I put something together with demo because I really didnt like how little convergence it offered. Was practically 2D with how flat it was. Even though it was convergence locked, the problem was the alternate views would have high convergence if you messed with it so I needed to do seperate settings[automatically] based on scene. Works pretty well besides when ball goes out of bounds.
Probably not going on helixmod blog because I am not going to be getting retail and will only test with demo. If someone likes it and will test with retail I might though.
WARNING- DO THIS AT YOUR OWN DISCRETION. I do not recommend buying game in hopes that patch works[I can not confirm]
Requires Notepad++. Download link -> [url]http://notepad-plus-plus.org/download/v6.4.5.html[/url]
Install/Notepad++
BACKUP FIFA14.EXE
Open Notepad++. Open Fifa14.exe with notepad++
Search for nvapi.dll [There are two]
Replace with nvbpi.dll
save.
This is to bypass the game's convergence lock.
Open origin.
go to settings/origin in-game.
Turn off origin in-game.
To change default in-game depth/convergence. Click F3 then adjust, save with F7
To change default altenate views depth/convergence. Click F4 then adjust, save with F7
OPTIONAL save for training modes depth/convergence for special modes[will not automatically trigger] Click F4 then adjust, save with F7
You might have to relaunch game once for new settings to save.
Install to.. Fifa 14/Game/
shaderoverride->[url]https://s3.amazonaws.com/eqznew/fifa14/shaderoverride.zip[/url]
I put something together with demo because I really didnt like how little convergence it offered. Was practically 2D with how flat it was. Even though it was convergence locked, the problem was the alternate views would have high convergence if you messed with it so I needed to do seperate settings[automatically] based on scene. Works pretty well besides when ball goes out of bounds.
Probably not going on helixmod blog because I am not going to be getting retail and will only test with demo. If someone likes it and will test with retail I might though.
WARNING- DO THIS AT YOUR OWN DISCRETION. I do not recommend buying game in hopes that patch works[I can not confirm]
Requires Notepad++. Download link -> http://notepad-plus-plus.org/download/v6.4.5.html
Install/Notepad++
BACKUP FIFA14.EXE
Open Notepad++. Open Fifa14.exe with notepad++
Search for nvapi.dll [There are two]
Replace with nvbpi.dll
save.
This is to bypass the game's convergence lock.
Open origin.
go to settings/origin in-game.
Turn off origin in-game.
To change default in-game depth/convergence. Click F3 then adjust, save with F7
To change default altenate views depth/convergence. Click F4 then adjust, save with F7
OPTIONAL save for training modes depth/convergence for special modes[will not automatically trigger] Click F4 then adjust, save with F7
You might have to relaunch game once for new settings to save.
Yes in a matter of speaking. However.
Batman Lego is not "convergence" locked, that would be easy to fix. Chiri has an unlocker but I cant use that and also helix's automatic settings. Which is why I had to use other method.
Its a renderer so nvapi locks it from not using 3d vision. Its like Crysis 2/3 except they forgot to add the convergence bar. Can bypass that by using above method but having 3d vision run the game does work but game has a lot wrong with it [Similiar issues to State of Decay]. If your asking me if its worth attempting to mod, its already "excellent" even by my standard. Prob. only worth it if your interested in that marvel lego game coming out soon since *prob* same engine.
Batman Lego is not "convergence" locked, that would be easy to fix. Chiri has an unlocker but I cant use that and also helix's automatic settings. Which is why I had to use other method.
Its a renderer so nvapi locks it from not using 3d vision. Its like Crysis 2/3 except they forgot to add the convergence bar. Can bypass that by using above method but having 3d vision run the game does work but game has a lot wrong with it [Similiar issues to State of Decay]. If your asking me if its worth attempting to mod, its already "excellent" even by my standard. Prob. only worth it if your interested in that marvel lego game coming out soon since *prob* same engine.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Wait! - there's going to be a Marvel Lego game coming out...?! Awesome.
Sounds like a pain to mess with Lego Batman 2 so I won't bother. It's not so bad on a projector, the degree of cross-eye is reduced due to the massive screen anyway. Thanks for the info though :-)
Wait! - there's going to be a Marvel Lego game coming out...?! Awesome.
Sounds like a pain to mess with Lego Batman 2 so I won't bother. It's not so bad on a projector, the degree of cross-eye is reduced due to the massive screen anyway. Thanks for the info though :-)
Is the issue cinematics? My tolerance is out of whack I guess cause I played alright.
I did this for kicks just now.
[url]https://s3.amazonaws.com/eqznew/batman/shaderoverride.zip[/url]
Define Game/Cinematics to F3/F4. Only depth setting will have an effect on game but reduceing depth also reduces convergence [cause they did it wierd]. So like 40% depth for cinematic / 80% for gameplay or whatever you can do. Will need to restart once for new settings to apply.
I *think* it should work well. I bound it to shader for hud but didnt really play to much besides checking it worked.
Define Game/Cinematics to F3/F4. Only depth setting will have an effect on game but reduceing depth also reduces convergence [cause they did it wierd]. So like 40% depth for cinematic / 80% for gameplay or whatever you can do. Will need to restart once for new settings to apply.
I *think* it should work well. I bound it to shader for hud but didnt really play to much besides checking it worked.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Nice one - I will check that out :-) Cinematics are the main issue, as you note, though using my PC screen (and not projector) I also had to reduce depth during gameplay. This should help :-)
Nice one - I will check that out :-) Cinematics are the main issue, as you note, though using my PC screen (and not projector) I also had to reduce depth during gameplay. This should help :-)
Great work eqzitara! Now convergence in gameplay and cinematics toggles automatically with convenient 3D for my eyes. The only annoying thing is that the arrow which indicates the active player is at screen depth (like the HUD, which is perfect for the HUD) and not 3D. It would be fine if the arrow could be at the same depth like the active player...
Another question: I play FIFA14 with 3 monitors in 3d-vision-surround. Everything works fine but the cinematics are vert- instead of hor+ so the cinematics look zoomed and I only see the middle of the picture (the upper and lower part of the picture is cut off). Would be nice if this could be fixed too but it is not a big problem as everything else works perfect...
Great work eqzitara! Now convergence in gameplay and cinematics toggles automatically with convenient 3D for my eyes. The only annoying thing is that the arrow which indicates the active player is at screen depth (like the HUD, which is perfect for the HUD) and not 3D. It would be fine if the arrow could be at the same depth like the active player...
Another question: I play FIFA14 with 3 monitors in 3d-vision-surround. Everything works fine but the cinematics are vert- instead of hor+ so the cinematics look zoomed and I only see the middle of the picture (the upper and lower part of the picture is cut off). Would be nice if this could be fixed too but it is not a big problem as everything else works perfect...
Win 8.1 pro 64 bit, Gigabyte Z87X-D3H - i7-4770K@3.5 - 32 GB, 2x Geforce TITAN SLI (EVGA), 3x ASUS 3D-Vision-Monitors
[quote="3D_Mike"]
Another question: I play FIFA14 with 3 monitors in 3d-vision-surround. Everything works fine but the cinematics are vert- instead of hor+ so the cinematics look zoomed and I only see the middle of the picture (the upper and lower part of the picture is cut off). Would be nice if this could be fixed too but it is not a big problem as everything else works perfect...
[/quote]
Thats out of my field tbh.
Ill see about fixing the arrow though and will prob post on helixmod site then, ty for trying it.
3D_Mike said:
Another question: I play FIFA14 with 3 monitors in 3d-vision-surround. Everything works fine but the cinematics are vert- instead of hor+ so the cinematics look zoomed and I only see the middle of the picture (the upper and lower part of the picture is cut off). Would be nice if this could be fixed too but it is not a big problem as everything else works perfect...
Thats out of my field tbh.
Ill see about fixing the arrow though and will prob post on helixmod site then, ty for trying it.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
@mikear69
I just had an interesting idea, probably not worth it for batman since its older but I will probably look into it for marvel lego if it uses same renderer/engine. Do you think this is plausible?
Alright, hard to explain. You know how convergence cant be altered since game doesnt offer adjustments? Isnt it plausible that I alter the position of all objects on screen for cinematics like 1.# % which would make it deeper and give options for in-game like .75 .9 1.1 1.3 so it would be like convergence since objects are having position altered?
@mikear69
I just had an interesting idea, probably not worth it for batman since its older but I will probably look into it for marvel lego if it uses same renderer/engine. Do you think this is plausible?
Alright, hard to explain. You know how convergence cant be altered since game doesnt offer adjustments? Isnt it plausible that I alter the position of all objects on screen for cinematics like 1.# % which would make it deeper and give options for in-game like .75 .9 1.1 1.3 so it would be like convergence since objects are having position altered?
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
[quote="eqzitara"]@mikear69
I just had an interesting idea, probably not worth it for batman since its older but I will probably look into it for marvel lego if it uses same renderer/engine. Do you think this is plausible?
Alright, hard to explain. You know how convergence cant be altered since game doesnt offer adjustments? Isnt it plausible that I alter the position of all objects on screen for cinematics like 1.# % which would make it deeper and give options for in-game like .75 .9 1.1 1.3 so it would be like convergence since objects are having position altered?[/quote]
It would be an interesting experiment, but it seems quite complicated. It's a similar operation to what nvidia does with its hidden extra rotation in the VPM to apply stereo shift. In your case you are trying to change the View space z-coordinates of lots of objects - but not necessarily all of them?. I guess this would mean modifying every vertex shader that applies the View matrix by adding an extra addition to the view space z-coord after the view matrix has been applied. You would need to account for this in all places where the VPM is used (since the View matrix itself is not used that much by itself), and you need to make sure it happens in the right place before the z-coord is transformed and perspective divide is done - I think you would need to deconstruct the V and P matrices to work out the rigth correction. Or you could add a constant in P coords, and where necessary back track that to what it would be in View space? You would also need to be careful to correct the actual eyepos or camerapos if that is used anywhere. This would then need accounting for in any Pixel Shaders that use deferred rendering (and which often use the above mentioned eyepos) - in the same way that 3D 'goes wrong' because nvidia do a 'hidden' extra rotation in the VPM that the PS does not know about, your z-shift would also be unknown in the PS and would need correcting - you can imagine the results that would have if incorrect. I guess you would literally have to correct every single shader. There would also be depth maps to consider, some of which are z and some of which are w, some of which are linear and some which are not - these would need to be corrected as well. That was just a stream of consciousness, it might all be wrong, it just seems complicated at first sight. If you have a game that you could experiment on it would be interesting to see what actually happens.
eqzitara said:@mikear69
I just had an interesting idea, probably not worth it for batman since its older but I will probably look into it for marvel lego if it uses same renderer/engine. Do you think this is plausible?
Alright, hard to explain. You know how convergence cant be altered since game doesnt offer adjustments? Isnt it plausible that I alter the position of all objects on screen for cinematics like 1.# % which would make it deeper and give options for in-game like .75 .9 1.1 1.3 so it would be like convergence since objects are having position altered?
It would be an interesting experiment, but it seems quite complicated. It's a similar operation to what nvidia does with its hidden extra rotation in the VPM to apply stereo shift. In your case you are trying to change the View space z-coordinates of lots of objects - but not necessarily all of them?. I guess this would mean modifying every vertex shader that applies the View matrix by adding an extra addition to the view space z-coord after the view matrix has been applied. You would need to account for this in all places where the VPM is used (since the View matrix itself is not used that much by itself), and you need to make sure it happens in the right place before the z-coord is transformed and perspective divide is done - I think you would need to deconstruct the V and P matrices to work out the rigth correction. Or you could add a constant in P coords, and where necessary back track that to what it would be in View space? You would also need to be careful to correct the actual eyepos or camerapos if that is used anywhere. This would then need accounting for in any Pixel Shaders that use deferred rendering (and which often use the above mentioned eyepos) - in the same way that 3D 'goes wrong' because nvidia do a 'hidden' extra rotation in the VPM that the PS does not know about, your z-shift would also be unknown in the PS and would need correcting - you can imagine the results that would have if incorrect. I guess you would literally have to correct every single shader. There would also be depth maps to consider, some of which are z and some of which are w, some of which are linear and some which are not - these would need to be corrected as well. That was just a stream of consciousness, it might all be wrong, it just seems complicated at first sight. If you have a game that you could experiment on it would be interesting to see what actually happens.
Probably not going on helixmod blog because I am not going to be getting retail and will only test with demo. If someone likes it and will test with retail I might though.
WARNING- DO THIS AT YOUR OWN DISCRETION. I do not recommend buying game in hopes that patch works[I can not confirm]
Requires Notepad++. Download link -> http://notepad-plus-plus.org/download/v6.4.5.html
Install/Notepad++
BACKUP FIFA14.EXE
Open Notepad++. Open Fifa14.exe with notepad++
Search for nvapi.dll [There are two]
Replace with nvbpi.dll
save.
This is to bypass the game's convergence lock.
Open origin.
go to settings/origin in-game.
Turn off origin in-game.
To change default in-game depth/convergence. Click F3 then adjust, save with F7
To change default altenate views depth/convergence. Click F4 then adjust, save with F7
OPTIONAL save for training modes depth/convergence for special modes[will not automatically trigger] Click F4 then adjust, save with F7
You might have to relaunch game once for new settings to save.
Install to.. Fifa 14/Game/
shaderoverride->https://s3.amazonaws.com/eqznew/fifa14/shaderoverride.zip
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Batman Lego is not "convergence" locked, that would be easy to fix. Chiri has an unlocker but I cant use that and also helix's automatic settings. Which is why I had to use other method.
Its a renderer so nvapi locks it from not using 3d vision. Its like Crysis 2/3 except they forgot to add the convergence bar. Can bypass that by using above method but having 3d vision run the game does work but game has a lot wrong with it [Similiar issues to State of Decay]. If your asking me if its worth attempting to mod, its already "excellent" even by my standard. Prob. only worth it if your interested in that marvel lego game coming out soon since *prob* same engine.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Sounds like a pain to mess with Lego Batman 2 so I won't bother. It's not so bad on a projector, the degree of cross-eye is reduced due to the massive screen anyway. Thanks for the info though :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I did this for kicks just now.
https://s3.amazonaws.com/eqznew/batman/shaderoverride.zip
Define Game/Cinematics to F3/F4. Only depth setting will have an effect on game but reduceing depth also reduces convergence [cause they did it wierd]. So like 40% depth for cinematic / 80% for gameplay or whatever you can do. Will need to restart once for new settings to apply.
I *think* it should work well. I bound it to shader for hud but didnt really play to much besides checking it worked.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Another question: I play FIFA14 with 3 monitors in 3d-vision-surround. Everything works fine but the cinematics are vert- instead of hor+ so the cinematics look zoomed and I only see the middle of the picture (the upper and lower part of the picture is cut off). Would be nice if this could be fixed too but it is not a big problem as everything else works perfect...
Win 8.1 pro 64 bit, Gigabyte Z87X-D3H - i7-4770K@3.5 - 32 GB, 2x Geforce TITAN SLI (EVGA), 3x ASUS 3D-Vision-Monitors
Thats out of my field tbh.
Ill see about fixing the arrow though and will prob post on helixmod site then, ty for trying it.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
I just had an interesting idea, probably not worth it for batman since its older but I will probably look into it for marvel lego if it uses same renderer/engine. Do you think this is plausible?
Alright, hard to explain. You know how convergence cant be altered since game doesnt offer adjustments? Isnt it plausible that I alter the position of all objects on screen for cinematics like 1.# % which would make it deeper and give options for in-game like .75 .9 1.1 1.3 so it would be like convergence since objects are having position altered?
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
It would be an interesting experiment, but it seems quite complicated. It's a similar operation to what nvidia does with its hidden extra rotation in the VPM to apply stereo shift. In your case you are trying to change the View space z-coordinates of lots of objects - but not necessarily all of them?. I guess this would mean modifying every vertex shader that applies the View matrix by adding an extra addition to the view space z-coord after the view matrix has been applied. You would need to account for this in all places where the VPM is used (since the View matrix itself is not used that much by itself), and you need to make sure it happens in the right place before the z-coord is transformed and perspective divide is done - I think you would need to deconstruct the V and P matrices to work out the rigth correction. Or you could add a constant in P coords, and where necessary back track that to what it would be in View space? You would also need to be careful to correct the actual eyepos or camerapos if that is used anywhere. This would then need accounting for in any Pixel Shaders that use deferred rendering (and which often use the above mentioned eyepos) - in the same way that 3D 'goes wrong' because nvidia do a 'hidden' extra rotation in the VPM that the PS does not know about, your z-shift would also be unknown in the PS and would need correcting - you can imagine the results that would have if incorrect. I guess you would literally have to correct every single shader. There would also be depth maps to consider, some of which are z and some of which are w, some of which are linear and some which are not - these would need to be corrected as well. That was just a stream of consciousness, it might all be wrong, it just seems complicated at first sight. If you have a game that you could experiment on it would be interesting to see what actually happens.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278