Star Wars + IMax 3D = An absolutely amazing movie / experience :)
Well it's clearly not an easy task you have here masterotaku, the Boss stages looks amazing, but the first Run and Gun was a bit confusing, with platforms in different dephts, but I know the textures is not separated in logical groups as they are in fx. Candle..
And it's a bit annoing that there's not one seconds peace to enjoy your work, do you have a cheatcode or something when you hunt shaders :)
But I love what I have seen, so well done so far !
Edit: The potato Boss screen has some scrolling clouds, is it impossible to keep all of them in the back ground ?
Star Wars + IMax 3D = An absolutely amazing movie / experience :)
Well it's clearly not an easy task you have here masterotaku, the Boss stages looks amazing, but the first Run and Gun was a bit confusing, with platforms in different dephts, but I know the textures is not separated in logical groups as they are in fx. Candle..
And it's a bit annoing that there's not one seconds peace to enjoy your work, do you have a cheatcode or something when you hunt shaders :)
But I love what I have seen, so well done so far !
Edit: The potato Boss screen has some scrolling clouds, is it impossible to keep all of them in the back ground ?
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
[quote="Blacksmith56"]
Well it's clearly not an easy task you have here masterotaku, the Boss stages looks amazing, but the first Run and Gun was a bit confusing, with platforms in different dephts, but I know the textures is not separated in logical groups as they are in fx. Candle..[/quote]
Yeah, run & gun stages are a mess generally. There are too many textures that need both a lot of inside and outside depth. I may not recommend playing them in 3D. The first ones I did need some reworking, though. And thankfully the game is focused on bosses, where things usually are a lot better in 3D. Another thing I could do is leaving them mostly flat instead of experimenting :/.
[quote="Blacksmith56"]And it's a bit annoing that there's not one seconds peace to enjoy your work, do you have a cheatcode or something when you hunt shaders :)[/quote]
No. I just pause the game :). For most bosses, all environment textures are exposed right away. For others, I need to reach a certain phase (like the dragon boss, where rain, dark sky and other stuff appears in the last stage). If this were a game like those that don't expose shaders when paused... some stages would have been almost impossible to fix, because sometimes I need to dump textures from individual frames of animation (dragon and genie stages).
[quote="Blacksmith56"]But I love what I have seen, so well done so far ![/quote]
Thank you! I'm in world 3, and have already fixed 4 or 5 more bosses, and "more or less" did another run & gun level.
[quote="Blacksmith56"]Edit: The potato Boss screen has some scrolling clouds, is it impossible to keep all of them in the back ground ?[/quote]
That's one of the main problems. When I try to separate things in one texture by their "y" position, it doesn't separate by pixel with a clean cut. Being a vertex shader, it does it wherever the game wants (I guess polygons), and it sometimes distorts textures. In that case you mentioned, its texture corresponds to those weird clouds you see AND the ground Cuphead stands on (with that bag and the shovel). I can either screw one of those (clothes or ground), or make both be at Cuphead's depth.
Btw, I have improved that stage a little, moving distant environment more into depth and adding a missing carrot boss texture.
There are bosses where textures are organized the perfect (or almost perfect) way and it looks amazing. But there are others where there isn't much I can do, or textures have depth conflicts or are used in different places. For example, in the boat boss (wortld 3) there are perfectly defined sea waves and clouds. But the water waves are sometimes used for different depths for very few animation frames. I tried to keep it consistent, trying to sacrifice the first layer most of the time.
I think I can finish the fix before the end of the weekend. And I should organize depth multipliers in a tidy way so people (and myself) can modify them more easily.
Blacksmith56 said:
Well it's clearly not an easy task you have here masterotaku, the Boss stages looks amazing, but the first Run and Gun was a bit confusing, with platforms in different dephts, but I know the textures is not separated in logical groups as they are in fx. Candle..
Yeah, run & gun stages are a mess generally. There are too many textures that need both a lot of inside and outside depth. I may not recommend playing them in 3D. The first ones I did need some reworking, though. And thankfully the game is focused on bosses, where things usually are a lot better in 3D. Another thing I could do is leaving them mostly flat instead of experimenting :/.
Blacksmith56 said:And it's a bit annoing that there's not one seconds peace to enjoy your work, do you have a cheatcode or something when you hunt shaders :)
No. I just pause the game :). For most bosses, all environment textures are exposed right away. For others, I need to reach a certain phase (like the dragon boss, where rain, dark sky and other stuff appears in the last stage). If this were a game like those that don't expose shaders when paused... some stages would have been almost impossible to fix, because sometimes I need to dump textures from individual frames of animation (dragon and genie stages).
Blacksmith56 said:But I love what I have seen, so well done so far !
Thank you! I'm in world 3, and have already fixed 4 or 5 more bosses, and "more or less" did another run & gun level.
Blacksmith56 said:Edit: The potato Boss screen has some scrolling clouds, is it impossible to keep all of them in the back ground ?
That's one of the main problems. When I try to separate things in one texture by their "y" position, it doesn't separate by pixel with a clean cut. Being a vertex shader, it does it wherever the game wants (I guess polygons), and it sometimes distorts textures. In that case you mentioned, its texture corresponds to those weird clouds you see AND the ground Cuphead stands on (with that bag and the shovel). I can either screw one of those (clothes or ground), or make both be at Cuphead's depth.
Btw, I have improved that stage a little, moving distant environment more into depth and adding a missing carrot boss texture.
There are bosses where textures are organized the perfect (or almost perfect) way and it looks amazing. But there are others where there isn't much I can do, or textures have depth conflicts or are used in different places. For example, in the boat boss (wortld 3) there are perfectly defined sea waves and clouds. But the water waves are sometimes used for different depths for very few animation frames. I tried to keep it consistent, trying to sacrifice the first layer most of the time.
I think I can finish the fix before the end of the weekend. And I should organize depth multipliers in a tidy way so people (and myself) can modify them more easily.
I've finished the game today, so I have all levels available to fix.
This is one of my favorite examples of excellently layered 3D: [url]http://u.cubeupload.com/masterotaku/Cuphead022.jpg[/url]
Every layer is perfect. I also tilted the ground texture to support both Cuphead's rails and the train's rails (maybe I should tilt the rails too so they stick to the ground. Edit: done, but no new screenshot for that). I made that ghost pop out to give it a nice effect.
The Cala Maria boss stage has unfixable water. It's layered, but each layer changes its depth position all the time. I put the sky and some clouds at depth, and that's all I could do.
There isn't much left to do.
Btw, I found a way to also disable the blur filter. You can see in the screenshot how sharp are the graphics now. It's a new hotkey, different from the film grain + chromatic aberration.
If you use the F4 hotkey, the image will freeze if you have an overscan setting other tan default (zero).
Every layer is perfect. I also tilted the ground texture to support both Cuphead's rails and the train's rails (maybe I should tilt the rails too so they stick to the ground. Edit: done, but no new screenshot for that). I made that ghost pop out to give it a nice effect.
The Cala Maria boss stage has unfixable water. It's layered, but each layer changes its depth position all the time. I put the sky and some clouds at depth, and that's all I could do.
There isn't much left to do.
Btw, I found a way to also disable the blur filter. You can see in the screenshot how sharp are the graphics now. It's a new hotkey, different from the film grain + chromatic aberration.
If you use the F4 hotkey, the image will freeze if you have an overscan setting other tan default (zero).
Auch.. It's hard to crosseye the whole 27' screen, but it looks amazing :)
I'm also happy that you managed to track down the blur filter, I'm looking forward to see the next version of the fix !
[quote="masterotaku"]This game will be the guinea pig of something I've always wanted to do: stereoizing a 2D game by creating layers, texture by texture (sending them to different depth formulas).[/quote]
I'm really happy you were able to accomplish this, masterokaku. The screenshots look really neat and I hope fixing this wasn't too much work. Though I've never fixed a fully 2D game, I had a somewhat similar experience fixing "The Swindle". In that game, outdoor areas were already 3D. But indoor areas were completely flat. So I had to manually adjust textures to give indoor areas a more 3D look.
[img]http://api.photos.3dvisionlive.com/imagestore/55c3cb3ee7e564831f00026b/nvidia./[/img]
I also ran into the some of the same issues you did. A lot of textures in The Swindle shared the same texture hashes. So as a result, some textures aren't at the right depth.
I also have a partial fix for "Rise & Shine". It has the same issues as "The Swindle"-- outdoor areas are 3D, but indoor & boss areas are 2D. I stopped halfway through because I wasn't sure if anyone would be interested.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74292/[/img]
It would be interesting to see how a pixel-art game (such as "Dex") would look 3D-layered.
masterotaku said:This game will be the guinea pig of something I've always wanted to do: stereoizing a 2D game by creating layers, texture by texture (sending them to different depth formulas).
I'm really happy you were able to accomplish this, masterokaku. The screenshots look really neat and I hope fixing this wasn't too much work. Though I've never fixed a fully 2D game, I had a somewhat similar experience fixing "The Swindle". In that game, outdoor areas were already 3D. But indoor areas were completely flat. So I had to manually adjust textures to give indoor areas a more 3D look.
I also ran into the some of the same issues you did. A lot of textures in The Swindle shared the same texture hashes. So as a result, some textures aren't at the right depth.
I also have a partial fix for "Rise & Shine". It has the same issues as "The Swindle"-- outdoor areas are 3D, but indoor & boss areas are 2D. I stopped halfway through because I wasn't sure if anyone would be interested.
It would be interesting to see how a pixel-art game (such as "Dex") would look 3D-layered.
Searching for "[TextureOverride" in "d3dx.ini" gives 571 matches right now. And I'm sure there will be over 600 when I finish. My playtime is almost 25 hours.
I'm in the middle of fixing the last boss battle. It's that boss and the last run & gun level. Then it's finished.
I think the fix will be ready tomorrow (Saturday), unless I go back to old stages and polish them a lot.
I have Dex too (it was free on GOG some time ago), but does it run in DX11? Its requirements list DX9 GPUs.
Searching for "[TextureOverride" in "d3dx.ini" gives 571 matches right now. And I'm sure there will be over 600 when I finish. My playtime is almost 25 hours.
I'm in the middle of fixing the last boss battle. It's that boss and the last run & gun level. Then it's finished.
I think the fix will be ready tomorrow (Saturday), unless I go back to old stages and polish them a lot.
I have Dex too (it was free on GOG some time ago), but does it run in DX11? Its requirements list DX9 GPUs.
It's nice to know that I'm not the only 2D layered aficionado in here :)
4everAwake@ I actually bought The Swindle on your recomendation, I never got far in it though !
Rember this topic: [url]https://forums.geforce.com/default/topic/977061/?comment=5021150[/url]
The Rise and Shine picture, is that what it looks like unfixed ??
Dex is a game I have been looking at many times, but never bought it because of an obvious reason :)
I have Icey in my backlog, it has the same problem, outdoor it has separate layers but not much indoors. Thats a real shame, because it has some rather spetacular bosses :)
masterotaku@ Over 600 texture overrides - thats crazy :)
The Rise and Shine picture, is that what it looks like unfixed ??
Dex is a game I have been looking at many times, but never bought it because of an obvious reason :)
I have Icey in my backlog, it has the same problem, outdoor it has separate layers but not much indoors. Thats a real shame, because it has some rather spetacular bosses :)
masterotaku@ Over 600 texture overrides - thats crazy :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
[quote="Blacksmith56"]
masterotaku@ Over 600 texture overrides - thats crazy :)
[/quote]
Now it's 763 :p. I've been working on the last boss for 5 hours today and 1-2 yesterday (it was 245 TextureOverrides just for that stage. Lots of unique textures for the devil). The last stage deserves the best effort :). Now that it's finally done, I've started a new game to reach a couple of zones that can only be completed once in world 1 (mausolueum and the small dice zone leading to world 2). After that it's just checking and polishing, and then publishing. I hope I'll be able to publish it tonight (in less than 10 hours)!
Btw, I leared the perfect combination to hold a key to keep dumping textures, but way too late :p. I had to pause a lot and have perfect timing before.
Now it's 763 :p. I've been working on the last boss for 5 hours today and 1-2 yesterday (it was 245 TextureOverrides just for that stage. Lots of unique textures for the devil). The last stage deserves the best effort :). Now that it's finally done, I've started a new game to reach a couple of zones that can only be completed once in world 1 (mausolueum and the small dice zone leading to world 2). After that it's just checking and polishing, and then publishing. I hope I'll be able to publish it tonight (in less than 10 hours)!
Btw, I leared the perfect combination to hold a key to keep dumping textures, but way too late :p. I had to pause a lot and have perfect timing before.
I have done something cool. Sometimes, backgrounds are just one full texture (floor, trees, clouds...). In some cases, using a depth formula based on "1/x" or "1/x^2" functions (with some modifications, like "o0.x-=stereo.x*stereo.y*0.62+(stereo.x*stereo.y)*0.22/((o0.y-1.62)*(o0.y-1.62));" in the following examples) gives pretty good results. Example: http://u.cubeupload.com/masterotaku/Cuphead028.jpg
As you can see, I aligned the now 3D ground with the characters' feet, and then it gracefully flattens in the distance when the trees and small hills appear.
I have done the same for the theatre boss in world 3, and it's great (aside from some glitches in the last phase). Also for the "Ruse of an Ooze" boss.
Maybe this is the thing I needed for improving run & gun levels. If so, the fix won't be ready today, but the fix will have a great level of polish.
Edit: the restaurant boss (frogs) now has some depth, but in a half-meh way. Better than nothing, I guess.
I have done something cool. Sometimes, backgrounds are just one full texture (floor, trees, clouds...). In some cases, using a depth formula based on "1/x" or "1/x^2" functions (with some modifications, like "o0.x-=stereo.x*stereo.y*0.62+(stereo.x*stereo.y)*0.22/((o0.y-1.62)*(o0.y-1.62));" in the following examples) gives pretty good results. Example: http://u.cubeupload.com/masterotaku/Cuphead028.jpg
As you can see, I aligned the now 3D ground with the characters' feet, and then it gracefully flattens in the distance when the trees and small hills appear.
I have done the same for the theatre boss in world 3, and it's great (aside from some glitches in the last phase). Also for the "Ruse of an Ooze" boss.
Maybe this is the thing I needed for improving run & gun levels. If so, the fix won't be ready today, but the fix will have a great level of polish.
Edit: the restaurant boss (frogs) now has some depth, but in a half-meh way. Better than nothing, I guess.
The fix is done! Get it early here while I prepare the blog post: https://s3.amazonaws.com/masterotaku/Cuphead/Cuphead_3D_Vision_fix.7z
I have reviewed all levels again to improve them the best way I could. I could make some run & gun levels more decent, but others are a bit of a mess. I have used the oblique/curved ground method wherever it fitted right, I horizontally tilted the pink door in "Sugarland Shimmy" to align it with the ground, and more stuff.
You can see the hotkeys in d3dx.ini (basically press F4 and F5 to have the sharpest and cleanest image), but I'll do the full explanation in the blog post soon.
I have reviewed all levels again to improve them the best way I could. I could make some run & gun levels more decent, but others are a bit of a mess. I have used the oblique/curved ground method wherever it fitted right, I horizontally tilted the pink door in "Sugarland Shimmy" to align it with the ground, and more stuff.
You can see the hotkeys in d3dx.ini (basically press F4 and F5 to have the sharpest and cleanest image), but I'll do the full explanation in the blog post soon.
masterotaku@
The picture in post 26 is PURE 3D art !!
Thanks a lot for sharing your work, you truly have made an awesome fix :)
Just skipped a small token to show my appreciation !
Edit: Unfortunately there really isn't more time for gaming today :)
Thank you! You have made buying the game early worth it for me :).
I have just updated the fix to include separate hotkeys for film grain and chromatic aberration, as requested from someone on the blog. Besides, they are the ones you have to use if you want to also use overscan, because the F4 hotkey freezes the image if overscan is in use.
Thank you! You have made buying the game early worth it for me :).
I have just updated the fix to include separate hotkeys for film grain and chromatic aberration, as requested from someone on the blog. Besides, they are the ones you have to use if you want to also use overscan, because the F4 hotkey freezes the image if overscan is in use.
Well it's clearly not an easy task you have here masterotaku, the Boss stages looks amazing, but the first Run and Gun was a bit confusing, with platforms in different dephts, but I know the textures is not separated in logical groups as they are in fx. Candle..
And it's a bit annoing that there's not one seconds peace to enjoy your work, do you have a cheatcode or something when you hunt shaders :)
But I love what I have seen, so well done so far !
Edit: The potato Boss screen has some scrolling clouds, is it impossible to keep all of them in the back ground ?
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Yeah, run & gun stages are a mess generally. There are too many textures that need both a lot of inside and outside depth. I may not recommend playing them in 3D. The first ones I did need some reworking, though. And thankfully the game is focused on bosses, where things usually are a lot better in 3D. Another thing I could do is leaving them mostly flat instead of experimenting :/.
No. I just pause the game :). For most bosses, all environment textures are exposed right away. For others, I need to reach a certain phase (like the dragon boss, where rain, dark sky and other stuff appears in the last stage). If this were a game like those that don't expose shaders when paused... some stages would have been almost impossible to fix, because sometimes I need to dump textures from individual frames of animation (dragon and genie stages).
Thank you! I'm in world 3, and have already fixed 4 or 5 more bosses, and "more or less" did another run & gun level.
That's one of the main problems. When I try to separate things in one texture by their "y" position, it doesn't separate by pixel with a clean cut. Being a vertex shader, it does it wherever the game wants (I guess polygons), and it sometimes distorts textures. In that case you mentioned, its texture corresponds to those weird clouds you see AND the ground Cuphead stands on (with that bag and the shovel). I can either screw one of those (clothes or ground), or make both be at Cuphead's depth.
Btw, I have improved that stage a little, moving distant environment more into depth and adding a missing carrot boss texture.
There are bosses where textures are organized the perfect (or almost perfect) way and it looks amazing. But there are others where there isn't much I can do, or textures have depth conflicts or are used in different places. For example, in the boat boss (wortld 3) there are perfectly defined sea waves and clouds. But the water waves are sometimes used for different depths for very few animation frames. I tried to keep it consistent, trying to sacrifice the first layer most of the time.
I think I can finish the fix before the end of the weekend. And I should organize depth multipliers in a tidy way so people (and myself) can modify them more easily.
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
This is one of my favorite examples of excellently layered 3D: http://u.cubeupload.com/masterotaku/Cuphead022.jpg
Every layer is perfect. I also tilted the ground texture to support both Cuphead's rails and the train's rails (maybe I should tilt the rails too so they stick to the ground. Edit: done, but no new screenshot for that). I made that ghost pop out to give it a nice effect.
The Cala Maria boss stage has unfixable water. It's layered, but each layer changes its depth position all the time. I put the sky and some clouds at depth, and that's all I could do.
There isn't much left to do.
Btw, I found a way to also disable the blur filter. You can see in the screenshot how sharp are the graphics now. It's a new hotkey, different from the film grain + chromatic aberration.
If you use the F4 hotkey, the image will freeze if you have an overscan setting other tan default (zero).
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'm also happy that you managed to track down the blur filter, I'm looking forward to see the next version of the fix !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I'm really happy you were able to accomplish this, masterokaku. The screenshots look really neat and I hope fixing this wasn't too much work. Though I've never fixed a fully 2D game, I had a somewhat similar experience fixing "The Swindle". In that game, outdoor areas were already 3D. But indoor areas were completely flat. So I had to manually adjust textures to give indoor areas a more 3D look.
I also ran into the some of the same issues you did. A lot of textures in The Swindle shared the same texture hashes. So as a result, some textures aren't at the right depth.
I also have a partial fix for "Rise & Shine". It has the same issues as "The Swindle"-- outdoor areas are 3D, but indoor & boss areas are 2D. I stopped halfway through because I wasn't sure if anyone would be interested.
It would be interesting to see how a pixel-art game (such as "Dex") would look 3D-layered.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
I'm in the middle of fixing the last boss battle. It's that boss and the last run & gun level. Then it's finished.
I think the fix will be ready tomorrow (Saturday), unless I go back to old stages and polish them a lot.
I have Dex too (it was free on GOG some time ago), but does it run in DX11? Its requirements list DX9 GPUs.
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
4everAwake@ I actually bought The Swindle on your recomendation, I never got far in it though !
Rember this topic: https://forums.geforce.com/default/topic/977061/?comment=5021150
The Rise and Shine picture, is that what it looks like unfixed ??
Dex is a game I have been looking at many times, but never bought it because of an obvious reason :)
I have Icey in my backlog, it has the same problem, outdoor it has separate layers but not much indoors. Thats a real shame, because it has some rather spetacular bosses :)
masterotaku@ Over 600 texture overrides - thats crazy :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Now it's 763 :p. I've been working on the last boss for 5 hours today and 1-2 yesterday (it was 245 TextureOverrides just for that stage. Lots of unique textures for the devil). The last stage deserves the best effort :). Now that it's finally done, I've started a new game to reach a couple of zones that can only be completed once in world 1 (mausolueum and the small dice zone leading to world 2). After that it's just checking and polishing, and then publishing. I hope I'll be able to publish it tonight (in less than 10 hours)!
Btw, I leared the perfect combination to hold a key to keep dumping textures, but way too late :p. I had to pause a lot and have perfect timing before.
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
As you can see, I aligned the now 3D ground with the characters' feet, and then it gracefully flattens in the distance when the trees and small hills appear.
I have done the same for the theatre boss in world 3, and it's great (aside from some glitches in the last phase). Also for the "Ruse of an Ooze" boss.
Maybe this is the thing I needed for improving run & gun levels. If so, the fix won't be ready today, but the fix will have a great level of polish.
Edit: the restaurant boss (frogs) now has some depth, but in a half-meh way. Better than nothing, I guess.
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 have reviewed all levels again to improve them the best way I could. I could make some run & gun levels more decent, but others are a bit of a mess. I have used the oblique/curved ground method wherever it fitted right, I horizontally tilted the pink door in "Sugarland Shimmy" to align it with the ground, and more stuff.
You can see the hotkeys in d3dx.ini (basically press F4 and F5 to have the sharpest and cleanest image), but I'll do the full explanation in the blog post 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
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
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
The picture in post 26 is PURE 3D art !!
Thanks a lot for sharing your work, you truly have made an awesome fix :)
Just skipped a small token to show my appreciation !
Edit: Unfortunately there really isn't more time for gaming today :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I have just updated the fix to include separate hotkeys for film grain and chromatic aberration, as requested from someone on the blog. Besides, they are the ones you have to use if you want to also use overscan, because the F4 hotkey freezes the image if overscan is in use.
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