Lichdom Battlemage (CryEngine 3) shadows fixed
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I just test Crysis 3 with the latest 3Dmigoto (including 1.1.27)....i have a silent crash. But using 1.0.1 is working for me....i have some random crashes time to time. I just do a quick try and fix the main shadows, some halos and crosshair....the approach used for shadows by DarkStarSword works PERFECT!! is necessary to move some variables from VS to PS. This is great!!! Thanks DarkStarSword!!!! [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65212/[/img] I'm still have to look some lights, produced by shafts, a lot of halos in effects. anyone that want to help in this game is welcome....right now i don't have to much free time. Sorry for the OT :)
I just test Crysis 3 with the latest 3Dmigoto (including 1.1.27)....i have a silent crash.
But using 1.0.1 is working for me....i have some random crashes time to time.

I just do a quick try and fix the main shadows, some halos and crosshair....the approach used for shadows by DarkStarSword works PERFECT!! is necessary to move some variables from VS to PS. This is great!!! Thanks DarkStarSword!!!!

Image


I'm still have to look some lights, produced by shafts, a lot of halos in effects. anyone that want to help in this game is welcome....right now i don't have to much free time.

Sorry for the OT :)
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#16
Posted 07/06/2015 08:43 PM   
[quote=""]I just test Crysis 3 with the latest 3Dmigoto (including 1.1.27)....i have a silent crash. But using 1.0.1 is working for me....i have some random crashes time to time. I just do a quick try and fix the main shadows, some halos and crosshair....the approach used for shadows by DarkStarSword works PERFECT!! is necessary to move some variables from VS to PS. This is great!!! Thanks DarkStarSword!!!! [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65212/[/img] I'm still have to look some lights, produced by shafts, a lot of halos in effects. anyone that want to help in this game is welcome....right now i don't have to much free time. Sorry for the OT :)[/quote] Great job mate :-) Send me what you have I'll work on it with you - lets work "offline" via PM though, so we can keep our correspondence legible ;-) I fixed loads of stuff in Crysis 2 ages ago, but not shadows, so I dumped it, but at least I have the experience of having done it.
said:I just test Crysis 3 with the latest 3Dmigoto (including 1.1.27)....i have a silent crash.
But using 1.0.1 is working for me....i have some random crashes time to time.

I just do a quick try and fix the main shadows, some halos and crosshair....the approach used for shadows by DarkStarSword works PERFECT!! is necessary to move some variables from VS to PS. This is great!!! Thanks DarkStarSword!!!!

Image


I'm still have to look some lights, produced by shafts, a lot of halos in effects. anyone that want to help in this game is welcome....right now i don't have to much free time.

Sorry for the OT :)

Great job mate :-) Send me what you have I'll work on it with you - lets work "offline" via PM though, so we can keep our correspondence legible ;-) I fixed loads of stuff in Crysis 2 ages ago, but not shadows, so I dumped it, but at least I have the experience of having done it.

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#17
Posted 07/06/2015 11:11 PM   
Sorry - also meant to give a MASSIVE shout out to DarkStarSword for this. This has been "Holy Grail" stuff for ever :-)
Sorry - also meant to give a MASSIVE shout out to DarkStarSword for this. This has been "Holy Grail" stuff for ever :-)

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#18
Posted 07/06/2015 11:12 PM   
[quote=""]Sorry - also meant to give a MASSIVE shout out to DarkStarSword for this. This has been "Holy Grail" stuff for ever :-)[/quote] Yes, me too! Great job DarkStarSword, fantastic stuff!
said:Sorry - also meant to give a MASSIVE shout out to DarkStarSword for this. This has been "Holy Grail" stuff for ever :-)

Yes, me too! Great job DarkStarSword, fantastic stuff!

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#19
Posted 07/06/2015 11:35 PM   
[quote="DHR"]I just do a quick try and fix the main shadows, some halos and crosshair....the approach used for shadows by DarkStarSword works PERFECT!! is necessary to move some variables from VS to PS. This is great!!! Thanks DarkStarSword!!!! [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65212/[/img][/quote]Awesome! Once I'm done with Lichdom I'm planning to look at Ryse: Son of Rome [quote]I'm still have to look some lights, produced by shafts, a lot of halos in effects. anyone that want to help in this game is welcome....right now i don't have to much free time.[/quote]If they are the same post-processed light shafts as Lichdom, this is the pattern I used to fix them: https://github.com/DarkStarSword/3d-fixes/commit/76af7b96a19723172520f61cd778a79fedf970cc There was also a glow around the moon that used the same pattern as some of the lighting shaders: https://github.com/DarkStarSword/3d-fixes/commit/b7925db55db8d650411e0a4f3b880b772b0ac5b1 [quote]Sorry for the OT :)[/quote]No worries, I'm perfectly happy for this thread to be used for discussions about the engine :)
DHR said:I just do a quick try and fix the main shadows, some halos and crosshair....the approach used for shadows by DarkStarSword works PERFECT!! is necessary to move some variables from VS to PS. This is great!!! Thanks DarkStarSword!!!!

Image
Awesome!

Once I'm done with Lichdom I'm planning to look at Ryse: Son of Rome

I'm still have to look some lights, produced by shafts, a lot of halos in effects. anyone that want to help in this game is welcome....right now i don't have to much free time.
If they are the same post-processed light shafts as Lichdom, this is the pattern I used to fix them:
https://github.com/DarkStarSword/3d-fixes/commit/76af7b96a19723172520f61cd778a79fedf970cc

There was also a glow around the moon that used the same pattern as some of the lighting shaders:
https://github.com/DarkStarSword/3d-fixes/commit/b7925db55db8d650411e0a4f3b880b772b0ac5b1

Sorry for the OT :)
No worries, I'm perfectly happy for this thread to be used for discussions about the engine :)

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#20
Posted 07/06/2015 11:40 PM   
While I think of it - there's been a couple of lighting shaders (some specular highlights & distant point lights) that have been difficult to find with the default hunting_mode=skip in 3DMigoto. So far I've been using the ShaderUsage.txt to identify other pixel shaders used with the lighting vertex shaders which has found them all. I haven't tried it yet, but there's a good chance that hunting_mode=zero might work as well. I'm a bit wary of doing offline fixes for this engine - I've encountered a few instances where a pattern that works in one shader may break a different shader that looked similar. It can probably be done if the matches are strict enough, just be careful if trying it. I haven't done an exhaustive check of the graphics settings to see if they influence the shaders used yet, but the settings I have adjusted didn't seem to matter :)
While I think of it - there's been a couple of lighting shaders (some specular highlights & distant point lights) that have been difficult to find with the default hunting_mode=skip in 3DMigoto. So far I've been using the ShaderUsage.txt to identify other pixel shaders used with the lighting vertex shaders which has found them all. I haven't tried it yet, but there's a good chance that hunting_mode=zero might work as well.

I'm a bit wary of doing offline fixes for this engine - I've encountered a few instances where a pattern that works in one shader may break a different shader that looked similar. It can probably be done if the matches are strict enough, just be careful if trying it.

I haven't done an exhaustive check of the graphics settings to see if they influence the shaders used yet, but the settings I have adjusted didn't seem to matter :)

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

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#21
Posted 07/07/2015 12:07 AM   
[quote=""]While I think of it - there's been a couple of lighting shaders (some specular highlights & distant point lights) that have been difficult to find with the default hunting_mode=skip in 3DMigoto. So far I've been using the ShaderUsage.txt to identify other pixel shaders used with the lighting vertex shaders which has found them all. I haven't tried it yet, but there's a good chance that hunting_mode=zero might work as well.[/quote] Those are the sorts of effects that prompted me to add the 'marking_mode=pink' variant. It sets the entire rect to hot-pink, which is a lot easier to see. Might be worth a try. [quote=""]I just test Crysis 3 with the latest 3Dmigoto (including 1.1.27)....i have a silent crash. But using 1.0.1 is working for me....i have some random crashes time to time.[/quote] Thanks for trying that version as well. Since both you and Mike have trouble with it, something is wrong with the new version. Odd, because Crysis2 and Lichdom on the same game engine work OK. If someone can make me a log with debug=1, unbuffered=1, I'll be happy to take a look.
said:While I think of it - there's been a couple of lighting shaders (some specular highlights & distant point lights) that have been difficult to find with the default hunting_mode=skip in 3DMigoto. So far I've been using the ShaderUsage.txt to identify other pixel shaders used with the lighting vertex shaders which has found them all. I haven't tried it yet, but there's a good chance that hunting_mode=zero might work as well.

Those are the sorts of effects that prompted me to add the 'marking_mode=pink' variant. It sets the entire rect to hot-pink, which is a lot easier to see. Might be worth a try.


said:I just test Crysis 3 with the latest 3Dmigoto (including 1.1.27)....i have a silent crash.
But using 1.0.1 is working for me....i have some random crashes time to time.

Thanks for trying that version as well. Since both you and Mike have trouble with it, something is wrong with the new version. Odd, because Crysis2 and Lichdom on the same game engine work OK.

If someone can make me a log with debug=1, unbuffered=1, I'll be happy to take a look.

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#22
Posted 07/07/2015 05:49 AM   
Is there a hope to play Crysis 3 in real 3D?? o_O
Is there a hope to play Crysis 3 in real 3D?? o_O

#23
Posted 07/07/2015 08:37 AM   
Yep, that's exactly what this means :)
Yep, that's exactly what this means :)

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#24
Posted 07/07/2015 09:21 AM   
[quote="DarkStarSword"]Once I'm done with Lichdom I'm planning to look at Ryse: Son of Rome[/quote] Great! :)
DarkStarSword said:Once I'm done with Lichdom I'm planning to look at Ryse: Son of Rome
Great! :)

#25
Posted 07/07/2015 09:41 AM   
awesome :)
awesome :)

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#26
Posted 07/07/2015 10:02 AM   
Epicness !
Epicness !
[quote="bo3b"]Thanks for trying that version as well. Since both you and Mike have trouble with it, something is wrong with the new version. Odd, because Crysis2 and Lichdom on the same game engine work OK. If someone can make me a log with debug=1, unbuffered=1, I'll be happy to take a look.[/quote] @bo3b, I have not worked much with 3Dmigoto and based on your posts, are you able to enable real 3D with Crysis 2? I purchased Crysis 2 Maximum edition last year and I was so disappointed with Crytek's built in 3D. Absolutely terrible and even with all the ini tweaks etc, I decided to uninstall from my Steam library and declare it as abandonware...lol. I did see the potential if it was true 3D. I wouldn't mind re-downloading and testing with 3Dmigoto. Any thoughts? Cheers
bo3b said:Thanks for trying that version as well. Since both you and Mike have trouble with it, something is wrong with the new version. Odd, because Crysis2 and Lichdom on the same game engine work OK. If someone can make me a log with debug=1, unbuffered=1, I'll be happy to take a look.


@bo3b, I have not worked much with 3Dmigoto and based on your posts, are you able to enable real 3D with Crysis 2? I purchased Crysis 2 Maximum edition last year and I was so disappointed with Crytek's built in 3D. Absolutely terrible and even with all the ini tweaks etc, I decided to uninstall from my Steam library and declare it as abandonware...lol. I did see the potential if it was true 3D. I wouldn't mind re-downloading and testing with 3Dmigoto.

Any thoughts?

Cheers

#28
Posted 07/07/2015 04:50 PM   
[quote="DarkStarSword"]I haven't done an exhaustive check of the graphics settings to see if they influence the shaders used yet, but the settings I have adjusted didn't seem to matter :)[/quote]Water quality definitely changes shaders - 'very high' enables tesselation in Lichdom requiring a fix in the domain shader (with Flugan's latest assembler updates). low through high just use vertex+pixel shaders. The fog / sky glow vertex shader also changed while I was experimenting with this. One problem I've hit is that any shader using envMapSamplerRefr is broken (any distortion or transparent effect that uses refraction, like glass or ghosts) as the texture only contains up to date information for a 2D rectangle around the effect. Outside that rectangle (e.g. viewed from a distance) they have the appearance of pulsating between dark and light. I have a haunch as to what might be causing this and if I'm right I might be able to work around it in 3DMigoto... need to dig deeper to confirm.
DarkStarSword said:I haven't done an exhaustive check of the graphics settings to see if they influence the shaders used yet, but the settings I have adjusted didn't seem to matter :)
Water quality definitely changes shaders - 'very high' enables tesselation in Lichdom requiring a fix in the domain shader (with Flugan's latest assembler updates). low through high just use vertex+pixel shaders. The fog / sky glow vertex shader also changed while I was experimenting with this.

One problem I've hit is that any shader using envMapSamplerRefr is broken (any distortion or transparent effect that uses refraction, like glass or ghosts) as the texture only contains up to date information for a 2D rectangle around the effect. Outside that rectangle (e.g. viewed from a distance) they have the appearance of pulsating between dark and light. I have a haunch as to what might be causing this and if I'm right I might be able to work around it in 3DMigoto... need to dig deeper to confirm.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

#29
Posted 07/07/2015 05:00 PM   
DarkStarSword, do you have an alpha fix I could already check out? :)
DarkStarSword, do you have an alpha fix I could already check out? :)

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#30
Posted 07/07/2015 06:32 PM   
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