Utilized DarkStarSword's FOV fix in this patch
I saw this posted on the helixmod.blogspot. in the "Fight The Dragon" fix by: 4everAwake Is there documentation on this somewhere? How is it implemented? Will it work with dx9, dx10 and dx11 games? I'm wondering because I was trying to find a fix for the FOV in Mass Effect 3. I finally ended up editing the Coalesced.bin by adding ( Name="Period", Command="set SFXGame.SFXCameraMode FOV 100" ) under bioinput.ini > sfxgame > sfxgamemodebase > bindings
I saw this posted on the helixmod.blogspot. in the "Fight The Dragon" fix by: 4everAwake

Is there documentation on this somewhere?

How is it implemented?

Will it work with dx9, dx10 and dx11 games?

I'm wondering because I was trying to find a fix for the FOV in Mass Effect 3.

I finally ended up editing the Coalesced.bin by adding

( Name="Period", Command="set SFXGame.SFXCameraMode FOV 100" )

under bioinput.ini > sfxgame > sfxgamemodebase > bindings

#1
Posted 01/17/2015 01:41 AM   
It's actually a shadow fix for Unity games - the reason it's referred to as an FOV fix is because the key new development that allows it to work is calculating the FOV in a shader that does not have access to the projection matrix. I gather from your post this probably isn't what you are looking for, but if you did want some more information on it, it's documented fairly well in the Dreamfall Chapters thread - some key posts are: [url]https://forums.geforce.com/default/topic/781954/3d-vision/dreamfall-chapters/post/4349583/#4349583[/url] [url]https://forums.geforce.com/default/topic/781954/3d-vision/dreamfall-chapters/post/4352670/#4352670[/url] [url]https://forums.geforce.com/default/topic/781954/3d-vision/dreamfall-chapters/post/4356897/#4356897[/url] You can also look in my 3d-fixes repository for a few other variations on the fix: Base template I start with on a new Unity game (I changed this recently - needs testing to make sure it still works on other Unity games): https://github.com/DarkStarSword/3d-fixes/tree/master/Unity Dreamfall Chapters is where the technique was originally developed, but should be noted that this game does not use the standard Unity lighting shaders: https://github.com/DarkStarSword/3d-fixes/tree/master/Dreamfall%20Chapters The forest also does not use the standard shaders, but it's a different set of replacement shaders from Dreamfall Chapters: https://github.com/DarkStarSword/3d-fixes/tree/master/The%20Forest World of Diving uses a variation of this technique that is able to use the projection matrix directly some of the time, and at other times must calculate the FOV: https://github.com/DarkStarSword/3d-fixes/tree/master/World%20of%20Diving In Legends of Aethereus, some of the pixel shaders were used as both full screen quads and in-world lights, so I had to adapt the fix to cope with that (this has been ported to the base template, as I think this will work in other games as well): https://github.com/DarkStarSword/3d-fixes/tree/master/LegendsOfAethereus
It's actually a shadow fix for Unity games - the reason it's referred to as an FOV fix is because the key new development that allows it to work is calculating the FOV in a shader that does not have access to the projection matrix.

I gather from your post this probably isn't what you are looking for, but if you did want some more information on it, it's documented fairly well in the Dreamfall Chapters thread - some key posts are:

https://forums.geforce.com/default/topic/781954/3d-vision/dreamfall-chapters/post/4349583/#4349583
https://forums.geforce.com/default/topic/781954/3d-vision/dreamfall-chapters/post/4352670/#4352670
https://forums.geforce.com/default/topic/781954/3d-vision/dreamfall-chapters/post/4356897/#4356897



You can also look in my 3d-fixes repository for a few other variations on the fix:

Base template I start with on a new Unity game (I changed this recently - needs testing to make sure it still works on other Unity games):

https://github.com/DarkStarSword/3d-fixes/tree/master/Unity



Dreamfall Chapters is where the technique was originally developed, but should be noted that this game does not use the standard Unity lighting shaders:

https://github.com/DarkStarSword/3d-fixes/tree/master/Dreamfall%20Chapters


The forest also does not use the standard shaders, but it's a different set of replacement shaders from Dreamfall Chapters:

https://github.com/DarkStarSword/3d-fixes/tree/master/The%20Forest


World of Diving uses a variation of this technique that is able to use the projection matrix directly some of the time, and at other times must calculate the FOV:

https://github.com/DarkStarSword/3d-fixes/tree/master/World%20of%20Diving


In Legends of Aethereus, some of the pixel shaders were used as both full screen quads and in-world lights, so I had to adapt the fix to cope with that (this has been ported to the base template, as I think this will work in other games as well):

https://github.com/DarkStarSword/3d-fixes/tree/master/LegendsOfAethereus

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#2
Posted 01/17/2015 03:30 AM   
Yah, I had glanced at your website and suspected it had something to do with your unity fix. But I indeed assumed it was a camera field of vision fix because the "Fight The Dragon" fix by: 4everAwake seemed very zoomed out in his screenshots. Thank you for your response and explanation.
Yah, I had glanced at your website and suspected it had something to do with your unity fix.

But I indeed assumed it was a camera field of vision fix because the "Fight The Dragon" fix by: 4everAwake seemed very zoomed out in his screenshots.

Thank you for your response and explanation.

#3
Posted 01/17/2015 03:59 AM   
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