This game would look sick with a few minor tweaks. It's a unity game. The main issue is that the shadows are broken.
[url]https://www.youtube.com/watch?v=uR-4ZoDo_yg[/url]
Are you willing to try to learn how to fix games? I have a lot of experience with fixing Unity games so I can help you to fix it, if you are willing to learn how to fix games.
Before jumping into fixing this game you should go through bo3b's lessons and try things out in The Ball, which will teach you how to use helix mod effectively and cover the basics of fixing games: http://wiki.bo3b.net
Questions about the lessons should be posted here: https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers
Trust me - get some experience with Helix mod before trying to fix a Unity game, as Unity adds some extra complications (e.g. shader model 2 shaders with no headers) and you don't want to have to care about them until you have some familiarity with the general process first.
The good news is that fixing shadows in Unity games is now largely a solved problem, but each game still seems throw a curve ball making it not so straight forward (Stranded Deep even implemented shadows in a completely different way to every other Unity game).
In general, there are two things you will need to do to fix shadows in Unity games:
1. *Every* surface vertex shader has a halo type issue related to lighting that needs to be fixed. This is a pretty simple fix, but there are a *lot* of broken shaders, many of which will need to be upgraded to shader model 3, so rather than do them all by hand, you can use my shadertool python script available in my 3d-fixes repository on github:
[code]
shadertool.py -i --auto-fix-vertex-halo --only-autofixed --add-fog-on-sm3-update --ignore-parse-errors --ignore-register-errors Dumps/AllShaders/VertexShaders/*.txt
[/code]
(the --ignore-* options are only to skip shaders that have unusual syntax or use all four sampler registers, and are usually not needed - but it's a good idea to include them when running the script over every shader so it will continue with other shaders that it can fix)
2. You need to fix all the lighting shaders, which may also involve finding alternate sources of the MV and MVP matrices depending on the game. There's a pretty good explanation of how this works in the Dreamfall Chapters thread, but if the game is using the standard Unity lighting shaders (and not unitysunshine.com or some other variation), I have a template you can use as a starting point:
https://github.com/DarkStarSword/3d-fixes/tree/master/Unity
Are you willing to try to learn how to fix games? I have a lot of experience with fixing Unity games so I can help you to fix it, if you are willing to learn how to fix games.
Before jumping into fixing this game you should go through bo3b's lessons and try things out in The Ball, which will teach you how to use helix mod effectively and cover the basics of fixing games: http://wiki.bo3b.net
Trust me - get some experience with Helix mod before trying to fix a Unity game, as Unity adds some extra complications (e.g. shader model 2 shaders with no headers) and you don't want to have to care about them until you have some familiarity with the general process first.
The good news is that fixing shadows in Unity games is now largely a solved problem, but each game still seems throw a curve ball making it not so straight forward (Stranded Deep even implemented shadows in a completely different way to every other Unity game).
In general, there are two things you will need to do to fix shadows in Unity games:
1. *Every* surface vertex shader has a halo type issue related to lighting that needs to be fixed. This is a pretty simple fix, but there are a *lot* of broken shaders, many of which will need to be upgraded to shader model 3, so rather than do them all by hand, you can use my shadertool python script available in my 3d-fixes repository on github:
(the --ignore-* options are only to skip shaders that have unusual syntax or use all four sampler registers, and are usually not needed - but it's a good idea to include them when running the script over every shader so it will continue with other shaders that it can fix)
2. You need to fix all the lighting shaders, which may also involve finding alternate sources of the MV and MVP matrices depending on the game. There's a pretty good explanation of how this works in the Dreamfall Chapters thread, but if the game is using the standard Unity lighting shaders (and not unitysunshine.com or some other variation), I have a template you can use as a starting point:
I just took a quick look and it seems like an easy fix.
@sgsrules- Let me know if you want to use this game to practice shader hacking. Otherwise, I'll go ahead and work on it.
Interesting. I was thinking of purchasing it since it's cheap and I do want to reward UBI for releasing a game that doesn't use uPlay (I have my reasons), but if you guys are going to fix the 3D, I'll just hold off until it's done. Looks pretty cool. And if I can't play it in VR, I at least want to experience it in 3D Vision:)
Interesting. I was thinking of purchasing it since it's cheap and I do want to reward UBI for releasing a game that doesn't use uPlay (I have my reasons), but if you guys are going to fix the 3D, I'll just hold off until it's done. Looks pretty cool. And if I can't play it in VR, I at least want to experience it in 3D Vision:)
This is another title where I'm unable to pass the matrix info into the main lights shader. As a result, some lights are off in a few cutscenes. I'm encountering this issue on a regular basis now.
This is another title where I'm unable to pass the matrix info into the main lights shader. As a result, some lights are off in a few cutscenes. I'm encountering this issue on a regular basis now.
Hmmm, I might need to grab this or one of the other games where you hit that problem and take a look.
You might want to look at the template that's currently in my 3d-fixes repository under Unity - I recently changed it so the lighting shader will use it's own matrices when they are valid, and the passed in ones when they are not. I'm not sure if it will help in this case though - if the issue is with passing the matrices around I'm not sure what we can do about it.
Hmmm, I might need to grab this or one of the other games where you hit that problem and take a look.
You might want to look at the template that's currently in my 3d-fixes repository under Unity - I recently changed it so the lighting shader will use it's own matrices when they are valid, and the passed in ones when they are not. I'm not sure if it will help in this case though - if the issue is with passing the matrices around I'm not sure what we can do about it.
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
Thanks! I'll experiment with your updated template this weekend. It's not too big of an issue really. I haven't beaten this game yet (I think I'm close to the end). But so far I counted 3 cutscenes.. 2 of which were at the very beginning.
Thanks! I'll experiment with your updated template this weekend. It's not too big of an issue really. I haven't beaten this game yet (I think I'm close to the end). But so far I counted 3 cutscenes.. 2 of which were at the very beginning.
I can definitely see how some wouldn't like it, the climbing controls can be slow and tedious ... but that's one of the things I actually like about it, especially after climbing up really high only to have your little robot 'drunkenly' stumble right off and begin your descent right back down to the ground.
I love how simple, wonky yet solid it is ... the interaction, pulling, climbing, getting so high up yet you can still vaguely make out where it all started off in the distance. I can't say if it's unplayable with a M&K but I definitely appreciate using a 360 controller with the L/R triggers being mapped the the L/R hands.
I can definitely see how some wouldn't like it, the climbing controls can be slow and tedious ... but that's one of the things I actually like about it, especially after climbing up really high only to have your little robot 'drunkenly' stumble right off and begin your descent right back down to the ground.
I love how simple, wonky yet solid it is ... the interaction, pulling, climbing, getting so high up yet you can still vaguely make out where it all started off in the distance. I can't say if it's unplayable with a M&K but I definitely appreciate using a 360 controller with the L/R triggers being mapped the the L/R hands.
I'm pretty sure most of the wonky physics correct themselves if you let your body weight settle before taking the next step.
I also played with the 360 controller and really enjoyed the L/R mechanism.
A lot of people gripe about the physics. And I had a couple frustrating falls myself. But I'm kinda convinced the graphics didn't always properly convey how tangled up your body was. And it seems like, once I figured that out, if I was ever in doubt, I'd just hang in place for a second or two and let gravity sort everything out (Sometimes my limbs were upside down without realizing it). Once I was sure my limbs were all hanging the way they should, I'd no longer have those mysterious falls.
Just a very zen experience that's extremely satisfying to look down and view your progress.
I'm pretty sure most of the wonky physics correct themselves if you let your body weight settle before taking the next step.
I also played with the 360 controller and really enjoyed the L/R mechanism.
A lot of people gripe about the physics. And I had a couple frustrating falls myself. But I'm kinda convinced the graphics didn't always properly convey how tangled up your body was. And it seems like, once I figured that out, if I was ever in doubt, I'd just hang in place for a second or two and let gravity sort everything out (Sometimes my limbs were upside down without realizing it). Once I was sure my limbs were all hanging the way they should, I'd no longer have those mysterious falls.
Just a very zen experience that's extremely satisfying to look down and view your progress.
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Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Before jumping into fixing this game you should go through bo3b's lessons and try things out in The Ball, which will teach you how to use helix mod effectively and cover the basics of fixing games: http://wiki.bo3b.net
Questions about the lessons should be posted here: https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers
Trust me - get some experience with Helix mod before trying to fix a Unity game, as Unity adds some extra complications (e.g. shader model 2 shaders with no headers) and you don't want to have to care about them until you have some familiarity with the general process first.
The good news is that fixing shadows in Unity games is now largely a solved problem, but each game still seems throw a curve ball making it not so straight forward (Stranded Deep even implemented shadows in a completely different way to every other Unity game).
In general, there are two things you will need to do to fix shadows in Unity games:
1. *Every* surface vertex shader has a halo type issue related to lighting that needs to be fixed. This is a pretty simple fix, but there are a *lot* of broken shaders, many of which will need to be upgraded to shader model 3, so rather than do them all by hand, you can use my shadertool python script available in my 3d-fixes repository on github:
(the --ignore-* options are only to skip shaders that have unusual syntax or use all four sampler registers, and are usually not needed - but it's a good idea to include them when running the script over every shader so it will continue with other shaders that it can fix)
2. You need to fix all the lighting shaders, which may also involve finding alternate sources of the MV and MVP matrices depending on the game. There's a pretty good explanation of how this works in the Dreamfall Chapters thread, but if the game is using the standard Unity lighting shaders (and not unitysunshine.com or some other variation), I have a template you can use as a starting point:
https://github.com/DarkStarSword/3d-fixes/tree/master/Unity
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
@sgsrules- Let me know if you want to use this game to practice shader hacking. Otherwise, I'll go ahead and work on it.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
You might want to look at the template that's currently in my 3d-fixes repository under Unity - I recently changed it so the lighting shader will use it's own matrices when they are valid, and the passed in ones when they are not. I'm not sure if it will help in this case though - if the issue is with passing the matrices around I'm not sure what we can do about it.
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
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I love how simple, wonky yet solid it is ... the interaction, pulling, climbing, getting so high up yet you can still vaguely make out where it all started off in the distance. I can't say if it's unplayable with a M&K but I definitely appreciate using a 360 controller with the L/R triggers being mapped the the L/R hands.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I also played with the 360 controller and really enjoyed the L/R mechanism.
A lot of people gripe about the physics. And I had a couple frustrating falls myself. But I'm kinda convinced the graphics didn't always properly convey how tangled up your body was. And it seems like, once I figured that out, if I was ever in doubt, I'd just hang in place for a second or two and let gravity sort everything out (Sometimes my limbs were upside down without realizing it). Once I was sure my limbs were all hanging the way they should, I'd no longer have those mysterious falls.
Just a very zen experience that's extremely satisfying to look down and view your progress.