[quote=""][quote=""]No, I'm not seeing that without 3Dmigot either. Immediately after loading I did briefly see what might have been sky in the reflection, but it faded within a second or two (presumably it's a sporadically updated buffer). I've tried a few different quality settings (not exhaustive), but I still can't trigger that without 3Dmigoto.
Without 3DMigoto:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65090/[/img]
...
[/quote]
@Darkstarsword Now I am confused ;-) Attached is my screenshot of the game in 2D, with 3DMigoto uninstalled and 3DVision disabled. You can see the big orange light. This also happens at all game settings. The only way I get rid of this is to use that shader I sent you which sets r24=0 and uses that in two separate transformations. I have not tried your shader yet. Either way, this orange light is present for me in 2D, no 3D, no Migoto. Are you definitely sure you had 3DMigoto uninstalled (the dll, nvapi as well as shaderfixes)?
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65101/[/img] [/quote]
***UPDATE I Just used your shader from Github that you linked to and I then see the following:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65102/[/img]
And this is what I get with the shader I sent last night:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65103/[/img]
We need to work out what's different in our setups.
said:No, I'm not seeing that without 3Dmigot either. Immediately after loading I did briefly see what might have been sky in the reflection, but it faded within a second or two (presumably it's a sporadically updated buffer). I've tried a few different quality settings (not exhaustive), but I still can't trigger that without 3Dmigoto.
Without 3DMigoto:
...
@Darkstarsword Now I am confused ;-) Attached is my screenshot of the game in 2D, with 3DMigoto uninstalled and 3DVision disabled. You can see the big orange light. This also happens at all game settings. The only way I get rid of this is to use that shader I sent you which sets r24=0 and uses that in two separate transformations. I have not tried your shader yet. Either way, this orange light is present for me in 2D, no 3D, no Migoto. Are you definitely sure you had 3DMigoto uninstalled (the dll, nvapi as well as shaderfixes)?
***UPDATE I Just used your shader from Github that you linked to and I then see the following:
And this is what I get with the shader I sent last night:
We need to work out what's different in our setups.
Yep, confirmed - used uninstall.bat to remove all 3Dmigoto files and I'm not seeing that issue. That suggests that there is something else going on here (and maybe this is a bug report worth sending to the devs?). What other differences do we have?
- I'm on patch 1.06 with the first 10 free DLC (going by filename, not URL) installed (all but "Skellige Armor Set" and "New Quest - Contract: Skellige's Most Wanted")
- I'm only using a single GPU
- I'm running driver 350.12
- I have tried both Helifax' custom profile, as well as the 353.06 profile.
Yep, confirmed - used uninstall.bat to remove all 3Dmigoto files and I'm not seeing that issue. That suggests that there is something else going on here (and maybe this is a bug report worth sending to the devs?). What other differences do we have?
- I'm on patch 1.06 with the first 10 free DLC (going by filename, not URL) installed (all but "Skellige Armor Set" and "New Quest - Contract: Skellige's Most Wanted")
- I'm only using a single GPU
- I'm running driver 350.12
- I have tried both Helifax' custom profile, as well as the 353.06 profile.
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
- I am on patch 1.06
- Checking the subdirectory, I seem have DLC 1-8, 10, 13 installed (I thought I had them all) not the Skellige ones, they seem to be very recent
- ** I AM ON SLI **
- Running driver 353.06
It's late now, but I could try non-SLI and rolling back drivers. Even if I did do that and I get the same as you, I still can't quite sort the issue with the close up reflections - making them look better screws up the lake view...
**EDIT ....It seems to be an SLI issue... I don't see the yellow lights in non-SLI. FFS. I'll try the driver roll back tomorrow. If push comes to shove, we have a solution for SLI that we can an iniParam setting for.
- I am on patch 1.06
- Checking the subdirectory, I seem have DLC 1-8, 10, 13 installed (I thought I had them all) not the Skellige ones, they seem to be very recent
- ** I AM ON SLI **
- Running driver 353.06
It's late now, but I could try non-SLI and rolling back drivers. Even if I did do that and I get the same as you, I still can't quite sort the issue with the close up reflections - making them look better screws up the lake view...
**EDIT ....It seems to be an SLI issue... I don't see the yellow lights in non-SLI. FFS. I'll try the driver roll back tomorrow. If push comes to shove, we have a solution for SLI that we can an iniParam setting for.
[quote=""]- I am on patch 1.06
- Checking the subdirectory, I seem have DLC 1-8, 10, 13 installed (I thought I had them all) not the Skellige ones, they seem to be very recent
- ** I AM ON SLI **
- Running driver 353.06
It's late now, but I could try non-SLI and rolling back drivers. Even if I did do that and I get the same as you, I still can't quite sort the issue with the close up reflections - making them look better screws up the lake view...
**EDIT ....It seems to be an SLI issue... I don't see the yellow lights in non-SLI. FFS. I'll try the driver roll back tomorrow. If push comes to shove, we have a solution for SLI that we can an iniParam setting for.[/quote]
If it helps, we could have the wrapper send in a parameter to the shaders to say whether SLI is enabled or not. We don't presently have this, but it would not be hard to add.
said:- I am on patch 1.06
- Checking the subdirectory, I seem have DLC 1-8, 10, 13 installed (I thought I had them all) not the Skellige ones, they seem to be very recent
- ** I AM ON SLI **
- Running driver 353.06
It's late now, but I could try non-SLI and rolling back drivers. Even if I did do that and I get the same as you, I still can't quite sort the issue with the close up reflections - making them look better screws up the lake view...
**EDIT ....It seems to be an SLI issue... I don't see the yellow lights in non-SLI. FFS. I'll try the driver roll back tomorrow. If push comes to shove, we have a solution for SLI that we can an iniParam setting for.
If it helps, we could have the wrapper send in a parameter to the shaders to say whether SLI is enabled or not. We don't presently have this, but it would not be hard to add.
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
[quote=""][quote=""]- I am on patch 1.06
- Checking the subdirectory, I seem have DLC 1-8, 10, 13 installed (I thought I had them all) not the Skellige ones, they seem to be very recent
- ** I AM ON SLI **
- Running driver 353.06
It's late now, but I could try non-SLI and rolling back drivers. Even if I did do that and I get the same as you, I still can't quite sort the issue with the close up reflections - making them look better screws up the lake view...
**EDIT ....It seems to be an SLI issue... I don't see the yellow lights in non-SLI. FFS. I'll try the driver roll back tomorrow. If push comes to shove, we have a solution for SLI that we can an iniParam setting for.[/quote]
If it helps, we could have the wrapper send in a parameter to the shaders to say whether SLI is enabled or not. We don't presently have this, but it would not be hard to add.[/quote]
If you are interested for the NVAPI code that detects if SLi is enabled as well as what monitor (mozaic) configuration you have I can help you with this part;) I already have this code in my wrapper (since I need to do different initialization there to avoid a NVAPI bug).
:)
said:- I am on patch 1.06
- Checking the subdirectory, I seem have DLC 1-8, 10, 13 installed (I thought I had them all) not the Skellige ones, they seem to be very recent
- ** I AM ON SLI **
- Running driver 353.06
It's late now, but I could try non-SLI and rolling back drivers. Even if I did do that and I get the same as you, I still can't quite sort the issue with the close up reflections - making them look better screws up the lake view...
**EDIT ....It seems to be an SLI issue... I don't see the yellow lights in non-SLI. FFS. I'll try the driver roll back tomorrow. If push comes to shove, we have a solution for SLI that we can an iniParam setting for.
If it helps, we could have the wrapper send in a parameter to the shaders to say whether SLI is enabled or not. We don't presently have this, but it would not be hard to add.
If you are interested for the NVAPI code that detects if SLi is enabled as well as what monitor (mozaic) configuration you have I can help you with this part;) I already have this code in my wrapper (since I need to do different initialization there to avoid a NVAPI bug).
:)
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 dont know if this is the same shader like in the cave but the water reflection NOT in cave is also not completely correct. May ou have a lok at this if you want.
[img]http://web396.inetseite.de/witcher319_50.jps[/img]
[b]Savegame: [/b][url]http://web396.inetseite.de/TWWH-106_3DVF-009a+GitHub-Files20150624_WorldWaterReflect.zip[/url]
I dont know if this is the same shader like in the cave but the water reflection NOT in cave is also not completely correct. May ou have a lok at this if you want.
Since we looking for every single one, broken shader then maybe this will be worth to fix. I don`t know how much of this we gonna find further in the game but there is a lot in this part of the map. I am posting one screenshot of the issue and the other with map location.
It is about the sea weeds - they are messed up.
Since we looking for every single one, broken shader then maybe this will be worth to fix. I don`t know how much of this we gonna find further in the game but there is a lot in this part of the map. I am posting one screenshot of the issue and the other with map location.
It is about the sea weeds - they are messed up.
[quote=""]I dont know if this is the same shader like in the cave but the water reflection NOT in cave is also not completely correct. May ou have a lok at this if you want.
[img]http://web396.inetseite.de/witcher319_50.jps[/img]
[b]Savegame: [/b][url]http://web396.inetseite.de/TWWH-106_3DVF-009a+GitHub-Files20150624_WorldWaterReflect.zip[/url][/quote]
This is all the same issue. I am pretty sure that initially we will need to compromise over the internal and external rendering (the fix corrects one, but make the other worse and vice versa), or we can have a manual hotkey to switch between fixes.
said:I dont know if this is the same shader like in the cave but the water reflection NOT in cave is also not completely correct. May ou have a lok at this if you want.
This is all the same issue. I am pretty sure that initially we will need to compromise over the internal and external rendering (the fix corrects one, but make the other worse and vice versa), or we can have a manual hotkey to switch between fixes.
[quote=""]Since we looking for every single one, broken shader then maybe this will be worth to fix. I don`t know how much of this we gonna find further in the game but there is a lot in this part of the map. I am posting one screenshot of the issue and the other with map location.
It is about the sea weeds - they are messed up.
[/quote]
Thanks - that looks like a decal issue. A save game is best for me, I can't just travel somewhere on the map since I have literally not even started playing the game yet (just done the prologue so far).
said:Since we looking for every single one, broken shader then maybe this will be worth to fix. I don`t know how much of this we gonna find further in the game but there is a lot in this part of the map. I am posting one screenshot of the issue and the other with map location.
It is about the sea weeds - they are messed up.
Thanks - that looks like a decal issue. A save game is best for me, I can't just travel somewhere on the map since I have literally not even started playing the game yet (just done the prologue so far).
In case it provides any clues, t23 in the reflection shader looks like this (colours scaled down as this was a HDR texture):
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65111/[/img]
This is from the water body in the orange splotch room (the cave room has a different texture) - it appears to be an array of 2x7 reflection sphere maps that presumably is used for several bodies of water and each individual reflection can be turned on or off. In that particular room, only the 4th reflection from the top should be active... I'm guessing that in SLI some of the other reflections become activated when they shouldn't be.
The other inputs appear to be:
t0 = normal map
t1 = downsampled copy of back buffer
t2 = depth buffer (downsampled. Water surface is NOT present on this depth buffer)
t3 = reflection (from previous frame?)
t4 = depth/stencil buffer (full size. Water surface is already present on this depth buffer)
t5 = sun highlight
In case it provides any clues, t23 in the reflection shader looks like this (colours scaled down as this was a HDR texture):
This is from the water body in the orange splotch room (the cave room has a different texture) - it appears to be an array of 2x7 reflection sphere maps that presumably is used for several bodies of water and each individual reflection can be turned on or off. In that particular room, only the 4th reflection from the top should be active... I'm guessing that in SLI some of the other reflections become activated when they shouldn't be.
The other inputs appear to be:
t0 = normal map
t1 = downsampled copy of back buffer
t2 = depth buffer (downsampled. Water surface is NOT present on this depth buffer)
t3 = reflection (from previous frame?)
t4 = depth/stencil buffer (full size. Water surface is already present on this depth buffer)
t5 = sun highlight
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
@Darstarsword - Good find. My worry with my 'fix' is that disabling the orange reflection for the room/cave will certainly disable it somewhere else where it should in fact be rendered, and there is no way of knowing. This seems like a worthwhile SLI bug report to Nvidia, since it's affecting 2D as well (if they think its a S3D bug they will ignore it lol).
@Darstarsword - Good find. My worry with my 'fix' is that disabling the orange reflection for the room/cave will certainly disable it somewhere else where it should in fact be rendered, and there is no way of knowing. This seems like a worthwhile SLI bug report to Nvidia, since it's affecting 2D as well (if they think its a S3D bug they will ignore it lol).
Mike, could you please tell where can I (we) get latest shader fixes? I've tried getting everything from DarkStarSword GitHub, but game crashes with "Driver recovered" when I use it. So I'm lost a bit :)
Thanks.
Mike, could you please tell where can I (we) get latest shader fixes? I've tried getting everything from DarkStarSword GitHub, but game crashes with "Driver recovered" when I use it. So I'm lost a bit :)
Thanks.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Is this game ready to play or are there still fixes that need doing?
I can't hold off much longer, the want to play it is consuming me! :D
Thanks for all the fixes, awesome work!
Is there a way to get the latest fix on the first post? It takes a while sometimes trying to find the latest one, especially on threads this big.
Is this game ready to play or are there still fixes that need doing?
I can't hold off much longer, the want to play it is consuming me! :D
Thanks for all the fixes, awesome work!
Is there a way to get the latest fix on the first post? It takes a while sometimes trying to find the latest one, especially on threads this big.
[quote=""]Is this game ready to play or are there still fixes that need doing?
I can't hold off much longer, the want to play it is consuming me! :D
Thanks for all the fixes, awesome work!
Is there a way to get the latest fix on the first post? It takes a while sometimes trying to find the latest one, especially on threads this big.
[/quote]
It was posted by Darkstarsword, just scroll backwards for his posts, it'll only take a minute.
said:Is this game ready to play or are there still fixes that need doing?
I can't hold off much longer, the want to play it is consuming me! :D
Thanks for all the fixes, awesome work!
Is there a way to get the latest fix on the first post? It takes a while sometimes trying to find the latest one, especially on threads this big.
It was posted by Darkstarsword, just scroll backwards for his posts, it'll only take a minute.
***UPDATE I Just used your shader from Github that you linked to and I then see the following:
And this is what I get with the shader I sent last night:
We need to work out what's different in our setups.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
- I'm on patch 1.06 with the first 10 free DLC (going by filename, not URL) installed (all but "Skellige Armor Set" and "New Quest - Contract: Skellige's Most Wanted")
- I'm only using a single GPU
- I'm running driver 350.12
- I have tried both Helifax' custom profile, as well as the 353.06 profile.
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
- Checking the subdirectory, I seem have DLC 1-8, 10, 13 installed (I thought I had them all) not the Skellige ones, they seem to be very recent
- ** I AM ON SLI **
- Running driver 353.06
It's late now, but I could try non-SLI and rolling back drivers. Even if I did do that and I get the same as you, I still can't quite sort the issue with the close up reflections - making them look better screws up the lake view...
**EDIT ....It seems to be an SLI issue... I don't see the yellow lights in non-SLI. FFS. I'll try the driver roll back tomorrow. If push comes to shove, we have a solution for SLI that we can an iniParam setting for.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
If it helps, we could have the wrapper send in a parameter to the shaders to say whether SLI is enabled or not. We don't presently have this, but it would not be hard to add.
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
If you are interested for the NVAPI code that detects if SLi is enabled as well as what monitor (mozaic) configuration you have I can help you with this part;) I already have this code in my wrapper (since I need to do different initialization there to avoid a NVAPI bug).
:)
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)
Savegame: http://web396.inetseite.de/TWWH-106_3DVF-009a+GitHub-Files20150624_WorldWaterReflect.zip
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
It is about the sea weeds - they are messed up.
https://steamcommunity.com/profiles/76561198014296177/
This is all the same issue. I am pretty sure that initially we will need to compromise over the internal and external rendering (the fix corrects one, but make the other worse and vice versa), or we can have a manual hotkey to switch between fixes.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks - that looks like a decal issue. A save game is best for me, I can't just travel somewhere on the map since I have literally not even started playing the game yet (just done the prologue so far).
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
This is from the water body in the orange splotch room (the cave room has a different texture) - it appears to be an array of 2x7 reflection sphere maps that presumably is used for several bodies of water and each individual reflection can be turned on or off. In that particular room, only the 4th reflection from the top should be active... I'm guessing that in SLI some of the other reflections become activated when they shouldn't be.
The other inputs appear to be:
t0 = normal map
t1 = downsampled copy of back buffer
t2 = depth buffer (downsampled. Water surface is NOT present on this depth buffer)
t3 = reflection (from previous frame?)
t4 = depth/stencil buffer (full size. Water surface is already present on this depth buffer)
t5 = sun highlight
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
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks.
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I can't hold off much longer, the want to play it is consuming me! :D
Thanks for all the fixes, awesome work!
Is there a way to get the latest fix on the first post? It takes a while sometimes trying to find the latest one, especially on threads this big.
It was posted by Darkstarsword, just scroll backwards for his posts, it'll only take a minute.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278