHADERS (including the MAIN RECT) will be stereorized. At this point if you use a convergence of 1.0 you will see everything working perfectly, but lack of depth ofc.
So, in theory to fix this, we need to find the vertex shader for the MAIN RECT and probably some other shaders and keep them MONO (Is exactly what I need to do in any OpenGL fix)
Is clear the driver heuristic doesn't work perfectly with this engine.
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
Fix the issue for that light in the wall (option menu), so i suppose this will fix the issue @eitan8385 is seen with all others lights.
Now the lights is LIT with 100% depth and any convergence...i test with 1000 of convergence.
The screenshots is with 101
[img]http://i.cubeupload.com/c1ASFt.jpg[/img]
Re-download the fix again and test.
At least for me the only light fixed is that light in the wall....i test several spot in the game.
Hope this fix and works for all!!
Fix the issue for that light in the wall (option menu), so i suppose this will fix the issue @eitan8385 is seen with all others lights.
Now the lights is LIT with 100% depth and any convergence...i test with 1000 of convergence.
The screenshots is with 101
Re-download the fix again and test.
At least for me the only light fixed is that light in the wall....i test several spot in the game.
Hope this fix and works for all!!
OO interesting!
Can you please tell me what you did?
(Like I said I have my own version of the fix for the UI. I modified the UI quite heavily to have the life gauge 2D, the contextual icons and a depth and crosshair at a different depth) :)
Edit:
NVM, I saw what you modified in the ini file for that VS:)
Edit2:
I can say it is working for me quite nicely now! Awesome job DHR!!!
OO interesting!
Can you please tell me what you did?
(Like I said I have my own version of the fix for the UI. I modified the UI quite heavily to have the life gauge 2D, the contextual icons and a depth and crosshair at a different depth) :)
Edit:
NVM, I saw what you modified in the ini file for that VS:)
Edit2:
I can say it is working for me quite nicely now! Awesome job DHR!!!
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 found that for some reason when the camera zoom the driver stereoize the VS, so that particular light goes out of the screen, but was there.....so i remember in Prey happens something similar with some shadows and apply the same override in the main VS for Shadows and Lights:
[code]
Separation=0
Convergence=0[/code]
I'm still don't know why in my setup (and probably others user) the issue happens in that wall only and in the couple of times i see it during my playtime...and for eitan8385 happens all the time. Hope he can test and report back if fix all the issues...hope so:)
BTW i play the game with FOV 80....maybe increasing more that value activate the issue???
I found that for some reason when the camera zoom the driver stereoize the VS, so that particular light goes out of the screen, but was there.....so i remember in Prey happens something similar with some shadows and apply the same override in the main VS for Shadows and Lights:
Separation=0
Convergence=0
I'm still don't know why in my setup (and probably others user) the issue happens in that wall only and in the couple of times i see it during my playtime...and for eitan8385 happens all the time. Hope he can test and report back if fix all the issues...hope so:)
BTW i play the game with FOV 80....maybe increasing more that value activate the issue???
I loaded different savegames and the lights seem to work perfectly fine now!
One thing I did notice, which looks similar is the Decals on the walls in your Room, behind the upgrade chair!
They tend to be missing when you are FAR from the chair, but they pop into existence when you are near the chair. Do you see the same?
I loaded different savegames and the lights seem to work perfectly fine now!
One thing I did notice, which looks similar is the Decals on the walls in your Room, behind the upgrade chair!
They tend to be missing when you are FAR from the chair, but they pop into existence when you are near the chair. Do you see the same?
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 don't have issue with decals disappear...close or far. Decals works perfect in my setup.
But you can try add the same Override to the 3 ShaderOverride Decals VS....there are just below the Shadows_VS.
I think we have to take note about this override (Separation=0, Convergence=0), probably this also fix some clipping/culling issues in some games.
**EDIT: Maybe you can give a shoot with ME:A....probably wont work, because Prey and TEW2 the issue was in a PS, related to the VS....in ME:A is CS....but maybe worth to try.
I don't have issue with decals disappear...close or far. Decals works perfect in my setup.
But you can try add the same Override to the 3 ShaderOverride Decals VS....there are just below the Shadows_VS.
I think we have to take note about this override (Separation=0, Convergence=0), probably this also fix some clipping/culling issues in some games.
**EDIT: Maybe you can give a shoot with ME:A....probably wont work, because Prey and TEW2 the issue was in a PS, related to the VS....in ME:A is CS....but maybe worth to try.
I uninstalled the old fix and copy your last fix DHR but the same problem persists both in the wall (option menu) and in the game. my FOV setting is 65 btw.
helifax, my screen size was already on 54.. tried changing that to 130 and even 34 but to no avail.. the problem is still there. mysterious problem I should say.. am I the only one experiencing this?
I uninstalled the old fix and copy your last fix DHR but the same problem persists both in the wall (option menu) and in the game. my FOV setting is 65 btw.
helifax, my screen size was already on 54.. tried changing that to 130 and even 34 but to no avail.. the problem is still there. mysterious problem I should say.. am I the only one experiencing this?
I'll leave this one here just for fun:))
(Is not my video)
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
at last I found some time to uninstall everything..DDU and fresh install, disabled the shader cache as you said DHR, but still all looks the same...
I decided not to bother you and myself with this problem anymore. I'm just going to find the minimum convergence for the lights to operate normally and play like that!! its better than 2D and still looks beautiful in 3D!!!
thank you for your time trying to help guys :-)))))
Eitan
at last I found some time to uninstall everything..DDU and fresh install, disabled the shader cache as you said DHR, but still all looks the same...
I decided not to bother you and myself with this problem anymore. I'm just going to find the minimum convergence for the lights to operate normally and play like that!! its better than 2D and still looks beautiful in 3D!!!
thank you for your time trying to help guys :-)))))
Hi DHR again;) (Sorry to keep on bumping this thread ^_^)
Did you notice some of the tiny rocks from an explosion or from the inquisitor catacombs section, look off in 3D? They aren't exactly 2D, it looks like the position is in a 3D space, but not the clip space that you see on the monitor (if that makes sense).
Is this a known issue?
Hi DHR again;) (Sorry to keep on bumping this thread ^_^)
Did you notice some of the tiny rocks from an explosion or from the inquisitor catacombs section, look off in 3D? They aren't exactly 2D, it looks like the position is in a 3D space, but not the clip space that you see on the monitor (if that makes sense).
Is this a known issue?
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
Yes, those tiny rocks are using the same Shader-Texture than others stuff..so fixing it break others stuff, and are more stuff than those tiny rocks, so i left that way. It's very minor, because there are only for a few seconds on screen.
Yes, those tiny rocks are using the same Shader-Texture than others stuff..so fixing it break others stuff, and are more stuff than those tiny rocks, so i left that way. It's very minor, because there are only for a few seconds on screen.
We all, at some point used the registry Monitor Size as a way to get extra depth!
Reference post:
https://forums.geforce.com/default/topic/519243/maximum-depth-hack-go-beyond-100-/
Between my laptop 17" screen and my desktop of 27" screen, I noticed in this game as well in others, that sometimes the results differ! And I couldn't understand why.
What eitan8385 says, I can confirm and It was very easy for me to see when I used his 65" screen size. For this I used Advanced 3D Vision Configuration tool:
http://helixmod.blogspot.co.uk/2015/10/advanced-3d-vision-configuration.html
To use the tool is very easy:
- Go to Advanded Tab
- In the Monitor size put your monitor size multiplied by 2
- Make sure you "Lock Registry Key"
- And click Save Settings.
On my 17" laptop, the monitor size was set to 17x2=34. Once I put it to 54 (equivalent) to 27", I was able to reproduce the EXACT SAME behaviour that I see on my Desktop!
I am wondering now, if this shouldn't be posted as part of a fix! ( What Monitor Size, was used when the fix was developed by the creator!)
@eitan8385:
Try to do the same and put 54 Monitor Size, 100% depth and see what you get! I expect you will get the same behaviour that I do and the lights will work:)
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)
Yes the "Lensflares" sahder was the one that didn't work for me properly. But Once, I removed the 0.9 factor it was spot on!
What eitan8385 is talking about is easy to see:
In the Game Menu go to Options, (Before loading a game).
The camera will move to that wall.
With a big convergence the WALL will not be LIT.
With a small convergence the WALL WILL BE LIT!
I tested this without the FIX, and is doing the exact same thing! It looks like a cut-off value! or a frustum check. (And I believe is actually a game Frustum check, as the frustum is not stereorised and it things at high convergences that light is not visible. I will have to play a bit with the Nvidia driver and see if is something from the 3D Vision AUtomatic or the game).
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 play 100% depth and 87 convergence...if i use 100% depth and 49 of convergence the light in the menu lit (greater than 50 is off). if i go back to 87 of convergence again and reduce depth to 50% the light lit again...This happens with or without the fix...i think the engine is doing something with certain combos of depth and convergence with that shader.
The question is why in eitan8385 setup this happens ALWAYS! Any other user is having the same issue???
In my case the only part i see that light disappear is in that wall....and is when is very close only...when is panning out the light lit again, even using 200 of convergence.
I dump the shader and apply manually the fix and start to change some part in the shader, the ones with IF and While (true), but nothing seems to change that behavior.....very strange issue.
@eitan8385
When you have the time, try the suggestion about the Shader Cache in NVCP.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
The implicit value is 0x00000001, which I think it like an automatic mode for the cut frustum. If I set it to 0x00000002 (Use StereoCutoffDepthNear) and specify a value of 1.0 for the near cut-off, the lights will work, but other geometry will be deformed/wrong depth/missing.
If you specify ZERO for StereoCutOff then ALL of the SHADERS (including the MAIN RECT) will be stereorized. At this point if you use a convergence of 1.0 you will see everything working perfectly, but lack of depth ofc.
So, in theory to fix this, we need to find the vertex shader for the MAIN RECT and probably some other shaders and keep them MONO (Is exactly what I need to do in any OpenGL fix)
Is clear the driver heuristic doesn't work perfectly with this engine.
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)
Now the lights is LIT with 100% depth and any convergence...i test with 1000 of convergence.
The screenshots is with 101
Re-download the fix again and test.
At least for me the only light fixed is that light in the wall....i test several spot in the game.
Hope this fix and works for all!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Can you please tell me what you did?
(Like I said I have my own version of the fix for the UI. I modified the UI quite heavily to have the life gauge 2D, the contextual icons and a depth and crosshair at a different depth) :)
Edit:
NVM, I saw what you modified in the ini file for that VS:)
Edit2:
I can say it is working for me quite nicely now! Awesome job DHR!!!
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'm still don't know why in my setup (and probably others user) the issue happens in that wall only and in the couple of times i see it during my playtime...and for eitan8385 happens all the time. Hope he can test and report back if fix all the issues...hope so:)
BTW i play the game with FOV 80....maybe increasing more that value activate the issue???
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Helix Mod - Making 3D Better
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One thing I did notice, which looks similar is the Decals on the walls in your Room, behind the upgrade chair!
They tend to be missing when you are FAR from the chair, but they pop into existence when you are near the chair. Do you see the same?
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)
But you can try add the same Override to the 3 ShaderOverride Decals VS....there are just below the Shadows_VS.
I think we have to take note about this override (Separation=0, Convergence=0), probably this also fix some clipping/culling issues in some games.
**EDIT: Maybe you can give a shoot with ME:A....probably wont work, because Prey and TEW2 the issue was in a PS, related to the VS....in ME:A is CS....but maybe worth to try.
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Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
helifax, my screen size was already on 54.. tried changing that to 130 and even 34 but to no avail.. the problem is still there. mysterious problem I should say.. am I the only one experiencing this?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
(Is not my video)
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 decided not to bother you and myself with this problem anymore. I'm just going to find the minimum convergence for the lights to operate normally and play like that!! its better than 2D and still looks beautiful in 3D!!!
thank you for your time trying to help guys :-)))))
Eitan
Did you notice some of the tiny rocks from an explosion or from the inquisitor catacombs section, look off in 3D? They aren't exactly 2D, it looks like the position is in a 3D space, but not the clip space that you see on the monitor (if that makes sense).
Is this a known issue?
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)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com