Improved accuracy of specular highlight fix Improved 3DMigoto's handling of booleans in HLSL for these type of issues)įixed environmental reflections when texture quality >= highįixed reflections of several more objects Note: on my screen I get a slight moireĮffect in the crosstalk that can make it look 2D on the white backgroundīeyond the edge of the map, but it looks fine on a non-white background)įixed minor inverted emboss on patchy snow (Manually fixed.
Stretched vignette on world map to full 3D screen (new features: textureįiltering & texture hash tracking. Strictly required to fix it, but the new frame analysis features were crucial
Removed need for 2560x1440 users to edit the d3dx.ini (new feature: textureĪligned repair tool flame with repair tool, and aligned sparks with vehicleīeing repaired (new features: intra-frame texture detection, arbitraryįixed reflected glow of sun & moon (new feature: render target sizeįixed NVIDIA Hairworks simulated fur glitch at depth = 1.0 (new features:Ībility to fix geometry shaders & use Flugan's assembler)įixed box shaped artefact on NVIDIA soft shadows (new feature: Flugan'sįixed interior shadow mask clipping on windows & doors (No new feature
To SMAA (This was a game bug and is present in 2D as well, but shows theįlexibility of just what we can achieve using the arbitrary resource copyingįixed artefacts on rocky surfaces when using NVIDIA HBAO+ (more info and (similar to above, but also used texture hash tracking and intra-frameĭisable aiming convergence preset while descending ropes (new features:Ĭonditional overrides, shader & texture detection)įixed one frame sync issue on shadows when anti-aliasing was disabled or set Structured buffers, screen size injection, texture filtering, textureĪutomatically adjust the camera HUD depth, and leave vignette full screen Used to improve the accuracy of the auto crosshair (new features: texture &Ĭonstant buffer copying, reverse stereo blit)Īutomatically adjust various floating icons in the HUD based on the depthīuffer (new features: same as auto crosshair, access vertex buffers as
Target, and for the first time ever the depth buffer from the opposite eye is That it would be a good choice to showcase many of these new features.Īutomatically adjust the crosshair and weapon sight depth to rest on the Give our community the ability to fix many more advanced issues in DX11 games,Īnd since this is the main game I use to demo 3D Vision in public I decided I've since been working behind the scenes adding new features to 3DMigoto to Important enough to delay releasing the fix. Other wishlist items that were not possible to fix at the time, but not Preset that was necessary to make the game playable, but there were numerous
Input infrastructure to 3DMigoto to add the aiming down sights convergence For the original fix,īo3b and I had already spent a good deal of engineering effort adding a new
This is a major update to showcase new 3DMigoto features. To uninstall the existing fix with the provided uninstall.bat prior to updating Soft shadows are now fixed with 3DMigoto'sĪrbitrary resource copying support so they continue to work flawlessly. The NVIDIA Hairworks simulated fur glitch at depth = 1.0 has returned, but Removed the assembly shaders due to a falling out in the community.
Line in the d3dx.ini, then press F9 in game to cycle modes. Output mode to checkerboard in the nvidia control panel (don't worry -Ĭheckerboard won't be used), uncomment the 'run = CustomShader3DVision2SBS'