WIP 5: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP5.7z
I have been playing for two hours since the beginning. Zero crashes, and I also fixed some rectangular ceiling lamps and another screen space reflections shader.
I left the HUD depth affect a bit TV/monitors. Fixing that hurt the HUD depth feature too much, so I prefer TVs to be a bit buggy (same texture hash for other things in the HUD).
[b]Safe options:[/b]
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything.
- Contact shadows: they aren't broken but they aren't 100% perfect either. Use them if you want.
- Screen space reflections: I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution, and not using interlaced mode.
- Subsurface scattering: anything.
- Particle lighting quality: low.
- Ambient occlusion: I only tried HBAO+ all this time and it's OK. I assume the others are fine too.
- Bloom: anything.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
[b]Soon to be safe options:[/b]
- Lens flares: screen depth for now. I need to find a quiet place to look at them and put them at depth (like dynamic HUD). If I don't, I'll use cutscenes as fixing ground directly.
[b]Unsafe options:[/b]
- Particle lighting quality: high. Maybe I can fix it in the future.
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
- Volumetric lighting: screen depth for the moment.
[b]Untested by me:[/b]
- Depth of field.
- Film grain.
This list will change in the future. I have some cool screenshots, but no time to upload them now.
I have been playing for two hours since the beginning. Zero crashes, and I also fixed some rectangular ceiling lamps and another screen space reflections shader.
I left the HUD depth affect a bit TV/monitors. Fixing that hurt the HUD depth feature too much, so I prefer TVs to be a bit buggy (same texture hash for other things in the HUD).
Safe options:
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything.
- Contact shadows: they aren't broken but they aren't 100% perfect either. Use them if you want.
- Screen space reflections: I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution, and not using interlaced mode.
- Subsurface scattering: anything.
- Particle lighting quality: low.
- Ambient occlusion: I only tried HBAO+ all this time and it's OK. I assume the others are fine too.
- Bloom: anything.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
Soon to be safe options:
- Lens flares: screen depth for now. I need to find a quiet place to look at them and put them at depth (like dynamic HUD). If I don't, I'll use cutscenes as fixing ground directly.
Unsafe options:
- Particle lighting quality: high. Maybe I can fix it in the future.
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
- Volumetric lighting: screen depth for the moment.
Untested by me:
- Depth of field.
- Film grain.
This list will change in the future. I have some cool screenshots, but no time to upload them now.
Works awesome here! So far, I haven't seen any problems (if I stick to the rules above)!
Awesome stuff and as others will agree, many thanks for looking and fixing this game!!!!
Works awesome here! So far, I haven't seen any problems (if I stick to the rules above)!
Awesome stuff and as others will agree, many thanks for looking and fixing this game!!!!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Checking in from my earlier unsuccessful attempts. I've been able to get the WIP fix working! I believe I had the incorrect refresh rate set in game, so it wasn't turning on the 3D mode/activating the IR emitter. I set the refresh to 120hz and I've followed the suggested settings. I've suffered a few crashes, but that is to be expected for something so new and early in progress. Either way, this looks amazing and is adding a whole new level of interaction to the game.
Thank you for working on this masterotaku, super cool stuff!
Checking in from my earlier unsuccessful attempts. I've been able to get the WIP fix working! I believe I had the incorrect refresh rate set in game, so it wasn't turning on the 3D mode/activating the IR emitter. I set the refresh to 120hz and I've followed the suggested settings. I've suffered a few crashes, but that is to be expected for something so new and early in progress. Either way, this looks amazing and is adding a whole new level of interaction to the game.
Thank you for working on this masterotaku, super cool stuff!
Weird, it's not working for me at all. Screen shot attached.
Tried a bunch of stuff, turning off SLI, Using DDU to remove drivers and reinstalled latest driver. Used all recommended graphics settings.
Anyone had this problem or have any ideas?
Weird, it's not working for me at all. Screen shot attached.
Tried a bunch of stuff, turning off SLI, Using DDU to remove drivers and reinstalled latest driver. Used all recommended graphics settings.
Anyone had this problem or have any ideas?
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="Necropants"]Anyone had this problem or have any ideas?[/quote]
Did you forget
[code]
UseVendorExtention=Disable
UseOptimizeShader=Disable
[/code]
in "re2_config.ini"? Or playing in DirectX 11 mode?
[quote="masterotaku"]WIP 5: https://s3.amazonaws.com/masterotaku/Resident+Evil+2/RE2_WIP5.7z
I have been playing for two hours since the beginning. Zero crashes, and I also fixed some rectangular ceiling lamps and another screen space reflections shader.
I left the HUD depth affect a bit TV/monitors. Fixing that hurt the HUD depth feature too much, so I prefer TVs to be a bit buggy (same texture hash for other things in the HUD).
[b]Safe options:[/b]
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything.
- Contact shadows: they aren't broken but they aren't 100% perfect either. Use them if you want.
- Screen space reflections: I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution, and not using interlaced mode.
- Subsurface scattering: anything.
- Particle lighting quality: low.
- Ambient occlusion: I only tried HBAO+ all this time and it's OK. I assume the others are fine too.
- Bloom: anything.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
[b]Soon to be safe options:[/b]
- Lens flares: screen depth for now. I need to find a quiet place to look at them and put them at depth (like dynamic HUD). If I don't, I'll use cutscenes as fixing ground directly.
[b]Unsafe options:[/b]
- Particle lighting quality: high. Maybe I can fix it in the future.
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
- Volumetric lighting: screen depth for the moment.
[b]Untested by me:[/b]
- Depth of field.
- Film grain.
This list will change in the future. I have some cool screenshots, but no time to upload them now.[/quote]
Thank you for your work and your clear and explicit message !!!
I have been playing for two hours since the beginning. Zero crashes, and I also fixed some rectangular ceiling lamps and another screen space reflections shader.
I left the HUD depth affect a bit TV/monitors. Fixing that hurt the HUD depth feature too much, so I prefer TVs to be a bit buggy (same texture hash for other things in the HUD).
Safe options:
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything.
- Contact shadows: they aren't broken but they aren't 100% perfect either. Use them if you want.
- Screen space reflections: I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution, and not using interlaced mode.
- Subsurface scattering: anything.
- Particle lighting quality: low.
- Ambient occlusion: I only tried HBAO+ all this time and it's OK. I assume the others are fine too.
- Bloom: anything.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
Soon to be safe options:
- Lens flares: screen depth for now. I need to find a quiet place to look at them and put them at depth (like dynamic HUD). If I don't, I'll use cutscenes as fixing ground directly.
Unsafe options:
- Particle lighting quality: high. Maybe I can fix it in the future.
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
- Volumetric lighting: screen depth for the moment.
Untested by me:
- Depth of field.
- Film grain.
This list will change in the future. I have some cool screenshots, but no time to upload them now.
Thank you for your work and your clear and explicit message !!!
[quote="Necropants"]Weird, it's not working for me at all. Screen shot attached.
Tried a bunch of stuff, turning off SLI, Using DDU to remove drivers and reinstalled latest driver. Used all recommended graphics settings.
Anyone had this problem or have any ideas?[/quote]
I remember I had the same problem where the character seem very bright when the 2 settings in the config file were enabled.
Check out masterotaku comment above me and disable these
Necropants said:Weird, it's not working for me at all. Screen shot attached.
Tried a bunch of stuff, turning off SLI, Using DDU to remove drivers and reinstalled latest driver. Used all recommended graphics settings.
Anyone had this problem or have any ideas?
I remember I had the same problem where the character seem very bright when the 2 settings in the config file were enabled.
Check out masterotaku comment above me and disable these
For the next WIP, you could include re2_config.ini, which would have the settings you recommend starting with. They would test the game first before changing any gfx options.
For the next WIP, you could include re2_config.ini, which would have the settings you recommend starting with. They would test the game first before changing any gfx options.
---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080
[quote="Schwing."]For the next WIP, you could include re2_config.ini, which would have the settings you recommend starting with. They would test the game first before changing any gfx options.[/quote]
The problem with that is the "PCResolution" and "PCRefreshRate" settings, which for me are "PCResolution=20" and "PCRefreshRate=4". It will be different for everyone and I don't know what could happen if you put numbers that don't exist for your monitor.
In games that save resolution and refresh rate like that, adding a custom resolution, refresh rate or even enabling DSR can change the selected resolution when you start the game.
Schwing. said:For the next WIP, you could include re2_config.ini, which would have the settings you recommend starting with. They would test the game first before changing any gfx options.
The problem with that is the "PCResolution" and "PCRefreshRate" settings, which for me are "PCResolution=20" and "PCRefreshRate=4". It will be different for everyone and I don't know what could happen if you put numbers that don't exist for your monitor.
In games that save resolution and refresh rate like that, adding a custom resolution, refresh rate or even enabling DSR can change the selected resolution when you start the game.
[quote="masterotaku"][quote="Necropants"]Anyone had this problem or have any ideas?[/quote]
Did you forget
[code]
UseVendorExtention=Disable
UseOptimizeShader=Disable
[/code]
in "re2_config.ini"? Or playing in DirectX 11 mode?[/quote]
/facepalm. Must have got this bit lost between the different WIP versions.
Perfect now, thanks.
in "re2_config.ini"? Or playing in DirectX 11 mode?
/facepalm. Must have got this bit lost between the different WIP versions.
Perfect now, thanks.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
WOW...just WOOOOW!
Totally speechless masterotaku! The game itself is a masterpiece and your fix does it justice!
THANK YOU!
@all
Don't forget to have a look at the unlockable models (Bonus-section). Those are always an absolute highlight in 3D Vision for me (especially in the Resident Evil Series)!
Totally speechless masterotaku! The game itself is a masterpiece and your fix does it justice!
THANK YOU!
@all
Don't forget to have a look at the unlockable models (Bonus-section). Those are always an absolute highlight in 3D Vision for me (especially in the Resident Evil Series)!
BTW SLI seems to work and pretty stable with the Batman: AO bits. I like this engine. DMC should be tasty...
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I have been playing for two hours since the beginning. Zero crashes, and I also fixed some rectangular ceiling lamps and another screen space reflections shader.
I left the HUD depth affect a bit TV/monitors. Fixing that hurt the HUD depth feature too much, so I prefer TVs to be a bit buggy (same texture hash for other things in the HUD).
Safe options:
- Rendering mode: normal. Don't use interlaced if you want to use screen space reflections.
- Image quality: 100%. Don't use anything else if you want to use screen space reflections.
- Mesh quality: anything.
- Shadow quality: anything.
- Shadow cache: anything.
- Contact shadows: they aren't broken but they aren't 100% perfect either. Use them if you want.
- Screen space reflections: I recommend using them, they look great. But for this it's mandatory to use 100% internal resolution, and not using interlaced mode.
- Subsurface scattering: anything.
- Particle lighting quality: low.
- Ambient occlusion: I only tried HBAO+ all this time and it's OK. I assume the others are fine too.
- Bloom: anything.
- Barrel distortion: it isn't wrong or anything, but keep in mind that the dynamic HUD doesn't take its different separation into account.
Soon to be safe options:
- Lens flares: screen depth for now. I need to find a quiet place to look at them and put them at depth (like dynamic HUD). If I don't, I'll use cutscenes as fixing ground directly.
Unsafe options:
- Particle lighting quality: high. Maybe I can fix it in the future.
- Motion blur: it will blur the screen at all times.
- Temporal antialiasing: it will mix content from both eyes.
- Volumetric lighting: screen depth for the moment.
Untested by me:
- Depth of field.
- Film grain.
This list will change in the future. I have some cool screenshots, but no time to upload them now.
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
Awesome stuff and as others will agree, many thanks for looking and fixing this game!!!!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Thank you for working on this masterotaku, super cool stuff!
finally looking good
so glad I can finally play this game and I have all weekend to do so
Tried a bunch of stuff, turning off SLI, Using DDU to remove drivers and reinstalled latest driver. Used all recommended graphics settings.
Anyone had this problem or have any ideas?
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Did you forget
in "re2_config.ini"? Or playing in DirectX 11 mode?
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
Thank you for your work and your clear and explicit message !!!
I remember I had the same problem where the character seem very bright when the 2 settings in the config file were enabled.
Check out masterotaku comment above me and disable these
---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080
The problem with that is the "PCResolution" and "PCRefreshRate" settings, which for me are "PCResolution=20" and "PCRefreshRate=4". It will be different for everyone and I don't know what could happen if you put numbers that don't exist for your monitor.
In games that save resolution and refresh rate like that, adding a custom resolution, refresh rate or even enabling DSR can change the selected resolution when you start the game.
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
/facepalm. Must have got this bit lost between the different WIP versions.
Perfect now, thanks.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
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
Totally speechless masterotaku! The game itself is a masterpiece and your fix does it justice!
THANK YOU!
@all
Don't forget to have a look at the unlockable models (Bonus-section). Those are always an absolute highlight in 3D Vision for me (especially in the Resident Evil Series)!
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)