Quantum Break
  7 / 23    
Fix looks very promising! :) Act 2, Part 1 - shadows/lighting are still busted. Fix is definitely in place, since Time ripples look OK. Just in case, attaching my savegame if it could be of any use to you, DJ-RK :) Thanks for your hard work!!!
Fix looks very promising! :)
Act 2, Part 1 - shadows/lighting are still busted. Fix is definitely in place, since Time ripples look OK.
Just in case, attaching my savegame if it could be of any use to you, DJ-RK :)
Thanks for your hard work!!!

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#91
Posted 10/08/2016 10:59 AM   
Very nice DJ-RK!! Seems we get the same fixing code for lights, for shadows i fixed using a constant present in the same shader (cb3), i see you grab a constant for another shader. There is a way to totally remove that ugly Motion blur in some ini file or something?? very anoying!
Very nice DJ-RK!!
Seems we get the same fixing code for lights, for shadows i fixed using a constant present in the same shader (cb3), i see you grab a constant for another shader.



There is a way to totally remove that ugly Motion blur in some ini file or something??
very anoying!

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#92
Posted 10/08/2016 12:00 PM   
Whats wrong with devs today. What is the deal with motion blur with every game there is Atleast Somekind of motion blur, the best ones force you to use atleast low. I have no recollation of displayed graphics that would look better blurred LOL and i bet it even takes more Juice from gpu to apply these crapAss efects.
Whats wrong with devs today. What is the deal with motion blur with every game there is Atleast Somekind of motion blur, the best ones force you to use atleast low. I have no recollation of displayed graphics that would look better blurred LOL and i bet it even takes more Juice from gpu to apply these crapAss efects.

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#93
Posted 10/08/2016 12:13 PM   
Thank you DJ-RK!!
Thank you DJ-RK!!

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#94
Posted 10/08/2016 02:02 PM   
[quote="DHR"] There is a way to totally remove that ugly Motion blur in some ini file or something?? very anoying! [/quote] Someone here (https://www.reddit.com/r/quantumbreak/comments/558guf/no_way_to_turn_off_motion_blur/) said: [quote]I realize this thread is a few days old, but if you have the Steam version, add "-noblur" (no quotes) as a parameter. It supposedly turns off motion blur. I haven't tested it but it's what I've heard. No clue how you'd go about that on UWP garbage.[/quote] If that doesn't work, modifying the shader should work. That's what I did for Shadow of Mordor (motion blur and FXAA need to be enabled in 3D or else there is a weird flickering that disables the HUD, so I disabled them manually and kept the effects "on" ingame, although I didn't gain the performance back).
DHR said:
There is a way to totally remove that ugly Motion blur in some ini file or something??
very anoying!


Someone here (https://www.reddit.com/r/quantumbreak/comments/558guf/no_way_to_turn_off_motion_blur/) said:

I realize this thread is a few days old, but if you have the Steam version, add "-noblur" (no quotes) as a parameter. It supposedly turns off motion blur.
I haven't tested it but it's what I've heard. No clue how you'd go about that on UWP garbage.


If that doesn't work, modifying the shader should work. That's what I did for Shadow of Mordor (motion blur and FXAA need to be enabled in 3D or else there is a weird flickering that disables the HUD, so I disabled them manually and kept the effects "on" ingame, although I didn't gain the performance back).

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#95
Posted 10/08/2016 02:18 PM   
[quote="DHR"]Very nice DJ-RK!! Seems we get the same fixing code for lights, for shadows i fixed using a constant present in the same shader (cb3), i see you grab a constant for another shader. There is a way to totally remove that ugly Motion blur in some ini file or something?? very anoying! [/quote] Unfortunately I have not been able to find a way to disable motion blur or DOF. I did find a shader that seemed related to blurring, however when I disable it it causes the screen to freeze when you use the time vision ability, so that's a no go. I also tried the launch command that masterotaku mentioned, but I don't see any reduction in motion blur with that either, so it seems that we're stuck with it. :/ [quote="Seregin"]Fix looks very promising! :) Act 2, Part 1 - shadows/lighting are still busted. Fix is definitely in place, since Time ripples look OK. Just in case, attaching my savegame if it could be of any use to you, DJ-RK :) Thanks for your hard work!!![/quote] Mate, pretty sure you've got Shadow Filtering set to Medium causing that, when I specifically stated fix was made for settings High or Ultra. Still, I just went ahead and tried fixing that for the Medium setting as well to try to accommodate, but for some reason only some of the shadows get fixed, not all of them (whereas on High they all get fixed), and I'm seeing pretty much no performance gains on Medium vs High, so there's basically no point in me spending any more time on that. Please change your shadow filtering setting to High. I found on my own that shadows during the first timeline choice option you get at the end of Act 1 were broken, and have fixed that, so here's the latest version of the WIP: [url]https://www.mediafire.com/?13uoyznx2vkqcs4[/url] Also, one thing that's being a pain is the game keeps crashing on me while I'm working. I'm really hoping that it's simply due to the wrapper in debug mode. Can anyone confirm if they are experiencing any crashes with the fix in release mode after extended playtime?
DHR said:Very nice DJ-RK!!
Seems we get the same fixing code for lights, for shadows i fixed using a constant present in the same shader (cb3), i see you grab a constant for another shader.



There is a way to totally remove that ugly Motion blur in some ini file or something??
very anoying!


Unfortunately I have not been able to find a way to disable motion blur or DOF. I did find a shader that seemed related to blurring, however when I disable it it causes the screen to freeze when you use the time vision ability, so that's a no go. I also tried the launch command that masterotaku mentioned, but I don't see any reduction in motion blur with that either, so it seems that we're stuck with it. :/

Seregin said:Fix looks very promising! :)
Act 2, Part 1 - shadows/lighting are still busted. Fix is definitely in place, since Time ripples look OK.
Just in case, attaching my savegame if it could be of any use to you, DJ-RK :)
Thanks for your hard work!!!


Mate, pretty sure you've got Shadow Filtering set to Medium causing that, when I specifically stated fix was made for settings High or Ultra. Still, I just went ahead and tried fixing that for the Medium setting as well to try to accommodate, but for some reason only some of the shadows get fixed, not all of them (whereas on High they all get fixed), and I'm seeing pretty much no performance gains on Medium vs High, so there's basically no point in me spending any more time on that. Please change your shadow filtering setting to High.

I found on my own that shadows during the first timeline choice option you get at the end of Act 1 were broken, and have fixed that, so here's the latest version of the WIP: https://www.mediafire.com/?13uoyznx2vkqcs4

Also, one thing that's being a pain is the game keeps crashing on me while I'm working. I'm really hoping that it's simply due to the wrapper in debug mode. Can anyone confirm if they are experiencing any crashes with the fix in release mode after extended playtime?

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#96
Posted 10/08/2016 11:08 PM   
Its really wierd. I get better frame rate when using 120hz vs 60 Hz, playing At 2D
Its really wierd. I get better frame rate when using 120hz vs 60 Hz, playing At 2D

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#97
Posted 10/08/2016 11:11 PM   
Probably has to due with vsync in this game. While looking up a solution to the stuttering I was facing after I disabled Native Upscaling I read people saying that it doesn't seem to matter what options they choose, it seems vsync is always on, or always affecting performance, so I suppose that raising your refresh rate essentially raises your performance ceiling in 2D due to vsync not allowing fps to go above your refresh rate.
Probably has to due with vsync in this game. While looking up a solution to the stuttering I was facing after I disabled Native Upscaling I read people saying that it doesn't seem to matter what options they choose, it seems vsync is always on, or always affecting performance, so I suppose that raising your refresh rate essentially raises your performance ceiling in 2D due to vsync not allowing fps to go above your refresh rate.

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#98
Posted 10/08/2016 11:15 PM   
@DJ-RK I also try to catch a shader for Motion Blur...not luck also! ...the command don't work :( Hope devs make an option to disable......is very anoying in this game and really make the game looks worst. The game is awesome and the story is very nice...i'm still in Act1...and the fix works beatifull. How is the performance with your 980Ti? i have a 980 Factory OC and i have to play 720p...because 1080 Top and Bottom mode drop my fps to 28-36fps....with 720p i have 45-60fps (i drop i few option to High and disable upscaling)...i don't have stutter btw. Also noticed that cinematics in real3D are capped to 30fps...WTF!!
@DJ-RK
I also try to catch a shader for Motion Blur...not luck also! ...the command don't work :(
Hope devs make an option to disable......is very anoying in this game and really make the game looks worst.

The game is awesome and the story is very nice...i'm still in Act1...and the fix works beatifull.


How is the performance with your 980Ti? i have a 980 Factory OC and i have to play 720p...because 1080 Top and Bottom mode drop my fps to 28-36fps....with 720p i have 45-60fps (i drop i few option to High and disable upscaling)...i don't have stutter btw.

Also noticed that cinematics in real3D are capped to 30fps...WTF!!

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#99
Posted 10/08/2016 11:41 PM   
DJ-RK, the image freezing when you "discard;" the motion blur shader is what happened to me in Shadow of Mordor. What you need to do is finding the exact line where the blurring is applied in the pixel shader, and multiply is by 0 or set it to 0. So let the shader do all calculations, but make it use 0 blur.
DJ-RK, the image freezing when you "discard;" the motion blur shader is what happened to me in Shadow of Mordor. What you need to do is finding the exact line where the blurring is applied in the pixel shader, and multiply is by 0 or set it to 0.

So let the shader do all calculations, but make it use 0 blur.

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Posted 10/08/2016 11:44 PM   
The WIP is pretty good so far. The only thing that I noticed in the first area was the computer screens near the core would only render in 1 eye at times. With SLI enabled, I get bad shadow and light flickering. Would there be anyway to fix this issue with 3DMigoto, or is that more of a nvidia profile issue? I haven't tried measuring the SLI scaling yet, but it is nice that 3D forces SLI to work - I was getting 99% usage on both.
The WIP is pretty good so far. The only thing that I noticed in the first area was the computer screens near the core would only render in 1 eye at times.

With SLI enabled, I get bad shadow and light flickering. Would there be anyway to fix this issue with 3DMigoto, or is that more of a nvidia profile issue? I haven't tried measuring the SLI scaling yet, but it is nice that 3D forces SLI to work - I was getting 99% usage on both.

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Posted 10/09/2016 06:10 AM   
Thanks, DJ-RK! Please, excuse me for not following release notes well enough, my bad... Surely, no need to spend time fixing MEDIUM shadows. Thanks again! UPDATE: Fix looks AWESOME!!!
Thanks, DJ-RK!
Please, excuse me for not following release notes well enough, my bad... Surely, no need to spend time fixing MEDIUM shadows.
Thanks again!

UPDATE: Fix looks AWESOME!!!

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Posted 10/09/2016 07:27 AM   
[quote="DJ-RK"]Probably has to due with vsync in this game. While looking up a solution to the stuttering I was facing after I disabled Native Upscaling I read people saying that it doesn't seem to matter what options they choose, it seems vsync is always on, or always affecting performance, so I suppose that raising your refresh rate essentially raises your performance ceiling in 2D due to vsync not allowing fps to go above your refresh rate.[/quote] The funnu thing is i noticed the frame boost on a scene where facing particilar direction i get performance boost from 40 to 50 frames, and it can be seen every where and im talking about frames under 60. And if i game with my monitor that can't do 120 hz and i can't setup refresh bigger tha game is as sluggish. I have all maxed but shadows and dynamic lightning down a notch, AA off and upscaling off. Would not want to Try the fix untill i get another card but i ques 3d is still better even if i have to use the upscaling
DJ-RK said:Probably has to due with vsync in this game. While looking up a solution to the stuttering I was facing after I disabled Native Upscaling I read people saying that it doesn't seem to matter what options they choose, it seems vsync is always on, or always affecting performance, so I suppose that raising your refresh rate essentially raises your performance ceiling in 2D due to vsync not allowing fps to go above your refresh rate.


The funnu thing is i noticed the frame boost on a scene where facing particilar direction i get performance boost from 40 to 50 frames, and it can be seen every where and im talking about frames under 60. And if i game with my monitor that can't do 120 hz and i can't setup refresh bigger tha game is as sluggish.
I have all maxed but shadows and dynamic lightning down a notch, AA off and upscaling off.

Would not want to Try the fix untill i get another card but i ques 3d is still better even if i have to use the upscaling

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Posted 10/09/2016 08:24 AM   
[quote="oneup03"]The WIP is pretty good so far. The only thing that I noticed in the first area was the computer screens near the core would only render in 1 eye at times. With SLI enabled, I get bad shadow and light flickering. Would there be anyway to fix this issue with 3DMigoto, or is that more of a nvidia profile issue? I haven't tried measuring the SLI scaling yet, but it is nice that 3D forces SLI to work - I was getting 99% usage on both.[/quote] Yeah, I forgot to mention the computer screens. I tried to fix those but couldn't find a solution, and I think they're related to the tile light clipping, because I'm believe they render properly when you have them right in front of you. As for the SLI flickering, unfortunately thats not possible for 3DMigoto to fix, and incidentally why I "upgraded" from SLI 780's to a 980Ti, which in terms of potential power is either a side-grade or maybe even a slight step down, however it meant no longer dealing with SLI nonsense which seems to have become the norm as opposed to the exception. ;)[quote="Seregin"]Thanks, DJ-RK! Please, excuse me for not following release notes well enough, my bad... Surely, no need to spend time fixing MEDIUM shadows. Thanks again! UPDATE: Fix looks AWESOME!!![/quote] All good man. Just that you got me a lil apprehensive when I saw that, which had me get back to work on this sooner rather than later (which at least got me to discover the shadows in the cutscene being wrong, and also discovering that there's volumetric fog as well that's broken, so it was worthwhile in the end), and then it turned out to be a bit of a false alarm, so you'll have to excuse if I sounded a lil snarky in my response. Wasn't mad, just a lil excited, lol. And just FYI, that's just the shadow filtering that needs to be on high (and has no performance gain/loss either way), but the shadow resolution option you can drop down to high or medium and that does gain you some performance. Same goes with the volumetric lighting.
oneup03 said:The WIP is pretty good so far. The only thing that I noticed in the first area was the computer screens near the core would only render in 1 eye at times.

With SLI enabled, I get bad shadow and light flickering. Would there be anyway to fix this issue with 3DMigoto, or is that more of a nvidia profile issue? I haven't tried measuring the SLI scaling yet, but it is nice that 3D forces SLI to work - I was getting 99% usage on both.


Yeah, I forgot to mention the computer screens. I tried to fix those but couldn't find a solution, and I think they're related to the tile light clipping, because I'm believe they render properly when you have them right in front of you.

As for the SLI flickering, unfortunately thats not possible for 3DMigoto to fix, and incidentally why I "upgraded" from SLI 780's to a 980Ti, which in terms of potential power is either a side-grade or maybe even a slight step down, however it meant no longer dealing with SLI nonsense which seems to have become the norm as opposed to the exception. ;)
Seregin said:Thanks, DJ-RK!
Please, excuse me for not following release notes well enough, my bad... Surely, no need to spend time fixing MEDIUM shadows.
Thanks again!

UPDATE: Fix looks AWESOME!!!


All good man. Just that you got me a lil apprehensive when I saw that, which had me get back to work on this sooner rather than later (which at least got me to discover the shadows in the cutscene being wrong, and also discovering that there's volumetric fog as well that's broken, so it was worthwhile in the end), and then it turned out to be a bit of a false alarm, so you'll have to excuse if I sounded a lil snarky in my response. Wasn't mad, just a lil excited, lol. And just FYI, that's just the shadow filtering that needs to be on high (and has no performance gain/loss either way), but the shadow resolution option you can drop down to high or medium and that does gain you some performance. Same goes with the volumetric lighting.

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
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 10/09/2016 08:25 AM   
[quote="DJ-RK"]All good man. Just that you got me a lil apprehensive when I saw that, which had me get back to work on this sooner rather than later (which at least got me to discover the shadows in the cutscene being wrong, and also discovering that there's volumetric fog as well that's broken, so it was worthwhile in the end), and then it turned out to be a bit of a false alarm, so you'll have to excuse if I sounded a lil snarky in my response. Wasn't mad, just a lil excited, lol. And just FYI, that's just the shadow filtering that needs to be on high (and has no performance gain/loss either way), but the shadow resolution option you can drop down to high or medium and that does gain you some performance. Same goes with the volumetric lighting.[/quote] Good to know! :) And thanks for the tip on shadows! BTW, what is your PayPal ID? PayPal.me doesn't work in my country (Lithuania) ;)
DJ-RK said:All good man. Just that you got me a lil apprehensive when I saw that, which had me get back to work on this sooner rather than later (which at least got me to discover the shadows in the cutscene being wrong, and also discovering that there's volumetric fog as well that's broken, so it was worthwhile in the end), and then it turned out to be a bit of a false alarm, so you'll have to excuse if I sounded a lil snarky in my response. Wasn't mad, just a lil excited, lol. And just FYI, that's just the shadow filtering that needs to be on high (and has no performance gain/loss either way), but the shadow resolution option you can drop down to high or medium and that does gain you some performance. Same goes with the volumetric lighting.

Good to know! :) And thanks for the tip on shadows!
BTW, what is your PayPal ID? PayPal.me doesn't work in my country (Lithuania) ;)

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Posted 10/09/2016 10:19 AM   
  7 / 23    
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