[Game] World War Z
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[center][img]http://u.cubeupload.com/Schwing/ScreenWWZ2.jpg[/img][img]http://u.cubeupload.com/Schwing/ScreenWWZ.png[/img][/center]     A game Left 4 Dead fans have been waiting for, World War Z throws you and three other people into a zombie apocalypse. Fight for survival through different levels in a coop campaign mowing down waves of zombies in similar A-to-B fashion, but with a third-person perspective and some differences such as objectives. This game follows the movie in that zombie hordes consist of several climbing walls on top of each other or running towards you in huge numbers. It also features some special zombies that perform unique attacks, which will seem familiar to L4D fans. It takes place in new locations rather than following the plot of the movie.     If you're looking for more L4D gameplay, [url=https://store.steampowered.com/app/415590/Earthfall/]Earthfall[/url] is similar, but alien-based, and available on Steam for $29.99. Also be sure to keep tabs on [url=https://talk.turtlerockstudios.com/t/back-4-blood-announce-faq/112400]Back 4 Blood[/url], which is an upcoming game from the original L4D team. [color=orange][size="L"]Specs[/size][/color] [u]General[/u]:                                       [u]Minimum[/u]:                                       [u]Recommended[/u]: Platform:          [url=https://www.epicgames.com/store/en-US/product/world-war-z/home]Epic Games[/url]          OS:      Windows 7 or Later               OS:      Windows 10 Price:               $34.99                  GPU:    Nvidia GT 730 2GB                GPU:    Nvidia 960 GTX Release date:    04/16/2019          CPU:    Core i5 750 / Core i3-530      CPU:    Core i7 3970 @ 3.50 Ghz Engine:             [url=https://www.amd.com/en/gaming/world-war-z]Swarm Engine[/url]       RAM:    8GB                                     RAM:    16GB Rendering:        DX11/Vulkan Storage:            25GB [color=orange][size="L"]3D Fix[/size][/color]     Check out [url=https://forums.geforce.com/default/topic/1106572/3d-vision/-game-world-war-z/post/6038174/#6038174]DHR's WIP fix[/url], and make sure to check further down the thread in case a newer fix is available.
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    A game Left 4 Dead fans have been waiting for, World War Z throws you and three other people into a zombie apocalypse. Fight for survival through different levels in a coop campaign mowing down waves of zombies in similar A-to-B fashion, but with a third-person perspective and some differences such as objectives. This game follows the movie in that zombie hordes consist of several climbing walls on top of each other or running towards you in huge numbers. It also features some special zombies that perform unique attacks, which will seem familiar to L4D fans. It takes place in new locations rather than following the plot of the movie.

    If you're looking for more L4D gameplay, Earthfall is similar, but alien-based, and available on Steam for $29.99. Also be sure to keep tabs on Back 4 Blood, which is an upcoming game from the original L4D team.

Specs

General:                                       Minimum:                                       Recommended:

Platform:          Epic Games          OS:      Windows 7 or Later               OS:      Windows 10
Price:               $34.99                  GPU:    Nvidia GT 730 2GB                GPU:    Nvidia 960 GTX
Release date:    04/16/2019          CPU:    Core i5 750 / Core i3-530      CPU:    Core i7 3970 @ 3.50 Ghz
Engine:             Swarm Engine       RAM:    8GB                                     RAM:    16GB
Rendering:        DX11/Vulkan
Storage:            25GB

3D Fix

    Check out DHR's WIP fix, and make sure to check further down the thread in case a newer fix is available.

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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

#1
Posted 04/16/2019 06:52 AM   
Interested in this one as well and looking forward to any news on 3D possibilities. Thanks for starting the thread.
Interested in this one as well and looking forward to any news on 3D possibilities. Thanks for starting the thread.

#2
Posted 04/16/2019 05:19 PM   
    No problem, vrhaints. Currently I've seen stereo 3D activate, but haven't finished looking at it yet. I can't connect to the servers, but it seems that's a [url=https://www.gamerevolution.com/guides/525905-world-war-z-services-failed-bug-fix-connect-servers]prevalent problem across platforms[/url]. There's at least a benchmark and offline campaign option.
    No problem, vrhaints. Currently I've seen stereo 3D activate, but haven't finished looking at it yet. I can't connect to the servers, but it seems that's a prevalent problem across platforms. There's at least a benchmark and offline campaign option.

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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

#3
Posted 04/16/2019 05:29 PM   
I've been interested in this game as well, I just hope that it isn't an all out button masher/ammo management type of game. With that many zombies, I'd gladly take an infinity weapon or three. BTW, there's also "The After" it's a Left 4 Dead 2 mod based off of The Last of Us. Only 1 map so far, but it is still being worked on https://www.moddb.com/mods/the-after-last-of-us
I've been interested in this game as well, I just hope that it isn't an all out button masher/ammo management type of game. With that many zombies, I'd gladly take an infinity weapon or three.


BTW, there's also "The After" it's a Left 4 Dead 2 mod based off of The Last of Us. Only 1 map so far, but it is still being worked on

https://www.moddb.com/mods/the-after-last-of-us

#4
Posted 04/16/2019 07:59 PM   
    Thanks for the tip. It doesn't seem to have had much traction since two years ago. For this game, one gameplay video (~5 minutes) is all you'd need to know what to expect. It's a button masher if you run out of ammo (melee weapon), and it seems the game encourages using weapons that are lying around. It's much easier to keep the same weapons in L4D than this one, and the people I watched play this were playing on normal difficulty.
    Thanks for the tip. It doesn't seem to have had much traction since two years ago. For this game, one gameplay video (~5 minutes) is all you'd need to know what to expect. It's a button masher if you run out of ammo (melee weapon), and it seems the game encourages using weapons that are lying around. It's much easier to keep the same weapons in L4D than this one, and the people I watched play this were playing on normal difficulty.

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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

#5
Posted 04/16/2019 09:40 PM   
I would be more interested on this game if it was on Steam. Is this a time exclusive or permanent? I might get it later or maybe never depending on the answer.
I would be more interested on this game if it was on Steam. Is this a time exclusive or permanent? I might get it later or maybe never depending on the answer.

#6
Posted 04/16/2019 09:46 PM   
    The CEO gave [url=https://www.gamesindustry.biz/articles/2019-01-04-moving-platforms-forward-in-an-epic-games-world]a long-winded answer[/url] as to why they don't want to support Steam. I'd say no for at least another year based on what they're saying.
    The CEO gave a long-winded answer as to why they don't want to support Steam. I'd say no for at least another year based on what they're saying.

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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

#7
Posted 04/16/2019 09:58 PM   
Today i take a look at this game, and indeed that Swarm Engine is working a bit strange....like Schwing. mention using StereoFlagsDX10 = 0x4008 or 0x5008 remove the geometry, but fix some fog.....also noticed that using StereoFlagsDX10 = 0x0000 (default) some stuff are seen throw geometry....like some lensflares. Also AO is broken. Using StereoFlagsDX10 = 0x0000 i manage to fix shadows, lights, reflections.....and there is 1 shadow shader that is not injecting the fixing code (any code) to the shader....tested with regex, hlsl and asm shader. - Shadows, lights, reflections fixed, except 1 shader -> Regex - Lights and Reflections clipping fixed - HUD....the crosshair is semi-automatic...for some reason the scaling don't work properly in some cases. - AO removed - Also add a NO-HUD preset - not fixed yet: some skyboxes, they are in the same VS main shadows shaders....so it's kind of complicated to fix without break shadows/lights Now the part is breaking my balls....is the online part of the game don't work very good :( ...some times i can connect and others i can't (most of the cases)...i suppose they need to improve that part or maybe is related to the Epic Store, i want to play with a friend coop. I also try to fix the geometry using StereoFlagsDX10 = 0x4008 or 0x5008 (i also fix shadows,lights and reflections using those flags), but i don't found a Override that fix this...and some override i use simple crash the game. The game is playable...only the issues i mentioned. [img]http://u.cubeupload.com/DHR3D/ConvwwzRetailEgs001.jpg[/img] [img]http://u.cubeupload.com/DHR3D/ConvwwzRetailEgs002.jpg[/img] [img]http://u.cubeupload.com/DHR3D/ConvwwzRetailEgs003.jpg[/img] [img]http://u.cubeupload.com/DHR3D/ConvwwzRetailEgs004.jpg[/img]
Today i take a look at this game, and indeed that Swarm Engine is working a bit strange....like Schwing. mention using StereoFlagsDX10 = 0x4008 or 0x5008 remove the geometry, but fix some fog.....also noticed that using StereoFlagsDX10 = 0x0000 (default) some stuff are seen throw geometry....like some lensflares. Also AO is broken.

Using StereoFlagsDX10 = 0x0000 i manage to fix shadows, lights, reflections.....and there is 1 shadow shader that is not injecting the fixing code (any code) to the shader....tested with regex, hlsl and asm shader.

- Shadows, lights, reflections fixed, except 1 shader -> Regex
- Lights and Reflections clipping fixed
- HUD....the crosshair is semi-automatic...for some reason the scaling don't work properly in some cases.
- AO removed
- Also add a NO-HUD preset
- not fixed yet: some skyboxes, they are in the same VS main shadows shaders....so it's kind of complicated to fix without break shadows/lights


Now the part is breaking my balls....is the online part of the game don't work very good :( ...some times i can connect and others i can't (most of the cases)...i suppose they need to improve that part or maybe is related to the Epic Store, i want to play with a friend coop.

I also try to fix the geometry using StereoFlagsDX10 = 0x4008 or 0x5008 (i also fix shadows,lights and reflections using those flags), but i don't found a Override that fix this...and some override i use simple crash the game.


The game is playable...only the issues i mentioned.

Image

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Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#8
Posted 04/21/2019 10:47 PM   
That StereoFlagsDX10 problem sound exactly like the RE engine (RE7/RE2/DMC5), but this game doesn't look as bad as the RE engine games with mono compute shaders. If you want to fix everything that the 4008 or 5008 flag breaks (if it really is like that other engine), prepare for a world of pain and restarts :p. DarkStarSword told me three basic overrides that may cover a lot of what could be needed, but I can't use my PC now. I will post them tomorrow.
That StereoFlagsDX10 problem sound exactly like the RE engine (RE7/RE2/DMC5), but this game doesn't look as bad as the RE engine games with mono compute shaders.

If you want to fix everything that the 4008 or 5008 flag breaks (if it really is like that other engine), prepare for a world of pain and restarts :p. DarkStarSword told me three basic overrides that may cover a lot of what could be needed, but I can't use my PC now.

I will post them tomorrow.

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

#9
Posted 04/21/2019 11:17 PM   
    For the crashes, use APP_COMPAT_SHIM = 2 in the ini. I haven’t had any crashes at all after using it. For the missing geometry problem with 0x4008, DSS says it is likely occlusion culling. A frame analysis log.txt of the first level's starting area shows occlusion queries near where the cshaders are used one-by-one. I've been looking at the occlusion queries that show "data" as 0 (rather than nonzero), and thinking that might be the problem.
    For the crashes, use APP_COMPAT_SHIM = 2 in the ini. I haven’t had any crashes at all after using it. For the missing geometry problem with 0x4008, DSS says it is likely occlusion culling. A frame analysis log.txt of the first level's starting area shows occlusion queries near where the cshaders are used one-by-one. I've been looking at the occlusion queries that show "data" as 0 (rather than nonzero), and thinking that might be the problem.

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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

#10
Posted 04/22/2019 03:04 AM   
I will retry some of the override that i have crashes with APP_COMPAT_SHIM = 2. I already fix shadows, lights and reflections using 0x4008 or 0x5008...need one texture override. So if one of those override fix the missing geometry, will be great. Using 0x0000 (default) in the WIP fix is not that bad...i only remove 2 fog shaders (that render in 1 eye). The screenshots are with the WIP. Probably is occlusion culling, because lensflares for example (using 0x0000) are [b]seen throw geometry[/b] (i also have to disable them)....and the proper culling fix for reflections also produce the same for fires/smoke, but only in 1 eye....i have to tweak another shader to fix that reflections culling without produce this issue. [quote="masterotaku"]prepare for a world of pain and restarts :p. DarkStarSword told me three basic overrides that may cover a lot of what could be needed, but I can't use my PC now. I will post them tomorrow.[/quote] That's why i don't like to start using texture overrides....restart every time is a pain in the ass, especially if the effects is not in a savegame and you need to actually play to see it. Will be great if you post those...and compare with the ones i have....maybe i miss something.
I will retry some of the override that i have crashes with APP_COMPAT_SHIM = 2.
I already fix shadows, lights and reflections using 0x4008 or 0x5008...need one texture override. So if one of those override fix the missing geometry, will be great.

Using 0x0000 (default) in the WIP fix is not that bad...i only remove 2 fog shaders (that render in 1 eye). The screenshots are with the WIP.

Probably is occlusion culling, because lensflares for example (using 0x0000) are seen throw geometry (i also have to disable them)....and the proper culling fix for reflections also produce the same for fires/smoke, but only in 1 eye....i have to tweak another shader to fix that reflections culling without produce this issue.


masterotaku said:prepare for a world of pain and restarts :p. DarkStarSword told me three basic overrides that may cover a lot of what could be needed, but I can't use my PC now.

I will post them tomorrow.

That's why i don't like to start using texture overrides....restart every time is a pain in the ass, especially if the effects is not in a savegame and you need to actually play to see it.
Will be great if you post those...and compare with the ones i have....maybe i miss something.

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My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#11
Posted 04/22/2019 02:02 PM   
[code] [TextureOverrideIndirect] match_misc_flags = +drawindirect_args StereoMode = 2 [TextureOverrideIndirectIB] match_bind_flags = +index_buffer StereoMode = 2 [TextureOverrideIndirectVB] match_bind_flags = +vertex_buffer StereoMode = 2 [/code] These are the ones you can try.
[TextureOverrideIndirect]
match_misc_flags = +drawindirect_args
StereoMode = 2

[TextureOverrideIndirectIB]
match_bind_flags = +index_buffer
StereoMode = 2

[TextureOverrideIndirectVB]
match_bind_flags = +vertex_buffer
StereoMode = 2


These are the ones you can try.

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

#12
Posted 04/22/2019 07:11 PM   
Seems not a single override fix the geometry using 0x4008 or 0x5008 flags....i also use some more "global" override but nothing seems to work.....even with some override i have the game in 2D, but still the geometry is missing. Also detect 3 CS that controls geometry...i will see tomorrow if i can do something in the shader. If not, i suppose the WIP is the way to go.
Seems not a single override fix the geometry using 0x4008 or 0x5008 flags....i also use some more "global" override but nothing seems to work.....even with some override i have the game in 2D, but still the geometry is missing.

Also detect 3 CS that controls geometry...i will see tomorrow if i can do something in the shader. If not, i suppose the WIP is the way to go.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#13
Posted 04/23/2019 11:35 PM   
    Try skipping cshaders using the hunting overlay. More than three affect this issue in the first area of the game. I find that nothing renders when each important cshader is skipped. Also, I tried changing 3Dmigoto to disable occlusion culling entirely, and the problem still persisted. So it must have more to do with the cshaders than anything.     Here's my cshader list. The first one did nothing when skipped, but is right next to the other cshaders in the frame analysis log, so I included it anyway. They're in the order that they appear in the log: 3b1a8a30feee5229 4140eb0822b0b152 0a12e7c9e6a298b4 7db588ca8e070073 ae8dc0bb1fafd388 cc6cb1a33eb54546     Also, if it's worth mentioning, the 866b6ca74553da15-vs and 26fa8daae19c6b41-ps pair seem to be involved somehow. They're used in the first event of the frame, and disable geometry when skipped.
    Try skipping cshaders using the hunting overlay. More than three affect this issue in the first area of the game. I find that nothing renders when each important cshader is skipped. Also, I tried changing 3Dmigoto to disable occlusion culling entirely, and the problem still persisted. So it must have more to do with the cshaders than anything.

    Here's my cshader list. The first one did nothing when skipped, but is right next to the other cshaders in the frame analysis log, so I included it anyway. They're in the order that they appear in the log:

3b1a8a30feee5229
4140eb0822b0b152
0a12e7c9e6a298b4
7db588ca8e070073
ae8dc0bb1fafd388
cc6cb1a33eb54546

    Also, if it's worth mentioning, the 866b6ca74553da15-vs and 26fa8daae19c6b41-ps pair seem to be involved somehow. They're used in the first event of the frame, and disable geometry when skipped.

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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

#14
Posted 04/24/2019 09:35 AM   
[quote="Schwing."]    The CEO gave [url=https://www.gamesindustry.biz/articles/2019-01-04-moving-platforms-forward-in-an-epic-games-world]a long-winded answer[/url] as to why they don't want to support Steam. I'd say no for at least another year based on what they're saying.[/quote] Pure garbage explanation. First citing that the features from steam are unnecessary. not one is forcing them to use them. There are lots of games that don't use steamworks. Ubisoft games, and multiple MMOs for example. Second, visibility even thou he has a point there, (since there are a ton of shit games on steam it is easy for games to get missed) This doesn't explain why the exclusivity? You can have the game on both platforms get all the visibility you want from Epic store and sell more games at the same time. If your argument is well if people have the option they will buy the game on steam instead of Epic, then the problem with visibility is not really problem then since more people will buy it on steam. Your contradicting yourself. Third: is having another store good for competition? Yes it is. Steam needs to wake up. however, does it justify exclusivity deals? I have not seen one point made yet that does. I've bought many Ubisoft games directly from their uplay store and not from steam. Even though the game was available on both platforms. The truth is I will go to whomever offers me the best deal. Pure PR BS. If he believes in Epic Launcher, he can release his game there. As to why is it exclusive to Epic? He didn't make any points other than sugarcoating this practice.
Schwing. said:    The CEO gave a long-winded answer as to why they don't want to support Steam. I'd say no for at least another year based on what they're saying.


Pure garbage explanation. First citing that the features from steam are unnecessary. not one is forcing them to use them. There are lots of games that don't use steamworks. Ubisoft games, and multiple MMOs for example.

Second, visibility even thou he has a point there, (since there are a ton of shit games on steam it is easy for games to get missed) This doesn't explain why the exclusivity? You can have the game on both platforms get all the visibility you want from Epic store and sell more games at the same time. If your argument is well if people have the option they will buy the game on steam instead of Epic, then the problem with visibility is not really problem then since more people will buy it on steam. Your contradicting yourself.

Third: is having another store good for competition? Yes it is. Steam needs to wake up. however, does it justify exclusivity deals? I have not seen one point made yet that does. I've bought many Ubisoft games directly from their uplay store and not from steam. Even though the game was available on both platforms. The truth is I will go to whomever offers me the best deal.

Pure PR BS. If he believes in Epic Launcher, he can release his game there. As to why is it exclusive to Epic? He didn't make any points other than sugarcoating this practice.

#15
Posted 04/24/2019 08:27 PM   
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