DOOM (2016) - 3D Vision Fix
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[quote="DHR"]What are the numbers of both shaders? there are in the "Shader" folder? In the VS i see you applied a fix: [code]gl_Position.x += g_eye * g_eye_separation * (gl_Position.w - g_convergence);[/code] That fix something?? If is the correct light VS, responsable for the clipping, if i traslate the fix from The Evil Within, we will need to use this: [code]gl_Position.x += g_eye * g_eye_separation * g_convergence;[/code] [/quote] Yes, that is the correct formula. Number is 267 and 268. Depends on the scene is either one of the other controlling it. Only shaders to deal with lighting. There is another one but is just output=input; (I think in the Shaders there is just one, but you can enable Dev Mode and shader Dumping and get all the shaders. Don't need to switch to window mode for that). It actually fixes, the geometry, lights and decals. The game uses a per-pixel based lighting/shading judging by the tangent calculation (somewhere must be a half-tangent as well). In the PS shader you can actually see accumulating the shadows and lights and everything else. As they are rendered perfectly, that part is definitely correct. Problem is, I don't think the VS is responsible for the RECT area where it draws, from what I've tested but the actual PS. It also uses LODS (level of details Rects and stuff). I think there is where we want to make the adjustment as it seems to snap perfectly into place at a certain distance but not when you are away or at a specific angle... Edit: Also, the game doesn't like swapping this shader on the fly:( It simply disables it / ignores it and everything turns black:( So, you need to restart the game everytime you modify it.... :(
DHR said:What are the numbers of both shaders? there are in the "Shader" folder?

In the VS i see you applied a fix:
gl_Position.x += g_eye * g_eye_separation * (gl_Position.w - g_convergence);

That fix something??

If is the correct light VS, responsable for the clipping, if i traslate the fix from The Evil Within, we will need to use this:
gl_Position.x += g_eye * g_eye_separation * g_convergence;



Yes, that is the correct formula.
Number is 267 and 268. Depends on the scene is either one of the other controlling it. Only shaders to deal with lighting. There is another one but is just output=input;

(I think in the Shaders there is just one, but you can enable Dev Mode and shader Dumping and get all the shaders. Don't need to switch to window mode for that).

It actually fixes, the geometry, lights and decals. The game uses a per-pixel based lighting/shading judging by the tangent calculation (somewhere must be a half-tangent as well). In the PS shader you can actually see accumulating the shadows and lights and everything else.

As they are rendered perfectly, that part is definitely correct. Problem is, I don't think the VS is responsible for the RECT area where it draws, from what I've tested but the actual PS.

It also uses LODS (level of details Rects and stuff). I think there is where we want to make the adjustment as it seems to snap perfectly into place at a certain distance but not when you are away or at a specific angle...

Edit: Also, the game doesn't like swapping this shader on the fly:( It simply disables it / ignores it and everything turns black:( So, you need to restart the game everytime you modify it.... :(

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)

Posted 09/16/2016 12:05 AM   
You are right, the PS have decals, lights and shadows in it... totally different than The Evil Within. I saw in the PS a suspicious part in the line 1007: areaLightPlane and later there is an if.....the way the light react to some angles and distance may be related to an if somewhere. I remember you write that you applied a fix in the texcoord in the VS? vofi_TexCoord2 for example.
You are right, the PS have decals, lights and shadows in it... totally different than The Evil Within.

I saw in the PS a suspicious part in the line 1007: areaLightPlane and later there is an if.....the way the light react to some angles and distance may be related to an if somewhere.


I remember you write that you applied a fix in the texcoord in the VS? vofi_TexCoord2 for example.

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Posted 09/16/2016 11:36 AM   
" Oh... that is something very wrong there... very wrong and I am unsure how my wrapper could cause that... I see you run FRAPS? Try to disable any of the overlays... Overlays and wrappers are a bad thing in general... " I don't think its the wrapper. I narrowed it down to a stupid program my audio drivers installs called Audio suit plugins. It loads up when you put headphones in the jack has an equalizer etc. Once I close that app I don't get that blue screen and error anymore. But I still cant get 3D to enable and no error log is showing in my DOOM directory. Even pressing Ctrl+T the screen blinks for a second like it wants to start 3D but nothing happens. I'm about to try and delete the DOOM profile like you mentioned from Nvidia profile inspector. Apart from that I'm still stuck. I followed your install instructions I have reinstalled DOOM like 7 times now still nothing. I have no idea what the problem is. Thanks again mate.
" Oh... that is something very wrong there... very wrong and I am unsure how my wrapper could cause that...
I see you run FRAPS? Try to disable any of the overlays...

Overlays and wrappers are a bad thing in general... "

I don't think its the wrapper.
I narrowed it down to a stupid program my audio drivers installs called Audio suit plugins.
It loads up when you put headphones in the jack has an equalizer etc.
Once I close that app I don't get that blue screen and error anymore.
But I still cant get 3D to enable and no error log is showing in my DOOM directory.
Even pressing Ctrl+T the screen blinks for a second like it wants to start 3D but nothing happens.
I'm about to try and delete the DOOM profile like you mentioned from Nvidia profile inspector.
Apart from that I'm still stuck.
I followed your install instructions I have reinstalled DOOM like 7 times now still nothing.
I have no idea what the problem is.

Thanks again mate.

Posted 09/16/2016 01:26 PM   
I disabled fraps and msi afterburner a while ago as I did read all I could on this. It was mentioned somewhere before I read. It didn't make a difference. Also deleted the DOOM profile just then from Nvidia inspector still nothing :(.
I disabled fraps and msi afterburner a while ago as I did read all I could on this.
It was mentioned somewhere before I read.
It didn't make a difference.
Also deleted the DOOM profile just then from Nvidia inspector still nothing :(.

Posted 09/16/2016 01:29 PM   
[quote="unix"]I disabled fraps and msi afterburner a while ago as I did read all I could on this. It was mentioned somewhere before I read. It didn't make a difference. Also deleted the DOOM profile just then from Nvidia inspector still nothing :(.[/quote] Do you get the log file generated in the folder? You need to enable it in the ini file before hand. Worth a shot: DDU and reinstall the driver. If something is corrupted in the driver this should fix it.
unix said:I disabled fraps and msi afterburner a while ago as I did read all I could on this.
It was mentioned somewhere before I read.
It didn't make a difference.
Also deleted the DOOM profile just then from Nvidia inspector still nothing :(.


Do you get the log file generated in the folder? You need to enable it in the ini file before hand.
Worth a shot: DDU and reinstall the driver. If something is corrupted in the driver this should fix it.

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)

Posted 09/16/2016 02:06 PM   
@helifax I try to hunt, but yep....i can't hunt....if i press CTRL + + in fullscreen the game goes out and nothing happens. Also the games hangs, i need to ALT-TAB a couple of times. Also trying to refresh shader, pressing F9, produce these error: [img]http://i.cubeupload.com/7j2C31.jpg[/img] I do some test, and found the relation between those texcood in the VS. The texCoord1 seems to affect the clipping somehow, but also change some reflections. [code]//vofi_TexCoord0 --> Geometry //vofi_TexCoord1 --> Lights Reflections //vofi_TexCoord2 --> Reflections //vofi_TexCoord3 --> ?? Unknow - maybe decals //vofi_TexCoord5 --> Textures[/code] The PS is a very big shader, so without the hability to refresh live...make things more complex.
@helifax

I try to hunt, but yep....i can't hunt....if i press CTRL + + in fullscreen the game goes out and nothing happens. Also the games hangs, i need to ALT-TAB a couple of times.

Also trying to refresh shader, pressing F9, produce these error:
Image

I do some test, and found the relation between those texcood in the VS. The texCoord1 seems to affect the clipping somehow, but also change some reflections.

//vofi_TexCoord0 --> Geometry
//vofi_TexCoord1 --> Lights Reflections
//vofi_TexCoord2 --> Reflections
//vofi_TexCoord3 --> ?? Unknow - maybe decals
//vofi_TexCoord5 --> Textures


The PS is a very big shader, so without the hability to refresh live...make things more complex.

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Posted 09/16/2016 02:21 PM   
F9 is not a refresh... Is exactly what it tells you it is... Compile the current selected shader. I don't know where you read about a Refresh:) When you cycle through the shaders a new window appears telling you what shader is selected. Then a new file is generated that you can modify. F9 recompiles that file. You haven't watched the video, have you ? ^_^ Like I said before, It need Window mode as it creates new message boxes and ofc it kicks you out. Also, you can't recompile this shader live as it stops working. It breaks all the uniforms/in/out bindings in OGL. It works on simple shaders (that are not part of a multi-pass shader loop). And this one is part of multi-pass sadly:( You need to make a change and restart the game to see it's effects. OGL is not DirectX. Is totally different. Forget what you know you can do to 3DMigoto as the workflow is similar but different in the same time;)
F9 is not a refresh... Is exactly what it tells you it is... Compile the current selected shader. I don't know where you read about a Refresh:) When you cycle through the shaders a new window appears telling you what shader is selected. Then a new file is generated that you can modify. F9 recompiles that file.
You haven't watched the video, have you ? ^_^


Like I said before, It need Window mode as it creates new message boxes and ofc it kicks you out.
Also, you can't recompile this shader live as it stops working. It breaks all the uniforms/in/out bindings in OGL. It works on simple shaders (that are not part of a multi-pass shader loop). And this one is part of multi-pass sadly:(

You need to make a change and restart the game to see it's effects.
OGL is not DirectX. Is totally different. Forget what you know you can do to 3DMigoto as the workflow is similar but different in the same time;)

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)

Posted 09/16/2016 06:27 PM   
Sorry, I just got home and didn't have time to look at the PS shader, but what you fond there is exactly what I found that TexCoord 2 is controlling something related to the lights and the clipping seems different as well...
Sorry, I just got home and didn't have time to look at the PS shader, but what you fond there is exactly what I found that TexCoord 2 is controlling something related to the lights and the clipping seems different as well...

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)

Posted 09/16/2016 07:03 PM   
HOLD DOWN YOUR HORSES!!! That wasn't the shader responsible for that! Remember how I said this shader is part of a multi-pass?:)) That shader might do the per-pixel lighting accumulation but it was actually another VERTEX controlling this!
HOLD DOWN YOUR HORSES!!!
That wasn't the shader responsible for that!
Remember how I said this shader is part of a multi-pass?:)) That shader might do the per-pixel lighting accumulation but it was actually another VERTEX controlling this!

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)

Posted 09/16/2016 07:34 PM   
TBH i only look at the link you post [s]and don't found any video there[/s]. Don't look in others part ot the site. Edit: Sorry, now i see the video....yesterday i look and i suppose was an image....LOL black background with a black background video confuse me. I try in fullscreen to test, but i get those errors...But changing the shader and re-starting the game works. I do a few test more and i also think the responsable for the clipping is another shader, not the 267 and 268. That's why i wanted to hunt the VS, but i was no able to do it. If you can track down that VS will be great to test. Also, using the Nvidia Inspector i change the StereoflafDX10 to 0x000004000 and enable the compute light shader in the video settings and works! i don't know if works without the stereoflag, but now i can enable and don't get any issue on screen...well....except the know light clipping.
TBH i only look at the link you post and don't found any video there. Don't look in others part ot the site.

Edit: Sorry, now i see the video....yesterday i look and i suppose was an image....LOL black background with a black background video confuse me.

I try in fullscreen to test, but i get those errors...But changing the shader and re-starting the game works.

I do a few test more and i also think the responsable for the clipping is another shader, not the 267 and 268. That's why i wanted to hunt the VS, but i was no able to do it. If you can track down that VS will be great to test.

Also, using the Nvidia Inspector i change the StereoflafDX10 to 0x000004000 and enable the compute light shader in the video settings and works! i don't know if works without the stereoflag, but now i can enable and don't get any issue on screen...well....except the know light clipping.

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Posted 09/16/2016 08:38 PM   
Well, I did fix the clipping issue of the lights completely disappearing at certain angles. It was a different Vertex shader that didn't need stereo actually:) However, the clipping of the textures and other parts is still controlled by those 2 shaders 267 and 268. I did try a couple of things on them...but failed to fix it:(
Well, I did fix the clipping issue of the lights completely disappearing at certain angles. It was a different Vertex shader that didn't need stereo actually:)

However, the clipping of the textures and other parts is still controlled by those 2 shaders 267 and 268.
I did try a couple of things on them...but failed to fix it:(

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)

Posted 09/16/2016 09:29 PM   
helifax, is a know issue that i see some light only in one eye?. If i get very close is OK, but at at certain distance and in some angles i see this. If you look at this image, i'm very close to the light with the issue, but if i get closer looks ok [img]http://i.cubeupload.com/6NiCnh.jpg[/img] I don't have issue with the textures
helifax, is a know issue that i see some light only in one eye?. If i get very close is OK, but at at certain distance and in some angles i see this.

If you look at this image, i'm very close to the light with the issue, but if i get closer looks ok

Image


I don't have issue with the textures

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Posted 09/16/2016 09:54 PM   
[quote="DHR"]helifax, is a know issue that i see some light only in one eye?. If i get very close is OK, but at at certain distance and in some angles i see this. If you look at this image, i'm very close to the light with the issue, but if i get closer looks ok [img]http://i.cubeupload.com/6NiCnh.jpg[/img][/quote] Didn't you just read what I said exactly ONE POST above:) Is exactly this problem... That is also part of the light clipping. The whole rect that is drawing to is clipped. I already found the shader for this 2 hours ago... The other clipping I didn't find a way to fix and honestly I don't really care about it anymore:) Isn't this what we are talking about for the page? Also, I see you really crancked up the separation and convergence there :) I don't even know how you can play like that....
DHR said:helifax, is a know issue that i see some light only in one eye?. If i get very close is OK, but at at certain distance and in some angles i see this.

If you look at this image, i'm very close to the light with the issue, but if i get closer looks ok

Image


Didn't you just read what I said exactly ONE POST above:) Is exactly this problem... That is also part of the light clipping. The whole rect that is drawing to is clipped. I already found the shader for this 2 hours ago... The other clipping I didn't find a way to fix and honestly I don't really care about it anymore:)

Isn't this what we are talking about for the page?

Also, I see you really crancked up the separation and convergence there :) I don't even know how you can play like that....

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)

Posted 09/16/2016 09:58 PM   
The issue i'm talking about is the one in the screenshot....great that you found that shader...if is a VS, try the correction of the position i mentioned yesterday (separation * convergence). I don't have any other issue with clipping or textures. Yep, i play with 100% depth and crank up the convergence....i know the gun is very close, but i ignore it (FPS games) and try to focus in others thing. If i use a lower convergence i see the world kind of flat.
The issue i'm talking about is the one in the screenshot....great that you found that shader...if is a VS, try the correction of the position i mentioned yesterday (separation * convergence).

I don't have any other issue with clipping or textures.

Yep, i play with 100% depth and crank up the convergence....i know the gun is very close, but i ignore it (FPS games) and try to focus in others thing. If i use a lower convergence i see the world kind of flat.

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Posted 09/16/2016 10:11 PM   
[quote="DHR"]The issue i'm talking about is the one in the screenshot....great that you found that shader...if is a VS, try the correction of the position i mentioned yesterday (separation * convergence). I don't have any other issue with clipping or textures. Yep, i play with 100% depth and crank up the convergence....i know the gun is very close, but i ignore it (FPS games) and try to focus in others thing. If i use a lower convergence i see the world kind of flat.[/quote] Ok;) I had the impression we were talking about other things;) In the ini file you can increase the Depth Factor from 0.5 to 1.0. That should give you plenty of Depth for a lower convergence;) Interesting;) I can definitely try make some improvements to make the world look more 3D then;) That is the default DEPTH the game has;)
DHR said:The issue i'm talking about is the one in the screenshot....great that you found that shader...if is a VS, try the correction of the position i mentioned yesterday (separation * convergence).

I don't have any other issue with clipping or textures.

Yep, i play with 100% depth and crank up the convergence....i know the gun is very close, but i ignore it (FPS games) and try to focus in others thing. If i use a lower convergence i see the world kind of flat.


Ok;)
I had the impression we were talking about other things;)
In the ini file you can increase the Depth Factor from 0.5 to 1.0. That should give you plenty of Depth for a lower convergence;)

Interesting;) I can definitely try make some improvements to make the world look more 3D then;) That is the default DEPTH the game has;)

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)

Posted 09/16/2016 10:25 PM   
  27 / 39    
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