Hi guys ! Thank you very much for your work !
I have an issue with the activation of the 3dvision with this game (i have a Asus VG278H).
I had no issue with the witcher 3 or other games but with Rise of the Tomb Taider, with your fix on 610_1 or with the current update, 3dvision doesn't turn on (of course the 3dvision is activate in the nvidia control panel)
With the current update of the game, i can choose "no" or "side by side" for the 3d option.
I don't find the solution, someoene has an idea ? Thank you.
Hi guys ! Thank you very much for your work !
I have an issue with the activation of the 3dvision with this game (i have a Asus VG278H).
I had no issue with the witcher 3 or other games but with Rise of the Tomb Taider, with your fix on 610_1 or with the current update, 3dvision doesn't turn on (of course the 3dvision is activate in the nvidia control panel)
With the current update of the game, i can choose "no" or "side by side" for the 3d option.
I don't find the solution, someoene has an idea ? Thank you.
Little precision : the short cuts for 3dvision don't work with the game.
I buy homeworld too, same issue, maybe it is linked with steam.
Because i have no issues with the witcher 3 or GTA V.
Little precision : the short cuts for 3dvision don't work with the game.
I buy homeworld too, same issue, maybe it is linked with steam.
Because i have no issues with the witcher 3 or GTA V.
Exactly my problem, Naftka! In every other game 3D Vision kicks in without any issue. Not so for Tomb Raider. It just launches in 2D and I can't force 3D Vision to kick in. I even uninstalled the fix even tried the version that came before 610_1. Unfortunately this doesn't change anything. I am using an Acer Redator XB270Hb.
Anyone here who has an idea what could prevent 3D Vision to kick in?
Exactly my problem, Naftka! In every other game 3D Vision kicks in without any issue. Not so for Tomb Raider. It just launches in 2D and I can't force 3D Vision to kick in. I even uninstalled the fix even tried the version that came before 610_1. Unfortunately this doesn't change anything. I am using an Acer Redator XB270Hb.
Anyone here who has an idea what could prevent 3D Vision to kick in?
[quote="helifax"]
I didn't actually measure the performance impact but on 3D Surround with PureHair On I get around 35 FPS while with PureHair OFF I get around 37FPS so... when I checked, it looked like some performance was gained back;)
The good news is that at least you saw it working;) It doesn't disable all the animation/simulation of the velocity....just a few that glitch like hell:))
[/quote]
Now I have tried on purpose to disable the hair animations in an area where I have performance issues and indeed I got the feeling that it helped to improve the performance. Compared to completely turning off PureHair it also has the advantage that the hairs keep the look of the PureHair. Could it be possible to disable and enable the PureHair animations with a hotkey while the game is running? When I have to change the in game graphic settings in cricial areas it is comfortable that I don't have to restart the game for this. So it would be nice if I also could enable/disable PureHair animations without restarting the game. Only a suggestion ;)
helifax said:
I didn't actually measure the performance impact but on 3D Surround with PureHair On I get around 35 FPS while with PureHair OFF I get around 37FPS so... when I checked, it looked like some performance was gained back;)
The good news is that at least you saw it working;) It doesn't disable all the animation/simulation of the velocity....just a few that glitch like hell:))
Now I have tried on purpose to disable the hair animations in an area where I have performance issues and indeed I got the feeling that it helped to improve the performance. Compared to completely turning off PureHair it also has the advantage that the hairs keep the look of the PureHair. Could it be possible to disable and enable the PureHair animations with a hotkey while the game is running? When I have to change the in game graphic settings in cricial areas it is comfortable that I don't have to restart the game for this. So it would be nice if I also could enable/disable PureHair animations without restarting the game. Only a suggestion ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote="3d4dd"][quote="helifax"]
I didn't actually measure the performance impact but on 3D Surround with PureHair On I get around 35 FPS while with PureHair OFF I get around 37FPS so... when I checked, it looked like some performance was gained back;)
The good news is that at least you saw it working;) It doesn't disable all the animation/simulation of the velocity....just a few that glitch like hell:))
[/quote]
Now I have tried on purpose to disable the hair animations in an area where I have performance issues and indeed I got the feeling that it helped to improve the performance. Compared to completely turning off PureHair it also has the advantage that the hairs keep the look of the PureHair. Could it be possible to disable and enable the PureHair animations with a hotkey while the game is running? When I have to change the in game graphic settings in cricial areas it is comfortable that I don't have to restart the game for this. So it would be nice if I also could enable/disable PureHair animations without restarting the game. Only a suggestion ;)[/quote]
Yes, you can do that;) basically you need to add this code to the d3dx.ini file where the key shortcuts are defined:
[code]
; Toggle PureHair Animation ON/OFF
[KeyPureHairAnimation]
Key = q
x1 = 0.0, 1.0
type=cycle
[/code]
This key ("q" key which you can define as any other key) will cycle through 0 and 1 values, disabling and enabling the animation.
I have't tried it out, but it should work;)
helifax said:
I didn't actually measure the performance impact but on 3D Surround with PureHair On I get around 35 FPS while with PureHair OFF I get around 37FPS so... when I checked, it looked like some performance was gained back;)
The good news is that at least you saw it working;) It doesn't disable all the animation/simulation of the velocity....just a few that glitch like hell:))
Now I have tried on purpose to disable the hair animations in an area where I have performance issues and indeed I got the feeling that it helped to improve the performance. Compared to completely turning off PureHair it also has the advantage that the hairs keep the look of the PureHair. Could it be possible to disable and enable the PureHair animations with a hotkey while the game is running? When I have to change the in game graphic settings in cricial areas it is comfortable that I don't have to restart the game for this. So it would be nice if I also could enable/disable PureHair animations without restarting the game. Only a suggestion ;)
Yes, you can do that;) basically you need to add this code to the d3dx.ini file where the key shortcuts are defined:
This key ("q" key which you can define as any other key) will cycle through 0 and 1 values, disabling and enabling the animation.
I have't tried it out, but it should work;)
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
I found the solution for the "3D not kicking in" issue:
With Fullscreen enabled additionally enable Exclusive Fullscreen! While I am pretty sure that this was one of the first things that I already tried yesterday when this issue arose I can definitely say that this solved the problem for me.
In case you already enabled both options (Full Screen & Exclusive Fullscreen) in the launcher-option's menu and still 3D doesn't kick in give it another try ingame (ingame options menu).
Also make sure to tab out of compatibility mode (when 3D finally kicked in for me I automatically was in compatibility mode).
Finally I can enjoy this gem on my HMZ-T3! Thanks again to helifax and the other wizards for an outstanding masterpiece that FINALLY TURNED THE RIGHT HEADS!
Hailing from Germany maybe I should use my upcoming vacation which I am about to spend in the Netherlands to pay the folks at Nixxes an encouraging visit ;-)
I found the solution for the "3D not kicking in" issue:
With Fullscreen enabled additionally enable Exclusive Fullscreen! While I am pretty sure that this was one of the first things that I already tried yesterday when this issue arose I can definitely say that this solved the problem for me.
In case you already enabled both options (Full Screen & Exclusive Fullscreen) in the launcher-option's menu and still 3D doesn't kick in give it another try ingame (ingame options menu).
Also make sure to tab out of compatibility mode (when 3D finally kicked in for me I automatically was in compatibility mode).
Finally I can enjoy this gem on my HMZ-T3! Thanks again to helifax and the other wizards for an outstanding masterpiece that FINALLY TURNED THE RIGHT HEADS!
Hailing from Germany maybe I should use my upcoming vacation which I am about to spend in the Netherlands to pay the folks at Nixxes an encouraging visit ;-)
[quote="DarkStarSword"][quote="helifax"][quote="DHR"]Now talking about the community fix:
In the Stutter/low fps side because of the amount of shaders shipped....Helifax, if you have finish the game you will have all the .BIN files generated.....is possible you make a .zip with only the .BIN files you have to use that files in the ShaderFixes folder?
I almost finish the Soviet camp chapter and i have 8.000+ BIN files generated over the 35.000 txt shaders. BIN files suppose to load better/faster, so may speed up things....it's a CRAZY idea, but may work!!
[/quote]
Hehe, yeah I know;) The reason I stripped them is because:
- They are bigger than TXT files
- I don't know exactly on DirectX but on OpenGL you can't ship binary shaders (compiled) since the shader compiler might generate different ASM code for different hardware;) (The option is actually non-existent because of this)[/quote]As far as I know it is safe to ship binary shaders on DirectX and most games do this for performance reasons. You don't need 3DMigoto to compile them - you can also use fxc from the Windows SDK to do the same job (I could also add this to cmd_Decompiler to avoid the need to download the Windows SDK, but that didn't seem like a clear win since fxc is not hard to obtain).
There are still some slowdowns incurred from having so many files in a single directory which can take the OS a while to check if the filename we are looking up exists or not. I've wondered if it might be worth adding some kind of pack file format to 3DMigoto so we can avoid the overhead associated with looking up a file for these situations (there is of course no getting around the overhead of reading it).
Reloading shaders in hunting mode is the worst impacted since we have to do a directory listing and check the timestamps on every file, but there's probably not a huge amount we can do about that (well, maybe - is there an equivalent to inotify on Windows?)
[/quote]
Interesting,
I am trying to use fxc to build a shader from a ps.txt file.
But I get this error:
[code]
C:\Program Files (x86)\Windows Kits\10\bin\x64>fxc d:\test-ps.txt
Microsoft (R) Direct3D Shader Compiler 10.0.10011.16384 (using C:\Program Files (x86)\Windows Kits\10\bin\x64\D3DCOMPILER_47.dll)
Copyright (C) 2013 Microsoft. All rights reserved.
d:\test-ps.txt(127,1-15): error X3000: unrecognized identifier 'dcl_globalFlags'
compilation failed; no code produced
[/code]
Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)
DHR said:Now talking about the community fix:
In the Stutter/low fps side because of the amount of shaders shipped....Helifax, if you have finish the game you will have all the .BIN files generated.....is possible you make a .zip with only the .BIN files you have to use that files in the ShaderFixes folder?
I almost finish the Soviet camp chapter and i have 8.000+ BIN files generated over the 35.000 txt shaders. BIN files suppose to load better/faster, so may speed up things....it's a CRAZY idea, but may work!!
Hehe, yeah I know;) The reason I stripped them is because:
- They are bigger than TXT files
- I don't know exactly on DirectX but on OpenGL you can't ship binary shaders (compiled) since the shader compiler might generate different ASM code for different hardware;) (The option is actually non-existent because of this)
As far as I know it is safe to ship binary shaders on DirectX and most games do this for performance reasons. You don't need 3DMigoto to compile them - you can also use fxc from the Windows SDK to do the same job (I could also add this to cmd_Decompiler to avoid the need to download the Windows SDK, but that didn't seem like a clear win since fxc is not hard to obtain).
There are still some slowdowns incurred from having so many files in a single directory which can take the OS a while to check if the filename we are looking up exists or not. I've wondered if it might be worth adding some kind of pack file format to 3DMigoto so we can avoid the overhead associated with looking up a file for these situations (there is of course no getting around the overhead of reading it).
Reloading shaders in hunting mode is the worst impacted since we have to do a directory listing and check the timestamps on every file, but there's probably not a huge amount we can do about that (well, maybe - is there an equivalent to inotify on Windows?)
Interesting,
I am trying to use fxc to build a shader from a ps.txt file.
But I get this error:
C:\Program Files (x86)\Windows Kits\10\bin\x64>fxc d:\test-ps.txt
Microsoft (R) Direct3D Shader Compiler 10.0.10011.16384 (using C:\Program Files (x86)\Windows Kits\10\bin\x64\D3DCOMPILER_47.dll)
Copyright (C) 2013 Microsoft. All rights reserved.
Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)
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
[color="orange"] NEW UPDATE PUSHED !!![/color]
Fixed:
[b]- 4th of March 2016 - Added toggle for PureHair Animation[/b]
[b]- 4th of March 2016 - FIXED a Bug related to Space Screen Reflections that was present in Single Screen Systems, but not under Surround [/b]
[b]- 4th of March 2016 - Fixed another Screen Effect in the Baba Yaga DLC[/b]
Re-posting here for simplicity:
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the [color="green"]"Installing & Configuring the Fix"[/color] section above!!!
Fixed: - 4th of March 2016 - Added toggle for PureHair Animation - 4th of March 2016 - FIXED a Bug related to Space Screen Reflections that was present in Single Screen Systems, but not under Surround - 4th of March 2016 - Fixed another Screen Effect in the Baba Yaga DLC
Re-posting here for simplicity:
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!
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
Did anybody find the way to change FOV - other then through Cheat Engine ?
Probably you don`t care about it having Surround but maybe you`ve been trying to change Aspect Ratio and found some command line regarding this.
What sort of performance are people getting in 3D? I am finding this game very CPU bound. Changing graphic options does very little to improve performance in 3D. My fps drops to low 30s in Geothermal area. This is with i7 3770K@4.2 and GTX780ti (SLI).
Also.... has anyone got the new SBS/TAB working via new 3Dmigoto? I end up with sbs/tab halves being 3D also (same with dirt rally) so you have 3D on 3D.
What sort of performance are people getting in 3D? I am finding this game very CPU bound. Changing graphic options does very little to improve performance in 3D. My fps drops to low 30s in Geothermal area. This is with i7 3770K@4.2 and GTX780ti (SLI).
Also.... has anyone got the new SBS/TAB working via new 3Dmigoto? I end up with sbs/tab halves being 3D also (same with dirt rally) so you have 3D on 3D.
I'm running a somewhat similar setup and I'm having fps issues in the Soviet Installation. I'm running an i7 4770k @ 4.3GHz and GTX970 2-Way SLI.
I haven't done much experimentation yet with settings, but I'm getting 20-35 fps and the CPU and GPUs aren't getting fully utilized.
Does anyone know what settings might have the most impact in the bad fps areas?
[quote="helifax"]Interesting,
I am trying to use fxc to build a shader from a ps.txt file.
But I get this error:
[code]
C:\Program Files (x86)\Windows Kits\10\bin\x64>fxc d:\test-ps.txt
Microsoft (R) Direct3D Shader Compiler 10.0.10011.16384 (using C:\Program Files (x86)\Windows Kits\10\bin\x64\D3DCOMPILER_47.dll)
Copyright (C) 2013 Microsoft. All rights reserved.
d:\test-ps.txt(127,1-15): error X3000: unrecognized identifier 'dcl_globalFlags'
compilation failed; no code produced
[/code]
Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)[/quote]
Oh sorry - I don't know what I was thinking! fxc can compile the _replace.txt HLSL shaders, but not the assembly shaders (and you need to pass it the shader model /T ps_5_0 or whatever it is, output filename, etc - run with /? to see the options).
For the assembly shaders you can use cmd_Decompiler on the 3DMigoto releases page. Use --help to see the options, -a tells it to assemble a shader using Flugan's assembler. Right now it doesn't produce the same filenames as 3DMigoto, though you can easily rename them with a bulk rename tool (I use mmv). Once it gains a --force option and overwriting is optional I'll change the default to use 3DMigoto's style filenames to make that a bit simpler.
When it assembles shaders it will parse the "Input Signature" and "Output Signature" comments (which 3DMigoto does not do and instead reuses those from the original shader being replaced). This can allow new inputs/outputs to be added, but also means that if those comments have been altered it might not produce the right signature.
Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)
Oh sorry - I don't know what I was thinking! fxc can compile the _replace.txt HLSL shaders, but not the assembly shaders (and you need to pass it the shader model /T ps_5_0 or whatever it is, output filename, etc - run with /? to see the options).
For the assembly shaders you can use cmd_Decompiler on the 3DMigoto releases page. Use --help to see the options, -a tells it to assemble a shader using Flugan's assembler. Right now it doesn't produce the same filenames as 3DMigoto, though you can easily rename them with a bulk rename tool (I use mmv). Once it gains a --force option and overwriting is optional I'll change the default to use 3DMigoto's style filenames to make that a bit simpler.
When it assembles shaders it will parse the "Input Signature" and "Output Signature" comments (which 3DMigoto does not do and instead reuses those from the original shader being replaced). This can allow new inputs/outputs to be added, but also means that if those comments have been altered it might not produce the right signature.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="oneup03"]I'm running a somewhat similar setup and I'm having fps issues in the Soviet Installation. I'm running an i7 4770k @ 4.3GHz and GTX970 2-Way SLI.
I haven't done much experimentation yet with settings, but I'm getting 20-35 fps and the CPU and GPUs aren't getting fully utilized.
Does anyone know what settings might have the most impact in the bad fps areas?[/quote]
Seems to be a bit of a crap shoot with this game, I am running 2x980's and a 6700k proc. Frames dip really hard for me too depending on the lighting that is on the screen. I am still trying different settings, will let you know if I find anything.
oneup03 said:I'm running a somewhat similar setup and I'm having fps issues in the Soviet Installation. I'm running an i7 4770k @ 4.3GHz and GTX970 2-Way SLI.
I haven't done much experimentation yet with settings, but I'm getting 20-35 fps and the CPU and GPUs aren't getting fully utilized.
Does anyone know what settings might have the most impact in the bad fps areas?
Seems to be a bit of a crap shoot with this game, I am running 2x980's and a 6700k proc. Frames dip really hard for me too depending on the lighting that is on the screen. I am still trying different settings, will let you know if I find anything.
Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay
[quote="BazzaLB"]What sort of performance are people getting in 3D? I am finding this game very CPU bound. Changing graphic options does very little to improve performance in 3D. My fps drops to low 30s in Geothermal area. This is with i7 3770K@4.2 and GTX780ti (SLI).
Also.... has anyone got the new SBS/TAB working via new 3Dmigoto? I end up with sbs/tab halves being 3D also (same with dirt rally) so you have 3D on 3D.[/quote]
With the new fixes that helifax released in the last few days, I am having issues with the new version of 3DMigoto as well with the TB SBS fix. The best 3D for this game right now that I have found is to use the version of 3DMigoto that he has wrapped with the fix. You cannot use the TB SBS fix with it, but for me it seems to be the best option. The current fix with the new 3DMigoto also has some global lighting issues for me as well (at least in Syberia at night).
I am still trying different settings to see if I can come up with anything that works better. Game looks amazing @720p on my projector with the current fix either way.
BazzaLB said:What sort of performance are people getting in 3D? I am finding this game very CPU bound. Changing graphic options does very little to improve performance in 3D. My fps drops to low 30s in Geothermal area. This is with i7 3770K@4.2 and GTX780ti (SLI).
Also.... has anyone got the new SBS/TAB working via new 3Dmigoto? I end up with sbs/tab halves being 3D also (same with dirt rally) so you have 3D on 3D.
With the new fixes that helifax released in the last few days, I am having issues with the new version of 3DMigoto as well with the TB SBS fix. The best 3D for this game right now that I have found is to use the version of 3DMigoto that he has wrapped with the fix. You cannot use the TB SBS fix with it, but for me it seems to be the best option. The current fix with the new 3DMigoto also has some global lighting issues for me as well (at least in Syberia at night).
I am still trying different settings to see if I can come up with anything that works better. Game looks amazing @720p on my projector with the current fix either way.
Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay
[quote="DarkStarSword"][quote="helifax"]Interesting,
I am trying to use fxc to build a shader from a ps.txt file.
But I get this error:
[code]
C:\Program Files (x86)\Windows Kits\10\bin\x64>fxc d:\test-ps.txt
Microsoft (R) Direct3D Shader Compiler 10.0.10011.16384 (using C:\Program Files (x86)\Windows Kits\10\bin\x64\D3DCOMPILER_47.dll)
Copyright (C) 2013 Microsoft. All rights reserved.
d:\test-ps.txt(127,1-15): error X3000: unrecognized identifier 'dcl_globalFlags'
compilation failed; no code produced
[/code]
Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)[/quote]
Oh sorry - I don't know what I was thinking! fxc can compile the _replace.txt HLSL shaders, but not the assembly shaders (and you need to pass it the shader model /T ps_5_0 or whatever it is, output filename, etc - run with /? to see the options).
For the assembly shaders you can use cmd_Decompiler on the 3DMigoto releases page. Use --help to see the options, -a tells it to assemble a shader using Flugan's assembler. Right now it doesn't produce the same filenames as 3DMigoto, though you can easily rename them with a bulk rename tool (I use mmv). Once it gains a --force option and overwriting is optional I'll change the default to use 3DMigoto's style filenames to make that a bit simpler.
When it assembles shaders it will parse the "Input Signature" and "Output Signature" comments (which 3DMigoto does not do and instead reuses those from the original shader being replaced). This can allow new inputs/outputs to be added, but also means that if those comments have been altered it might not produce the right signature.[/quote]
I wouldn't go to that much trouble just yet. I expect to take a look at the bug in 3Dmigoto where it doesn't cache load the ASM .bin files. I'll fix that first because it's easy. Once it's reassembled, the file should be a .bin so it will be loaded as a cached shader just like the HLSL versions. This was just an oversight when we added ASM support.
Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)
Oh sorry - I don't know what I was thinking! fxc can compile the _replace.txt HLSL shaders, but not the assembly shaders (and you need to pass it the shader model /T ps_5_0 or whatever it is, output filename, etc - run with /? to see the options).
For the assembly shaders you can use cmd_Decompiler on the 3DMigoto releases page. Use --help to see the options, -a tells it to assemble a shader using Flugan's assembler. Right now it doesn't produce the same filenames as 3DMigoto, though you can easily rename them with a bulk rename tool (I use mmv). Once it gains a --force option and overwriting is optional I'll change the default to use 3DMigoto's style filenames to make that a bit simpler.
When it assembles shaders it will parse the "Input Signature" and "Output Signature" comments (which 3DMigoto does not do and instead reuses those from the original shader being replaced). This can allow new inputs/outputs to be added, but also means that if those comments have been altered it might not produce the right signature.
I wouldn't go to that much trouble just yet. I expect to take a look at the bug in 3Dmigoto where it doesn't cache load the ASM .bin files. I'll fix that first because it's easy. Once it's reassembled, the file should be a .bin so it will be loaded as a cached shader just like the HLSL versions. This was just an oversight when we added ASM support.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
I have an issue with the activation of the 3dvision with this game (i have a Asus VG278H).
I had no issue with the witcher 3 or other games but with Rise of the Tomb Taider, with your fix on 610_1 or with the current update, 3dvision doesn't turn on (of course the 3dvision is activate in the nvidia control panel)
With the current update of the game, i can choose "no" or "side by side" for the 3d option.
I don't find the solution, someoene has an idea ? Thank you.
I buy homeworld too, same issue, maybe it is linked with steam.
Because i have no issues with the witcher 3 or GTA V.
Anyone here who has an idea what could prevent 3D Vision to kick in?
Now I have tried on purpose to disable the hair animations in an area where I have performance issues and indeed I got the feeling that it helped to improve the performance. Compared to completely turning off PureHair it also has the advantage that the hairs keep the look of the PureHair. Could it be possible to disable and enable the PureHair animations with a hotkey while the game is running? When I have to change the in game graphic settings in cricial areas it is comfortable that I don't have to restart the game for this. So it would be nice if I also could enable/disable PureHair animations without restarting the game. Only a suggestion ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Yes, you can do that;) basically you need to add this code to the d3dx.ini file where the key shortcuts are defined:
This key ("q" key which you can define as any other key) will cycle through 0 and 1 values, disabling and enabling the animation.
I have't tried it out, but it should work;)
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)
With Fullscreen enabled additionally enable Exclusive Fullscreen! While I am pretty sure that this was one of the first things that I already tried yesterday when this issue arose I can definitely say that this solved the problem for me.
In case you already enabled both options (Full Screen & Exclusive Fullscreen) in the launcher-option's menu and still 3D doesn't kick in give it another try ingame (ingame options menu).
Also make sure to tab out of compatibility mode (when 3D finally kicked in for me I automatically was in compatibility mode).
Finally I can enjoy this gem on my HMZ-T3! Thanks again to helifax and the other wizards for an outstanding masterpiece that FINALLY TURNED THE RIGHT HEADS!
Hailing from Germany maybe I should use my upcoming vacation which I am about to spend in the Netherlands to pay the folks at Nixxes an encouraging visit ;-)
Interesting,
I am trying to use fxc to build a shader from a ps.txt file.
But I get this error:
Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)
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)
Fixed:
- 4th of March 2016 - Added toggle for PureHair Animation
- 4th of March 2016 - FIXED a Bug related to Space Screen Reflections that was present in Single Screen Systems, but not under Surround
- 4th of March 2016 - Fixed another Screen Effect in the Baba Yaga DLC
Re-posting here for simplicity:
==================================
UPGRADING from a previous version:
==================================
- Navigate to the Game Folder
- Run "uninstall.bat"
- Download the archive again
- Follow "ALL THE STEPS" from the "Installing & Configuring the Fix" section above!!!
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)
Probably you don`t care about it having Surround but maybe you`ve been trying to change Aspect Ratio and found some command line regarding this.
https://steamcommunity.com/profiles/76561198014296177/
Also.... has anyone got the new SBS/TAB working via new 3Dmigoto? I end up with sbs/tab halves being 3D also (same with dirt rally) so you have 3D on 3D.
I haven't done much experimentation yet with settings, but I'm getting 20-35 fps and the CPU and GPUs aren't getting fully utilized.
Does anyone know what settings might have the most impact in the bad fps areas?
i7-8086k @ 5.2GHz
EVGA GTX 1080Ti
16GB 3800MHz DDR4
Windows 7 x64
Oh sorry - I don't know what I was thinking! fxc can compile the _replace.txt HLSL shaders, but not the assembly shaders (and you need to pass it the shader model /T ps_5_0 or whatever it is, output filename, etc - run with /? to see the options).
For the assembly shaders you can use cmd_Decompiler on the 3DMigoto releases page. Use --help to see the options, -a tells it to assemble a shader using Flugan's assembler. Right now it doesn't produce the same filenames as 3DMigoto, though you can easily rename them with a bulk rename tool (I use mmv). Once it gains a --force option and overwriting is optional I'll change the default to use 3DMigoto's style filenames to make that a bit simpler.
When it assembles shaders it will parse the "Input Signature" and "Output Signature" comments (which 3DMigoto does not do and instead reuses those from the original shader being replaced). This can allow new inputs/outputs to be added, but also means that if those comments have been altered it might not produce the right signature.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Seems to be a bit of a crap shoot with this game, I am running 2x980's and a 6700k proc. Frames dip really hard for me too depending on the lighting that is on the screen. I am still trying different settings, will let you know if I find anything.
Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay
With the new fixes that helifax released in the last few days, I am having issues with the new version of 3DMigoto as well with the TB SBS fix. The best 3D for this game right now that I have found is to use the version of 3DMigoto that he has wrapped with the fix. You cannot use the TB SBS fix with it, but for me it seems to be the best option. The current fix with the new 3DMigoto also has some global lighting issues for me as well (at least in Syberia at night).
I am still trying different settings to see if I can come up with anything that works better. Game looks amazing @720p on my projector with the current fix either way.
Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay
I wouldn't go to that much trouble just yet. I expect to take a look at the bug in 3Dmigoto where it doesn't cache load the ASM .bin files. I'll fix that first because it's easy. Once it's reassembled, the file should be a .bin so it will be loaded as a cached shader just like the HLSL versions. This was just an oversight when we added ASM support.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers