Ok, so all finished with the water shaders. As an added bonus, I also integrated a 3D crosshair too! If you want to go back to the static crosshair, though, just go into the \Shaderfixes\No Autocrosshair folder and copy that file into the Shaderfixes folder and overwrite the file.
Turned out there were a few different shaders needed for each section. Wouldn't be too surprised if other sections have different shaders that need fixing as well. Fortunately the pattern was the same in each, so you might be able to adapt the fix to those yourself, or if you send me the saves to the locations I'll take a look at those ones too.
I've changed all the settings for a proper release, so anyone can download this fix and use it (just make sure to properly uninstall the old fix first).
Download: [url]http://www.mediafire.com/file/e5oyntd45j9ob8u/Skyrim_SE_Fix_update.zip[/url]
Ok, so all finished with the water shaders. As an added bonus, I also integrated a 3D crosshair too! If you want to go back to the static crosshair, though, just go into the \Shaderfixes\No Autocrosshair folder and copy that file into the Shaderfixes folder and overwrite the file.
Turned out there were a few different shaders needed for each section. Wouldn't be too surprised if other sections have different shaders that need fixing as well. Fortunately the pattern was the same in each, so you might be able to adapt the fix to those yourself, or if you send me the saves to the locations I'll take a look at those ones too.
I've changed all the settings for a proper release, so anyone can download this fix and use it (just make sure to properly uninstall the old fix first).
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="DJ-RK"]Ok, so all finished with the water shaders. As an added bonus, I also integrated a 3D crosshair too! If you want to go back to the static crosshair, though, just go into the \Shaderfixes\No Autocrosshair folder and copy that file into the Shaderfixes folder and overwrite the file.
Turned out there were a few different shaders needed for each section. Wouldn't be too surprised if other sections have different shaders that need fixing as well. Fortunately the pattern was the same in each, so you might be able to adapt the fix to those yourself, or if you send me the saves to the locations I'll take a look at those ones too.
I've changed all the settings for a proper release, so anyone can download this fix and use it (just make sure to properly uninstall the old fix first).
Download: [url]http://www.mediafire.com/file/e5oyntd45j9ob8u/Skyrim_SE_Fix_update.zip[/url][/quote]
Thank you for the update! Should we continue to import the profile that was listed on page 3?
DJ-RK said:Ok, so all finished with the water shaders. As an added bonus, I also integrated a 3D crosshair too! If you want to go back to the static crosshair, though, just go into the \Shaderfixes\No Autocrosshair folder and copy that file into the Shaderfixes folder and overwrite the file.
Turned out there were a few different shaders needed for each section. Wouldn't be too surprised if other sections have different shaders that need fixing as well. Fortunately the pattern was the same in each, so you might be able to adapt the fix to those yourself, or if you send me the saves to the locations I'll take a look at those ones too.
I've changed all the settings for a proper release, so anyone can download this fix and use it (just make sure to properly uninstall the old fix first).
On that note, did anyone try the standard profile in the latest driver?
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Thanks for the help, I was able to successfully update the profile with the one listed on page 3 and it worked. I used Notepad++ to edit the profile text file and deleted the file "nvdrssel.bin" as suggested which was located at: "C:\ProgramData\NVIDIA Corporation\Drs". I used the app "GeForce 3D Settings Profile Manager" to export and then import the profile text. The file "nvdrssel.bin" was deleted before export and the before import. (details included to hopefully help others)
I'd like to check with you guys on what I'm seeing though.
[u]
[b]Same depth for all objects:[/b][/u]
There is depth but everything seems to be placed at the same depth, meaning the world is still rather flat, even though it has produced the offset between what the left and right eye see. When I remove my glasses and look at an object up close and compare it to a distant object the separation is the same (distance between the right eye image and the left eye image is the same). Is this how this fix should be if it's set up properly?
[u][b]Shadows seem to separate when depth is adjusted:[/b][/u]
When I use the depth adjustment wheel on the emitter it increases the image separation (equally for everything) and it has a more visible affect on the shadows, they separate a lot more, move away from their objects that created the shadows.
[u][b]Weapon skins distorted with increased depth adjustment:[/b][/u]
In first person the weapons skins appear to be drawn incorrectly, incorrect depth, the skin graphics are drawn differently from one eye to the other, increasing depth moves one eyes view of the skin in one direction while moving the skin the other direction for the other eye. By skin I'm referring to the texture wrap of the weapon.
[u]
[b]Hot key F2 moving HUD pieces but not depth:[/u][/b]
Pressing "F2" just seems to slide the HUD a bit to the right, if you press it a few times it cycles back to its starting position.
[u][b]More notes:[/b][/u]
I used the profile on page 3 but it appears that others experienced similar issues and then posted edited profiles on page 6, I tried those and they won't import for some reason.
I used the update version 6 posted and then also tried the most recent update posted by DJ-RK but both seemed to have the same issues.
So what do you guys think, is there something wrong on my end or is this just the way the fix works at it's current state of development?
Thanks for the help, I was able to successfully update the profile with the one listed on page 3 and it worked. I used Notepad++ to edit the profile text file and deleted the file "nvdrssel.bin" as suggested which was located at: "C:\ProgramData\NVIDIA Corporation\Drs". I used the app "GeForce 3D Settings Profile Manager" to export and then import the profile text. The file "nvdrssel.bin" was deleted before export and the before import. (details included to hopefully help others)
I'd like to check with you guys on what I'm seeing though. Same depth for all objects:
There is depth but everything seems to be placed at the same depth, meaning the world is still rather flat, even though it has produced the offset between what the left and right eye see. When I remove my glasses and look at an object up close and compare it to a distant object the separation is the same (distance between the right eye image and the left eye image is the same). Is this how this fix should be if it's set up properly?
Shadows seem to separate when depth is adjusted:
When I use the depth adjustment wheel on the emitter it increases the image separation (equally for everything) and it has a more visible affect on the shadows, they separate a lot more, move away from their objects that created the shadows.
Weapon skins distorted with increased depth adjustment:
In first person the weapons skins appear to be drawn incorrectly, incorrect depth, the skin graphics are drawn differently from one eye to the other, increasing depth moves one eyes view of the skin in one direction while moving the skin the other direction for the other eye. By skin I'm referring to the texture wrap of the weapon. Hot key F2 moving HUD pieces but not depth:
Pressing "F2" just seems to slide the HUD a bit to the right, if you press it a few times it cycles back to its starting position.
More notes:
I used the profile on page 3 but it appears that others experienced similar issues and then posted edited profiles on page 6, I tried those and they won't import for some reason.
I used the update version 6 posted and then also tried the most recent update posted by DJ-RK but both seemed to have the same issues.
So what do you guys think, is there something wrong on my end or is this just the way the fix works at it's current state of development?
That's great, DJ-RK :).
Why have you disabled some shadows? In "6e1ffd8c9aa6da7c-ps_replace.txt" (//Exterior shadows 2 (medium distance).) you did "o0.xyzw = 0;" instead of "o0.xyzw = r0.xyzw;", so they are disabled, or more like everything is in shadow. I guess you did it for testing and forgot to revert that change. I corrected it and it's OK now.
There is a problem with one water vertex-pixel shader pair: "7991d365ab730974-vs_replace.txt" (// Icy Water VS3 (distant sides)) and "34defe3d2db150e2-ps_replace.txt" (// Icy Water PS3 (distant / sides)). Water reflections are going crazy and moving back and forth all the time. Waves on water can't be seen (because of reflections I assume), so it's very noticeable because it's just a certain area of water.
Save file (near Solitude, at the sea coast): https://s3.amazonaws.com/masterotaku/SkyrimSE/Save13.7z
You will see it just in front of you. Near that place, there is a water shader that needs fixing. I have fixed that following your style, so don't worry about that :). I think I can take care of the rest (quite a bunch of shaders that I have to add again to the folder, and fix most of them like you did) unless some of them have that same reflections problem.
About the dynamic crosshair, it is at near max or max depth for me all the time. Is it supposed to be like that in this case?
Edit: @Grimlock_Arts: stupid question: have you disabled fake 3D (ctrl+alt+F11)? The fix is almost perfect at this point. I just need to apply DJ-RK's water fix for all water shaders and it will be done.
Edit 2: [s]mmm, now underwater reflections are at screen depth because of one of your vertex shaders (d8db68c737fffc3f-vs_replace.txt), DJ-RK. I'll try to compensate it somehow in the pixel shader (which is in my old fix).[/s] I made a mistake :p.
Why have you disabled some shadows? In "6e1ffd8c9aa6da7c-ps_replace.txt" (//Exterior shadows 2 (medium distance).) you did "o0.xyzw = 0;" instead of "o0.xyzw = r0.xyzw;", so they are disabled, or more like everything is in shadow. I guess you did it for testing and forgot to revert that change. I corrected it and it's OK now.
There is a problem with one water vertex-pixel shader pair: "7991d365ab730974-vs_replace.txt" (// Icy Water VS3 (distant sides)) and "34defe3d2db150e2-ps_replace.txt" (// Icy Water PS3 (distant / sides)). Water reflections are going crazy and moving back and forth all the time. Waves on water can't be seen (because of reflections I assume), so it's very noticeable because it's just a certain area of water.
You will see it just in front of you. Near that place, there is a water shader that needs fixing. I have fixed that following your style, so don't worry about that :). I think I can take care of the rest (quite a bunch of shaders that I have to add again to the folder, and fix most of them like you did) unless some of them have that same reflections problem.
About the dynamic crosshair, it is at near max or max depth for me all the time. Is it supposed to be like that in this case?
Edit: @Grimlock_Arts: stupid question: have you disabled fake 3D (ctrl+alt+F11)? The fix is almost perfect at this point. I just need to apply DJ-RK's water fix for all water shaders and it will be done.
Edit 2: mmm, now underwater reflections are at screen depth because of one of your vertex shaders (d8db68c737fffc3f-vs_replace.txt), DJ-RK. I'll try to compensate it somehow in the pixel shader (which is in my old fix). I made a mistake :p.
Just wanted to update something that maybe is already known to you experts: the annoying flickering of textures I had when in SLI mode was gone by turning off antialiasing from launcher, but if I disable SLI and play with single card, the flickering wasnt there at all, even with antialiasing on. Moreover with this SLI compatibility bits on Nvidia Inspector: 0x080000F5 (Killing Floor 2, Catzilla, Dragon Age 2...) flickering is gone even in SLI mode with antialiasing on.
I know this is a 3d vision topic not a SLI one, but just to be sure, is SLI reasonably increasing performance for any of you? To me, it is not.
And by the way, the 3d fix is looking perfect, thanks to everybody working on it!
Just wanted to update something that maybe is already known to you experts: the annoying flickering of textures I had when in SLI mode was gone by turning off antialiasing from launcher, but if I disable SLI and play with single card, the flickering wasnt there at all, even with antialiasing on. Moreover with this SLI compatibility bits on Nvidia Inspector: 0x080000F5 (Killing Floor 2, Catzilla, Dragon Age 2...) flickering is gone even in SLI mode with antialiasing on.
I know this is a 3d vision topic not a SLI one, but just to be sure, is SLI reasonably increasing performance for any of you? To me, it is not.
And by the way, the 3d fix is looking perfect, thanks to everybody working on it!
@Grimlock_Arts
I went through similar pain when trying to apply the fix.
In my case, even after successfully exporting/importing the correct "page 3" profile and installing the fix, the 3D wouldn't still kick in. (game would start, but the screen would remain black)
Then, I installed a few mods and... tadaa... the fix works wonderfully! :) I suspect the responsible might have been the Unofficial Skyrim Special Edition Patch - [url]http://www.nexusmods.com/skyrimspecialedition/mods/266/?[/url]
I think your depth problem might be... too less convergence? Initially, my game was almost flat but, with a (much) increased convergence (Ctrl + F6), the 3D became perfect.
[color="orange"]Thank you masterotaku, DJ-RK and all responsible for your fantastic work![/color]
I went through similar pain when trying to apply the fix.
In my case, even after successfully exporting/importing the correct "page 3" profile and installing the fix, the 3D wouldn't still kick in. (game would start, but the screen would remain black)
Then, I installed a few mods and... tadaa... the fix works wonderfully! :) I suspect the responsible might have been the Unofficial Skyrim Special Edition Patch - http://www.nexusmods.com/skyrimspecialedition/mods/266/?
I think your depth problem might be... too less convergence? Initially, my game was almost flat but, with a (much) increased convergence (Ctrl + F6), the 3D became perfect.
Thank you masterotaku, DJ-RK and all responsible for your fantastic work!
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
[quote="costiq"]
Then, I installed a few mods and... tadaa... the fix works wonderfully! :) I suspect the responsible might have been the Unofficial Skyrim Special Edition Patch - [url]http://www.nexusmods.com/skyrimspecialedition/mods/266/?[/url]
[/quote]
:/
So it was the unoffical patch? Yes, I have it installed, but I started doing the fix without it and Skyrim was working fine in 3D. I still haven't tried the newest Nvidia drivers. I tried reimporting the profile from page 3 and it worked, as always.
Btw, I'm almost done with the water. I have to check only a few more places. And that curvature setting for the HUD is done too :). In a matter of a few hours, I'll post the fix on the blog, I think. I'll do it here before, to not make you wait for the blog post.
costiq said:
Then, I installed a few mods and... tadaa... the fix works wonderfully! :) I suspect the responsible might have been the Unofficial Skyrim Special Edition Patch - http://www.nexusmods.com/skyrimspecialedition/mods/266/?
:/
So it was the unoffical patch? Yes, I have it installed, but I started doing the fix without it and Skyrim was working fine in 3D. I still haven't tried the newest Nvidia drivers. I tried reimporting the profile from page 3 and it worked, as always.
Btw, I'm almost done with the water. I have to check only a few more places. And that curvature setting for the HUD is done too :). In a matter of a few hours, I'll post the fix on the blog, I think. I'll do it here before, to not make you wait for the blog post.
[quote="masterotaku"]
So it was the unoffical patch? [/quote]
Yes, I think it was. The other modes were just texture related.
I might be talking nonsense, but... could it be that I'm using 3DTV Play? (please don't luff @ my ignorance :))
In any case, masterotaku, you rock!
ありがとうございました :)
Yes, I think it was. The other modes were just texture related.
I might be talking nonsense, but... could it be that I'm using 3DTV Play? (please don't luff @ my ignorance :))
In any case, masterotaku, you rock!
ありがとうございました :)
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
[quote="Grimlock_Arts"]Thanks for the help, I was able to successfully update the profile with the one listed on page 3 and it worked. I used Notepad++ to edit the profile text file and deleted the file "nvdrssel.bin" as suggested which was located at: "C:\ProgramData\NVIDIA Corporation\Drs". I used the app "GeForce 3D Settings Profile Manager" to export and then import the profile text. The file "nvdrssel.bin" was deleted before export and the before import. (details included to hopefully help others)
I'd like to check with you guys on what I'm seeing though.
[u]
[b]Same depth for all objects:[/b][/u]
There is depth but everything seems to be placed at the same depth, meaning the world is still rather flat, even though it has produced the offset between what the left and right eye see. When I remove my glasses and look at an object up close and compare it to a distant object the separation is the same (distance between the right eye image and the left eye image is the same). Is this how this fix should be if it's set up properly?
[u][b]Shadows seem to separate when depth is adjusted:[/b][/u]
When I use the depth adjustment wheel on the emitter it increases the image separation (equally for everything) and it has a more visible affect on the shadows, they separate a lot more, move away from their objects that created the shadows.
[u][b]Weapon skins distorted with increased depth adjustment:[/b][/u]
In first person the weapons skins appear to be drawn incorrectly, incorrect depth, the skin graphics are drawn differently from one eye to the other, increasing depth moves one eyes view of the skin in one direction while moving the skin the other direction for the other eye. By skin I'm referring to the texture wrap of the weapon.
[u]
[b]Hot key F2 moving HUD pieces but not depth:[/u][/b]
Pressing "F2" just seems to slide the HUD a bit to the right, if you press it a few times it cycles back to its starting position.
[u][b]More notes:[/b][/u]
I used the profile on page 3 but it appears that others experienced similar issues and then posted edited profiles on page 6, I tried those and they won't import for some reason.
I used the update version 6 posted and then also tried the most recent update posted by DJ-RK but both seemed to have the same issues.
So what do you guys think, is there something wrong on my end or is this just the way the fix works at it's current state of development?[/quote]
I'll try posting another copy of the profile I am using. I had those same issues with the profile on page 3. Because of that I came up with my own that put the HUD back to screen depth and seems to work correctly in the same way as original Skyrim or Fallout 4. I will re-post that profile tonight and verify it can be imported correctly.
Grimlock_Arts said:Thanks for the help, I was able to successfully update the profile with the one listed on page 3 and it worked. I used Notepad++ to edit the profile text file and deleted the file "nvdrssel.bin" as suggested which was located at: "C:\ProgramData\NVIDIA Corporation\Drs". I used the app "GeForce 3D Settings Profile Manager" to export and then import the profile text. The file "nvdrssel.bin" was deleted before export and the before import. (details included to hopefully help others)
I'd like to check with you guys on what I'm seeing though. Same depth for all objects:
There is depth but everything seems to be placed at the same depth, meaning the world is still rather flat, even though it has produced the offset between what the left and right eye see. When I remove my glasses and look at an object up close and compare it to a distant object the separation is the same (distance between the right eye image and the left eye image is the same). Is this how this fix should be if it's set up properly?
Shadows seem to separate when depth is adjusted:
When I use the depth adjustment wheel on the emitter it increases the image separation (equally for everything) and it has a more visible affect on the shadows, they separate a lot more, move away from their objects that created the shadows.
Weapon skins distorted with increased depth adjustment:
In first person the weapons skins appear to be drawn incorrectly, incorrect depth, the skin graphics are drawn differently from one eye to the other, increasing depth moves one eyes view of the skin in one direction while moving the skin the other direction for the other eye. By skin I'm referring to the texture wrap of the weapon. Hot key F2 moving HUD pieces but not depth:
Pressing "F2" just seems to slide the HUD a bit to the right, if you press it a few times it cycles back to its starting position.
More notes:
I used the profile on page 3 but it appears that others experienced similar issues and then posted edited profiles on page 6, I tried those and they won't import for some reason.
I used the update version 6 posted and then also tried the most recent update posted by DJ-RK but both seemed to have the same issues.
So what do you guys think, is there something wrong on my end or is this just the way the fix works at it's current state of development?
I'll try posting another copy of the profile I am using. I had those same issues with the profile on page 3. Because of that I came up with my own that put the HUD back to screen depth and seems to work correctly in the same way as original Skyrim or Fallout 4. I will re-post that profile tonight and verify it can be imported correctly.
DJ-RK, don't worry about that water shader problem I said. I solved it. I had to comment the
[code]
r0.yz = r0.yz / cb1[5].xx;
o3.xy = cb1[3].xy + r0.yz;
[/code]
lines in the vertex shader (//Icy Water VS3). They weren't there in the original shader :).
This is done or almost done. I think all or almost all water is fixed. I'll recheck everything just in case.
Hey guys, so what's the link with the current 3D vision fix?. What's still broken? Thanks so much to masterotaku and all guys involved for these effort!. I played older Skyrim version with 3D and was so immersive, I hope to have the same experience with Special Edition and with this fix, thanks a lot!!
Hey guys, so what's the link with the current 3D vision fix?. What's still broken? Thanks so much to masterotaku and all guys involved for these effort!. I played older Skyrim version with 3D and was so immersive, I hope to have the same experience with Special Edition and with this fix, thanks a lot!!
The fix is done! Here it is: https://s3.amazonaws.com/masterotaku/SkyrimSE/skyrimse_3dfix_1.7z
Edit: done reuploading.
The game will take a while to load the first time because it will be compiling shaders. After that, it will boot instantly.
There are a bunch of new features. Make sure to read the "[Constants]" and hotkeys sections to see them. It will take a while to explain so I'll keep updating this post to explain them.
I have also included the Nvidia profile in a "profile.txt" file. It's a bit different from page 3 because I include the launcher. Maybe that's why it worked for me but not for others?
Hotkeys:
- "F1": convergence presets.
- "F2": HUD depth presets.
- "F3": bloom. Not disabled by default.
- "F4": fog. Not disabled by default.
- "y": blood on screen effect. Not disabled by default.
- "v": HUD X axis curvature presets. 0 by default. The other values are 1 and -1.
- "b": HUD Y axis curvature presets. 0 by default. The other values are 1 and -1.
- "n": general HUD curvature setting. Curvature is disabled by default.
- ".": autocrosshair by DJ-RK, but this time as a hotkey. Disabled by default (it can interfere with some menus).
There isn't any optional folder. Every option that can be of user preference is in those hotkeys.
[b][u]IMPORTANT:[/u][/b] disable screen space reflections in the launcher options. They are currently very broken and I don't know why or since when (I think it started with DJ-RKs fixes). But they weren't correct before, so it doesn't matter that much. Also, disable god rays, because they are 2D.
If you want to try the HUD curvature feature (which only works when HUD depth isn't 0), press "n" ingame first. After that, try the "v" and "b" keys. Both of them have 3 presets (positive, negative and 0). Then you can toggle your curvature setting with "n" whenever you want (you'll have to do all of it every time you boot the game, unless you edit the "d3dx.ini" file). The blog post will have some screenshots with this :p.
I'll keep playing the game every once in a while, so if I find any missing water shader or something I'll update the fix and let you know in this thread and the blog post (I still have to create it).
The game will take a while to load the first time because it will be compiling shaders. After that, it will boot instantly.
There are a bunch of new features. Make sure to read the "[Constants]" and hotkeys sections to see them. It will take a while to explain so I'll keep updating this post to explain them.
I have also included the Nvidia profile in a "profile.txt" file. It's a bit different from page 3 because I include the launcher. Maybe that's why it worked for me but not for others?
Hotkeys:
- "F1": convergence presets.
- "F2": HUD depth presets.
- "F3": bloom. Not disabled by default.
- "F4": fog. Not disabled by default.
- "y": blood on screen effect. Not disabled by default.
- "v": HUD X axis curvature presets. 0 by default. The other values are 1 and -1.
- "b": HUD Y axis curvature presets. 0 by default. The other values are 1 and -1.
- "n": general HUD curvature setting. Curvature is disabled by default.
- ".": autocrosshair by DJ-RK, but this time as a hotkey. Disabled by default (it can interfere with some menus).
There isn't any optional folder. Every option that can be of user preference is in those hotkeys.
IMPORTANT: disable screen space reflections in the launcher options. They are currently very broken and I don't know why or since when (I think it started with DJ-RKs fixes). But they weren't correct before, so it doesn't matter that much. Also, disable god rays, because they are 2D.
If you want to try the HUD curvature feature (which only works when HUD depth isn't 0), press "n" ingame first. After that, try the "v" and "b" keys. Both of them have 3 presets (positive, negative and 0). Then you can toggle your curvature setting with "n" whenever you want (you'll have to do all of it every time you boot the game, unless you edit the "d3dx.ini" file). The blog post will have some screenshots with this :p.
I'll keep playing the game every once in a while, so if I find any missing water shader or something I'll update the fix and let you know in this thread and the blog post (I still have to create it).
I have reuploaded the fix, including the profile file and disabling a frame analysis option in the ini. If you have downloade dit before this post, do it again.
Edit: nope. Please, wait. Typo in a shader.
I have reuploaded the fix, including the profile file and disabling a frame analysis option in the ini. If you have downloade dit before this post, do it again.
Turned out there were a few different shaders needed for each section. Wouldn't be too surprised if other sections have different shaders that need fixing as well. Fortunately the pattern was the same in each, so you might be able to adapt the fix to those yourself, or if you send me the saves to the locations I'll take a look at those ones too.
I've changed all the settings for a proper release, so anyone can download this fix and use it (just make sure to properly uninstall the old fix first).
Download: http://www.mediafire.com/file/e5oyntd45j9ob8u/Skyrim_SE_Fix_update.zip
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Thank you for the update! Should we continue to import the profile that was listed on page 3?
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
On that note, did anyone try the standard profile in the latest driver?
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
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I'd like to check with you guys on what I'm seeing though.
Same depth for all objects:
There is depth but everything seems to be placed at the same depth, meaning the world is still rather flat, even though it has produced the offset between what the left and right eye see. When I remove my glasses and look at an object up close and compare it to a distant object the separation is the same (distance between the right eye image and the left eye image is the same). Is this how this fix should be if it's set up properly?
Shadows seem to separate when depth is adjusted:
When I use the depth adjustment wheel on the emitter it increases the image separation (equally for everything) and it has a more visible affect on the shadows, they separate a lot more, move away from their objects that created the shadows.
Weapon skins distorted with increased depth adjustment:
In first person the weapons skins appear to be drawn incorrectly, incorrect depth, the skin graphics are drawn differently from one eye to the other, increasing depth moves one eyes view of the skin in one direction while moving the skin the other direction for the other eye. By skin I'm referring to the texture wrap of the weapon.
Hot key F2 moving HUD pieces but not depth:
Pressing "F2" just seems to slide the HUD a bit to the right, if you press it a few times it cycles back to its starting position.
More notes:
I used the profile on page 3 but it appears that others experienced similar issues and then posted edited profiles on page 6, I tried those and they won't import for some reason.
I used the update version 6 posted and then also tried the most recent update posted by DJ-RK but both seemed to have the same issues.
So what do you guys think, is there something wrong on my end or is this just the way the fix works at it's current state of development?
Why have you disabled some shadows? In "6e1ffd8c9aa6da7c-ps_replace.txt" (//Exterior shadows 2 (medium distance).) you did "o0.xyzw = 0;" instead of "o0.xyzw = r0.xyzw;", so they are disabled, or more like everything is in shadow. I guess you did it for testing and forgot to revert that change. I corrected it and it's OK now.
There is a problem with one water vertex-pixel shader pair: "7991d365ab730974-vs_replace.txt" (// Icy Water VS3 (distant sides)) and "34defe3d2db150e2-ps_replace.txt" (// Icy Water PS3 (distant / sides)). Water reflections are going crazy and moving back and forth all the time. Waves on water can't be seen (because of reflections I assume), so it's very noticeable because it's just a certain area of water.
Save file (near Solitude, at the sea coast): https://s3.amazonaws.com/masterotaku/SkyrimSE/Save13.7z
You will see it just in front of you. Near that place, there is a water shader that needs fixing. I have fixed that following your style, so don't worry about that :). I think I can take care of the rest (quite a bunch of shaders that I have to add again to the folder, and fix most of them like you did) unless some of them have that same reflections problem.
About the dynamic crosshair, it is at near max or max depth for me all the time. Is it supposed to be like that in this case?
Edit: @Grimlock_Arts: stupid question: have you disabled fake 3D (ctrl+alt+F11)? The fix is almost perfect at this point. I just need to apply DJ-RK's water fix for all water shaders and it will be done.
Edit 2:
mmm, now underwater reflections are at screen depth because of one of your vertex shaders (d8db68c737fffc3f-vs_replace.txt), DJ-RK. I'll try to compensate it somehow in the pixel shader (which is in my old fix).I made a mistake :p.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
I know this is a 3d vision topic not a SLI one, but just to be sure, is SLI reasonably increasing performance for any of you? To me, it is not.
And by the way, the 3d fix is looking perfect, thanks to everybody working on it!
I went through similar pain when trying to apply the fix.
In my case, even after successfully exporting/importing the correct "page 3" profile and installing the fix, the 3D wouldn't still kick in. (game would start, but the screen would remain black)
Then, I installed a few mods and... tadaa... the fix works wonderfully! :) I suspect the responsible might have been the Unofficial Skyrim Special Edition Patch - http://www.nexusmods.com/skyrimspecialedition/mods/266/?
I think your depth problem might be... too less convergence? Initially, my game was almost flat but, with a (much) increased convergence (Ctrl + F6), the 3D became perfect.
Thank you masterotaku, DJ-RK and all responsible for your fantastic work!
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
:/
So it was the unoffical patch? Yes, I have it installed, but I started doing the fix without it and Skyrim was working fine in 3D. I still haven't tried the newest Nvidia drivers. I tried reimporting the profile from page 3 and it worked, as always.
Btw, I'm almost done with the water. I have to check only a few more places. And that curvature setting for the HUD is done too :). In a matter of a few hours, I'll post the fix on the blog, I think. I'll do it here before, to not make you wait for the blog post.
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
Yes, I think it was. The other modes were just texture related.
I might be talking nonsense, but... could it be that I'm using 3DTV Play? (please don't luff @ my ignorance :))
In any case, masterotaku, you rock!
ありがとうございました :)
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
I'll try posting another copy of the profile I am using. I had those same issues with the profile on page 3. Because of that I came up with my own that put the HUD back to screen depth and seems to work correctly in the same way as original Skyrim or Fallout 4. I will re-post that profile tonight and verify it can be imported correctly.
lines in the vertex shader (//Icy Water VS3). They weren't there in the original shader :).
This is done or almost done. I think all or almost all water is fixed. I'll recheck everything just in case.
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
Edit: done reuploading.
The game will take a while to load the first time because it will be compiling shaders. After that, it will boot instantly.
There are a bunch of new features. Make sure to read the "[Constants]" and hotkeys sections to see them. It will take a while to explain so I'll keep updating this post to explain them.
I have also included the Nvidia profile in a "profile.txt" file. It's a bit different from page 3 because I include the launcher. Maybe that's why it worked for me but not for others?
Hotkeys:
- "F1": convergence presets.
- "F2": HUD depth presets.
- "F3": bloom. Not disabled by default.
- "F4": fog. Not disabled by default.
- "y": blood on screen effect. Not disabled by default.
- "v": HUD X axis curvature presets. 0 by default. The other values are 1 and -1.
- "b": HUD Y axis curvature presets. 0 by default. The other values are 1 and -1.
- "n": general HUD curvature setting. Curvature is disabled by default.
- ".": autocrosshair by DJ-RK, but this time as a hotkey. Disabled by default (it can interfere with some menus).
There isn't any optional folder. Every option that can be of user preference is in those hotkeys.
IMPORTANT: disable screen space reflections in the launcher options. They are currently very broken and I don't know why or since when (I think it started with DJ-RKs fixes). But they weren't correct before, so it doesn't matter that much. Also, disable god rays, because they are 2D.
If you want to try the HUD curvature feature (which only works when HUD depth isn't 0), press "n" ingame first. After that, try the "v" and "b" keys. Both of them have 3 presets (positive, negative and 0). Then you can toggle your curvature setting with "n" whenever you want (you'll have to do all of it every time you boot the game, unless you edit the "d3dx.ini" file). The blog post will have some screenshots with this :p.
I'll keep playing the game every once in a while, so if I find any missing water shader or something I'll update the fix and let you know in this thread and the blog post (I still have to create it).
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
Edit: nope. Please, wait. Typo in a shader.
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
How I hate typos and that kind of stuff...
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