OK we can leav the code alone for now as long as you seen no issues with it..
What about the White Dwarf is not in 3D?? IS it the long line coming out or the star itself??
[quote="The_Nephilim"]OK we can leav the code alone for now as long as you seen no issues with it..
[/quote]
Sounds like a good plan, its perfect and cannot see any issues with it! I am happy to test stuff before you put a new fix online to keep the quality of the fix high, its currently really good. Let me know if I can test anything (as long if it's in or close to the bubble where I will be for the coming weeks).
[quote="The_Nephilim"]What about the White Dwarf is not in 3D?? IS it the long line coming out or the star itself??
[/quote]
Yes, its the long beam coming out of the white dwarf which spans on your complete screen. I think its still displaying in 2D but it still looks fine for me. So for me the white dwarf systems are currently more then acceptable! If you are busy with other stuff don't bother fixing it I would say :-).
As far as I've seen there are currently 2 issues left which are worth to fix, the dust layer in planetary rings and I've seen some shadows on planets which aren't fixed yet (displaying in 2D).
I am a bit busy atm but will hunt those shaders asap and try to fix them myself (by copy/pasting..).
I will post them here again for the next update.
Again, thanks for all your efforts! Have a nice day!
The_Nephilim said:OK we can leav the code alone for now as long as you seen no issues with it..
Sounds like a good plan, its perfect and cannot see any issues with it! I am happy to test stuff before you put a new fix online to keep the quality of the fix high, its currently really good. Let me know if I can test anything (as long if it's in or close to the bubble where I will be for the coming weeks).
The_Nephilim said:What about the White Dwarf is not in 3D?? IS it the long line coming out or the star itself??
Yes, its the long beam coming out of the white dwarf which spans on your complete screen. I think its still displaying in 2D but it still looks fine for me. So for me the white dwarf systems are currently more then acceptable! If you are busy with other stuff don't bother fixing it I would say :-).
As far as I've seen there are currently 2 issues left which are worth to fix, the dust layer in planetary rings and I've seen some shadows on planets which aren't fixed yet (displaying in 2D).
I am a bit busy atm but will hunt those shaders asap and try to fix them myself (by copy/pasting..).
I will post them here again for the next update.
Again, thanks for all your efforts! Have a nice day!
Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!
I was working on the dust layer inside planetary rings at RES sites, which is really annoying and needs fixing or needs to get disabled. I tried to disable it but it doesn't work using the various methods described.
Here is the original shader: https://www.dropbox.com/s/5a27o7og60yr540/dd74ebd24748faeb-vs_replace.txt.orig?dl=0
Het is the version I tried to disable: https://www.dropbox.com/s/1vu8ngtk5vth1by/dd74ebd24748faeb-vs_replace.txt?dl=0
I also tried to disable it using discard; before the return statement, doesn't work either.
The weird thing is that the bin file is not generated anymore after my attempts on disabling the shader, however the original shader still seems to load... As a result nothing changes...
I also tried disabling NVIDIA shader cache and so on, nothing works :-(
Any help would be appreciated! Thanks in advance.
I was working on the dust layer inside planetary rings at RES sites, which is really annoying and needs fixing or needs to get disabled. I tried to disable it but it doesn't work using the various methods described.
I also tried to disable it using discard; before the return statement, doesn't work either.
The weird thing is that the bin file is not generated anymore after my attempts on disabling the shader, however the original shader still seems to load... As a result nothing changes...
I also tried disabling NVIDIA shader cache and so on, nothing works :-(
Any help would be appreciated! Thanks in advance.
Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!
try this file and delete the bin file it should get replaced.. I just added a Stereo injection here should do something I could have sworn the dust cloud was fixed??
https://1drv.ms/t/s!AgDOJnMP-19IhHDE0ybA_8OldMjV
it seems this file was there but no fix was enabled??? I am not sure what happened there.. but hopefully this will fix it we shall see.. I would check nut not playing ED Tonight..
Also if you want to disable a shader input this in before Return;
//Disabled Shader
o2=0;
try this file and delete the bin file it should get replaced.. I just added a Stereo injection here should do something I could have sworn the dust cloud was fixed??
it seems this file was there but no fix was enabled??? I am not sure what happened there.. but hopefully this will fix it we shall see.. I would check nut not playing ED Tonight..
Also if you want to disable a shader input this in before Return;
Thanks, here the results:
Applying your updated file does change the dust but its not 100% fine so the 3D is not so good. The rock looks really weird now and it doesn't feel good on the eyes...
Your method of disabling the shader works great... Meaning for now I will run disabled... (which is better then half the screen gets messed because of bad 3D)
However, disabling the dust cloud makes the rocks in some cases (50%) almost completely invisible, meaning we will probably slam into a rock sooner or later (and they are already hard to avoid...)... Looks a good reason for Frontier also to apply this dust layer, since it also only shows up when u are low in the planetary ring and close to rocks, to helps allot avoid collision with the rocks.
...A good fix for this shader would be really nice :-) No rush however, just more of a note!
Applying your updated file does change the dust but its not 100% fine so the 3D is not so good. The rock looks really weird now and it doesn't feel good on the eyes...
Your method of disabling the shader works great... Meaning for now I will run disabled... (which is better then half the screen gets messed because of bad 3D)
However, disabling the dust cloud makes the rocks in some cases (50%) almost completely invisible, meaning we will probably slam into a rock sooner or later (and they are already hard to avoid...)... Looks a good reason for Frontier also to apply this dust layer, since it also only shows up when u are low in the planetary ring and close to rocks, to helps allot avoid collision with the rocks.
...A good fix for this shader would be really nice :-) No rush however, just more of a note!
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I will have to goto a rez zone and look for myself.. but if you go back I think in this thread somewhere DJ-RK I think it was supposedly fixed those rez zones..
I am unsure what happened to the fix or may e he never released it??
Oh and the Disabler was not my code I got it from all the greats before me ;)
You are on your way tho Good work ??
I will have to goto a rez zone and look for myself.. but if you go back I think in this thread somewhere DJ-RK I think it was supposedly fixed those rez zones..
I am unsure what happened to the fix or may e he never released it??
Oh and the Disabler was not my code I got it from all the greats before me ;)
[quote="DJ-RK"]Not to step on anyone's toes, but I've begun looking at this game now as I've had an itch to break out my HOTAS setup and actually use the darn thing and this seems like the best game to do it.
Here are the improvements I'm looking to implement:
-adjust the HUD in a fashion that will allow use of a higher convergence, which will allow for greater 3D effect outside of the ship
-lighting/shadows fixes
-fix, rather than disable problem shaders
So far I've only begun working on the first item, but that's really the most exciting one of all. Allow me to demonstrate what I've achieved, and the difference.
Here is an image of the default HUD/convergence:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/70202/[/img]
and now here is an image of the modified HUD with a very high convergence value:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/70203/[/img]
Note: Both screenshots were taken from the exact same location. Notice how you can actually see the depth/volume of the asteroids in the 2nd picture?
I'm hoping that bo3b revisits this thread and takes a look at the debug log provided (and is able to find something in it), because I would love to be able to work on a later version of 3DMigoto when it comes to fixing the lighting/shadows, and I'm sure there's some people that would like to have SBS/TAB support added. I've tried all the different options under the System section of the d3dx.ini file to try to fix compatibility here, but none of them worked. I've tried disabling the Steam overlay, that hasn't helped, and I don't have any others running. Anything else I can do to help figure this one out, I'll gladly do.[/quote]
]
PhaseShifter here is the post check out the cloud here where DJ fixed them..
DJ-RK Can you please share how you fixed the pic you posted of the rez zone??
DJ-RK said:Not to step on anyone's toes, but I've begun looking at this game now as I've had an itch to break out my HOTAS setup and actually use the darn thing and this seems like the best game to do it.
Here are the improvements I'm looking to implement:
-adjust the HUD in a fashion that will allow use of a higher convergence, which will allow for greater 3D effect outside of the ship
-lighting/shadows fixes
-fix, rather than disable problem shaders
So far I've only begun working on the first item, but that's really the most exciting one of all. Allow me to demonstrate what I've achieved, and the difference.
Here is an image of the default HUD/convergence:
and now here is an image of the modified HUD with a very high convergence value:
Note: Both screenshots were taken from the exact same location. Notice how you can actually see the depth/volume of the asteroids in the 2nd picture?
I'm hoping that bo3b revisits this thread and takes a look at the debug log provided (and is able to find something in it), because I would love to be able to work on a later version of 3DMigoto when it comes to fixing the lighting/shadows, and I'm sure there's some people that would like to have SBS/TAB support added. I've tried all the different options under the System section of the d3dx.ini file to try to fix compatibility here, but none of them worked. I've tried disabling the Steam overlay, that hasn't helped, and I don't have any others running. Anything else I can do to help figure this one out, I'll gladly do.
]
PhaseShifter here is the post check out the cloud here where DJ fixed them..
DJ-RK Can you please share how you fixed the pic you posted of the rez zone??
OK I just went to a High Rez site and it appears a bit weird when on the outskirts of the dust and truned left or right to the dust..
here is a screenshot looking right at it then with my ship tilted.. there seems to be an artifact is that what you see??
OK PhaseShifter for the rez dust clouds we need to find the Pixel Shader not the Vertex shader..
IT is better to disable to PS so if you get a chance before I do go find the PS of the dust cloud and disable that..
[quote="The_Nephilim"]OK I just went to a High Rez site and it appears a bit weird when on the outskirts of the dust and truned left or right to the dust..
here is a screenshot looking right at it then with my ship tilted.. there seems to be an artifact is that what you see??
[/quote]
Yes, that is exactly the issue!
[quote="The_Nephilim"]OK PhaseShifter for the rez dust clouds we need to find the Pixel Shader not the Vertex shader..
IT is better to disable to PS so if you get a chance before I do go find the PS of the dust cloud and disable that..
[/quote]
Sure will do!
The_Nephilim said:OK I just went to a High Rez site and it appears a bit weird when on the outskirts of the dust and truned left or right to the dust..
here is a screenshot looking right at it then with my ship tilted.. there seems to be an artifact is that what you see??
Yes, that is exactly the issue!
The_Nephilim said:OK PhaseShifter for the rez dust clouds we need to find the Pixel Shader not the Vertex shader..
IT is better to disable to PS so if you get a chance before I do go find the PS of the dust cloud and disable that..
Sure will do!
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I noticed DJ-RK said "adjust the HUD in a fashion that will allow use of a higher convergence, which will allow for greater 3D effect".
Was this completed? It would be really cool since for me the HUD is currently the reason I cannot increase the convergence any further... The menu's on top of the screen are the problem when going higher in convergence...
I noticed DJ-RK said "adjust the HUD in a fashion that will allow use of a higher convergence, which will allow for greater 3D effect".
Was this completed? It would be really cool since for me the HUD is currently the reason I cannot increase the convergence any further... The menu's on top of the screen are the problem when going higher in convergence...
Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!
[quote="The_Nephilim"]DJ-RK Can you please share how you fixed the pic you posted of the rez zone??[/quote]
What part of that? The nebula or star field? Let me know what part and I'll try to find the shader and post it up.
[quote="Phaseshifter"]I noticed DJ-RK said "adjust the HUD in a fashion that will allow use of a higher convergence, which will allow for greater 3D effect".
Was this completed? It would be really cool since for me the HUD is currently the reason I cannot increase the convergence any further... The menu's on top of the screen are the problem when going higher in convergence...[/quote]
Actually yes, I did complete that, although it took a lot of work (had to find around 10-20 shaders and adjust them all) and I suspect that it will likely need to be redone for each ship. One downside of that is that it literally pushes the rendering of the HUD/cockpit further into the scene than is intended, so if you go overboard with cranking the convergence (which admittedly looks really nice), it produces an effect where things appear like they are closer than they actually are (you might look like you're about the smash into an asteroid, when you're actually still 30 meters away). It's still nice to be able to add a bit more convergence than what the game would otherwise allow without completely breaking things.
It's a simple enough formula that can be applied to just about any game (ie. FPS games to always keep the gun in a comfortable viewing position). It essentially boils down to subtracting the stereo correction from the vertex output (essentially rendering it in 2D) and then readding the stereo correction without the convergence part of it (or I found to replace convergence with a static value, like 1 for example).
An example of one of the adjustments I do is:
[code]float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
if(params.w>0 && o1.w <4)
{
o1.x -= stereo.x * (o1.w - stereo.y);
o1.x += stereo.x * (o1.w - params.w);
}
[/code]
Where o1 is the output position, and params.w is a variable that changes between 0,1,2, and 3 (and when at 0, the correction does not occur).
Anyways, I'll make it my new years resolution to try to get to work on this one. I know I keep saying that, but I really hope to follow through on that at some point.
The_Nephilim said:DJ-RK Can you please share how you fixed the pic you posted of the rez zone??
What part of that? The nebula or star field? Let me know what part and I'll try to find the shader and post it up.
Phaseshifter said:I noticed DJ-RK said "adjust the HUD in a fashion that will allow use of a higher convergence, which will allow for greater 3D effect".
Was this completed? It would be really cool since for me the HUD is currently the reason I cannot increase the convergence any further... The menu's on top of the screen are the problem when going higher in convergence...
Actually yes, I did complete that, although it took a lot of work (had to find around 10-20 shaders and adjust them all) and I suspect that it will likely need to be redone for each ship. One downside of that is that it literally pushes the rendering of the HUD/cockpit further into the scene than is intended, so if you go overboard with cranking the convergence (which admittedly looks really nice), it produces an effect where things appear like they are closer than they actually are (you might look like you're about the smash into an asteroid, when you're actually still 30 meters away). It's still nice to be able to add a bit more convergence than what the game would otherwise allow without completely breaking things.
It's a simple enough formula that can be applied to just about any game (ie. FPS games to always keep the gun in a comfortable viewing position). It essentially boils down to subtracting the stereo correction from the vertex output (essentially rendering it in 2D) and then readding the stereo correction without the convergence part of it (or I found to replace convergence with a static value, like 1 for example).
Where o1 is the output position, and params.w is a variable that changes between 0,1,2, and 3 (and when at 0, the correction does not occur).
Anyways, I'll make it my new years resolution to try to get to work on this one. I know I keep saying that, but I really hope to follow through on that at some point.
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[quote="DJ-RK"]What part of that? The nebula or star field? Let me know what part and I'll try to find the shader and post it up.[/quote]
We were talking about the dust layer which appears inside the planetary rings (when u go close into the rings at a RES site). I've read your messages but couldn't see anything about this specific shader so not sure if you fixed it back then. We were NOT talking about the nebula and/or star field :-).
[quote="DJ-RK"]Anyways, I'll make it my new years resolution to try to get to work on this one. I know I keep saying that, but I really hope to follow through on that at some point.[/quote]
That's cool, if I can help with anything let me know. I don't understand all the shader code (yet) but I am happy to do some dirty work like applying the fix on different ships!
As far as I have currently seen its only the top menu's from the HUD which are a problem at high convergence, the cockpit it self looks fine on my system. I might try your code on those menu's and see what it does :-).
DJ-RK said:What part of that? The nebula or star field? Let me know what part and I'll try to find the shader and post it up.
We were talking about the dust layer which appears inside the planetary rings (when u go close into the rings at a RES site). I've read your messages but couldn't see anything about this specific shader so not sure if you fixed it back then. We were NOT talking about the nebula and/or star field :-).
DJ-RK said:Anyways, I'll make it my new years resolution to try to get to work on this one. I know I keep saying that, but I really hope to follow through on that at some point.
That's cool, if I can help with anything let me know. I don't understand all the shader code (yet) but I am happy to do some dirty work like applying the fix on different ships!
As far as I have currently seen its only the top menu's from the HUD which are a problem at high convergence, the cockpit it self looks fine on my system. I might try your code on those menu's and see what it does :-).
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Well I am Running into what I think is some sort of major malfunction with trhe designers of ED and Migoto..
I had to reinstall the game and when I did I noticed the Nebula and Milky Way where amiss.. So I tracked down the offending shader and noticed it was fixed by another user.. I will post the code but here is the hash:
df226b8076adab82-vs_replace
Here is the code Inside but I am unsure if the developers of ED are trying to implament Stereo for the VR here is the code:
[code] // Nebula 2D
cbuffer cb0 : register(b0)
{
float4 cb0[4];
}
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float3 o0 : TEXCOORD0,
out float4 o1 : SV_Position0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
float4 st = StereoParams.Load(0);
st.x += st.z*0.0001;
v0.x -= st.x;
r0.xyzw = cb0[1].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw;
r0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw;
o0.xyz = r0.xyz / r0.www;
v0.x += st.x;
o1.xyzw = v0.xyww;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyz 0 NONE float xyz
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyzw
dcl_output o0.xyz
dcl_output_siv o1.xyzw, position
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw
mad r0.xyzw, v0.wwww, cb0[3].xyzw, r0.xyzw
div o0.xyz, r0.xyzx, r0.wwww
mov o1.xyzw, v0.xyww
ret
// Approximately 0 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
Now no matter what I input there the Nebula does not get Stereoised at all it is in2D all the time.. Now this file does most Nebula and the Milky Way...
I am unsre but can the experts look at this above code and see if ED was trying to stereoize it for VR or something similar??
Well I am Running into what I think is some sort of major malfunction with trhe designers of ED and Migoto..
I had to reinstall the game and when I did I noticed the Nebula and Milky Way where amiss.. So I tracked down the offending shader and noticed it was fixed by another user.. I will post the code but here is the hash:
df226b8076adab82-vs_replace
Here is the code Inside but I am unsure if the developers of ED are trying to implament Stereo for the VR here is the code:
Now no matter what I input there the Nebula does not get Stereoised at all it is in2D all the time.. Now this file does most Nebula and the Milky Way...
I am unsre but can the experts look at this above code and see if ED was trying to stereoize it for VR or something similar??
I also noticed that migoto seems weird I could of swore when I pressed F10 to reload shaders I got a beep now I don't get a beep or when saving the files can someone confirm the bee[s used to work in ED??
I also noticed that migoto seems weird I could of swore when I pressed F10 to reload shaders I got a beep now I don't get a beep or when saving the files can someone confirm the bee[s used to work in ED??
What about the White Dwarf is not in 3D?? IS it the long line coming out or the star itself??
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Sounds like a good plan, its perfect and cannot see any issues with it! I am happy to test stuff before you put a new fix online to keep the quality of the fix high, its currently really good. Let me know if I can test anything (as long if it's in or close to the bubble where I will be for the coming weeks).
Yes, its the long beam coming out of the white dwarf which spans on your complete screen. I think its still displaying in 2D but it still looks fine for me. So for me the white dwarf systems are currently more then acceptable! If you are busy with other stuff don't bother fixing it I would say :-).
As far as I've seen there are currently 2 issues left which are worth to fix, the dust layer in planetary rings and I've seen some shadows on planets which aren't fixed yet (displaying in 2D).
I am a bit busy atm but will hunt those shaders asap and try to fix them myself (by copy/pasting..).
I will post them here again for the next update.
Again, thanks for all your efforts! Have a nice day!
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Here is the original shader: https://www.dropbox.com/s/5a27o7og60yr540/dd74ebd24748faeb-vs_replace.txt.orig?dl=0
Het is the version I tried to disable: https://www.dropbox.com/s/1vu8ngtk5vth1by/dd74ebd24748faeb-vs_replace.txt?dl=0
I also tried to disable it using discard; before the return statement, doesn't work either.
The weird thing is that the bin file is not generated anymore after my attempts on disabling the shader, however the original shader still seems to load... As a result nothing changes...
I also tried disabling NVIDIA shader cache and so on, nothing works :-(
Any help would be appreciated! Thanks in advance.
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https://1drv.ms/t/s!AgDOJnMP-19IhHDE0ybA_8OldMjV
it seems this file was there but no fix was enabled??? I am not sure what happened there.. but hopefully this will fix it we shall see.. I would check nut not playing ED Tonight..
Also if you want to disable a shader input this in before Return;
//Disabled Shader
o2=0;
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Applying your updated file does change the dust but its not 100% fine so the 3D is not so good. The rock looks really weird now and it doesn't feel good on the eyes...
Your method of disabling the shader works great... Meaning for now I will run disabled... (which is better then half the screen gets messed because of bad 3D)
However, disabling the dust cloud makes the rocks in some cases (50%) almost completely invisible, meaning we will probably slam into a rock sooner or later (and they are already hard to avoid...)... Looks a good reason for Frontier also to apply this dust layer, since it also only shows up when u are low in the planetary ring and close to rocks, to helps allot avoid collision with the rocks.
...A good fix for this shader would be really nice :-) No rush however, just more of a note!
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I am unsure what happened to the fix or may e he never released it??
Oh and the Disabler was not my code I got it from all the greats before me ;)
You are on your way tho Good work ??
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PhaseShifter here is the post check out the cloud here where DJ fixed them..
DJ-RK Can you please share how you fixed the pic you posted of the rez zone??
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here is a screenshot looking right at it then with my ship tilted.. there seems to be an artifact is that what you see??
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IT is better to disable to PS so if you get a chance before I do go find the PS of the dust cloud and disable that..
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Yes, that is exactly the issue!
Sure will do!
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Was this completed? It would be really cool since for me the HUD is currently the reason I cannot increase the convergence any further... The menu's on top of the screen are the problem when going higher in convergence...
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What part of that? The nebula or star field? Let me know what part and I'll try to find the shader and post it up.
Actually yes, I did complete that, although it took a lot of work (had to find around 10-20 shaders and adjust them all) and I suspect that it will likely need to be redone for each ship. One downside of that is that it literally pushes the rendering of the HUD/cockpit further into the scene than is intended, so if you go overboard with cranking the convergence (which admittedly looks really nice), it produces an effect where things appear like they are closer than they actually are (you might look like you're about the smash into an asteroid, when you're actually still 30 meters away). It's still nice to be able to add a bit more convergence than what the game would otherwise allow without completely breaking things.
It's a simple enough formula that can be applied to just about any game (ie. FPS games to always keep the gun in a comfortable viewing position). It essentially boils down to subtracting the stereo correction from the vertex output (essentially rendering it in 2D) and then readding the stereo correction without the convergence part of it (or I found to replace convergence with a static value, like 1 for example).
An example of one of the adjustments I do is:
Where o1 is the output position, and params.w is a variable that changes between 0,1,2, and 3 (and when at 0, the correction does not occur).
Anyways, I'll make it my new years resolution to try to get to work on this one. I know I keep saying that, but I really hope to follow through on that at some point.
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We were talking about the dust layer which appears inside the planetary rings (when u go close into the rings at a RES site). I've read your messages but couldn't see anything about this specific shader so not sure if you fixed it back then. We were NOT talking about the nebula and/or star field :-).
That's cool, if I can help with anything let me know. I don't understand all the shader code (yet) but I am happy to do some dirty work like applying the fix on different ships!
As far as I have currently seen its only the top menu's from the HUD which are a problem at high convergence, the cockpit it self looks fine on my system. I might try your code on those menu's and see what it does :-).
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I had to reinstall the game and when I did I noticed the Nebula and Milky Way where amiss.. So I tracked down the offending shader and noticed it was fixed by another user.. I will post the code but here is the hash:
df226b8076adab82-vs_replace
Here is the code Inside but I am unsure if the developers of ED are trying to implament Stereo for the VR here is the code:
Now no matter what I input there the Nebula does not get Stereoised at all it is in2D all the time.. Now this file does most Nebula and the Milky Way...
I am unsre but can the experts look at this above code and see if ED was trying to stereoize it for VR or something similar??
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit