<Section xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xml:space="preserve" TextAlignment="Left" LineHeight="Auto" IsHyphenationEnabled="False" xml:lang="en-us" FlowDirection="LeftToRight" NumberSubstitution.CultureSource="Text" NumberSubstitution.Substitution="AsCulture" FontFamily="Segoe UI" FontStyle="Normal" FontWeight="Normal" FontStretch="Normal" FontSize="13" Foreground="#FFD2D2D2" Typography.StandardLigatures="True" Typography.ContextualLigatures="True" Typography.DiscretionaryLigatures="False" Typography.HistoricalLigatures="False" Typography.AnnotationAlternates="0" Typography.ContextualAlternates="True" Typography.HistoricalForms="False" Typography.Kerning="True" Typography.CapitalSpacing="False" Typography.CaseSensitiveForms="False" Typography.StylisticSet1="False" Typography.StylisticSet2="False" Typography.StylisticSet3="False" Typography.StylisticSet4="False" Typography.StylisticSet5="False" Typography.StylisticSet6="False" Typography.StylisticSet7="False" Typography.StylisticSet8="False" Typography.StylisticSet9="False" Typography.StylisticSet10="False" Typography.StylisticSet11="False" Typography.StylisticSet12="False" Typography.StylisticSet13="False" Typography.StylisticSet14="False" Typography.StylisticSet15="False" Typography.StylisticSet16="False" Typography.StylisticSet17="False" Typography.StylisticSet18="False" Typography.StylisticSet19="False" Typography.StylisticSet20="False" Typography.Fraction="Normal" Typography.SlashedZero="False" Typography.MathematicalGreek="False" Typography.EastAsianExpertForms="False" Typography.Variants="Normal" Typography.Capitals="Normal" Typography.NumeralStyle="Normal" Typography.NumeralAlignment="Normal" Typography.EastAsianWidths="Normal" Typography.EastAsianLanguage="Normal" Typography.StandardSwashes="0" Typography.ContextualSwashes="0" Typography.StylisticAlternates="0"><Paragraph Margin="0,0,0,10"><Span FontStyle="Italic"><Run>Monday, December 21, 2015</Run></Span></Paragraph><Paragraph Margin="0,18,0,0"><Hyperlink Foreground="#FF68ACEA" NavigateUri="http://api.photos.3dvisionlive.com/imagestore/5506f009e7e56483330000d7/nvidia./"><Run>Stereo Image 1</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Hyperlink Foreground="#FF68ACEA" NavigateUri="http://api.photos.3dvisionlive.com/imagestore/5506e571e7e5645d3d00015a/nvidia./"><Run>Stereo Image 2</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Hyperlink Foreground="#FF68ACEA" NavigateUri="http://api.photos.3dvisionlive.com/imagestore/5506ecdae7e564473a000150/nvidia./"><Run>Stereo Image 3</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Hyperlink Foreground="#FF68ACEA" NavigateUri="http://api.photos.3dvisionlive.com/imagestore/5506f772e7e564c64300013b/nvidia./"><Run>Stereo Image 4</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Hyperlink Foreground="#FF68ACEA" NavigateUri="http://api.photos.3dvisionlive.com/imagestore/5506eabae7e564367600015d/nvidia./"><Run>Stereo Image 5</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Hyperlink Foreground="#FF68ACEA" NavigateUri="http://api.photos.3dvisionlive.com/imagestore/5506fd14e7e564683f00015c/nvidia./"><Run>Stereo Image 6</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Run>A fix by DarkStarSword and mike_ar69</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run>Special thanks to Bo3b for the decompiler fixes and DHR for discovering the Max Payne 3 profile!</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run>Download the updated fix: </Run><Hyperlink Foreground="#FF68ACEA" NavigateUri="https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-2016-03-09.zip"><Run>3Dfix-Far Cry 4-2016-03-09.zip</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Run>If you have issues with the new version, the original one is still available (refer to it's README.txt for installation instructions): </Run><Hyperlink Foreground="#FF68ACEA" NavigateUri="https://s3.amazonaws.com/DarkStarSword/3Dfix-Far+Cry+4-2015-06-05.zip"><Run>3Dfix-Far Cry 4-2015-06-05.zip</Run></Hyperlink></Paragraph><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">Update 2016-03-09</Run></Paragraph><List MarkerStyle="Disc" MarkerOffset="4"><ListItem Margin="25,6,0,4"><Paragraph Margin="0,0,0,0"><Run>Fixed the crosshair not working on the Steam version of the game.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed the simulated fur glitch in HLSL (Thanks to bo3b for the work on the decompiler)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed interior shadow mask clipping with MSAA enabled.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Updated to 3DMigoto that supports SBS &amp; TAB output modes. To enable, set the output mode to checkerboard in the nvidia control panel (don't worry - checkerboard won't be used), uncomment the 'run = CustomShader3DVision2SBS' line in the d3dx.ini, then press F9 in game to cycle modes.</Run></Paragraph></ListItem></List><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">Update 2016-02-23</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run>Removed the assembly shaders due to a falling out in the community. This means the NVIDIA Hairworks simulated fur glitch at depth == 1.0 has returned, but that is a very minor issue. Soft shadows are now fixed with 3DMigoto's arbitrary resource copying support so they continue to work flawlessly. Be sure to uninstall the existing fix with the provided uninstall.bat prior to updating to this version.</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">Update 2015-12-21</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run>This is a major update to showcase new 3DMigoto features. For the original fix, Bo3b and I had already spent a good deal of engineering effort adding a new input infrastructure to 3DMigoto to add the aiming down sights convergence preset that was necessary to make the game playable, but there were numerous other wishlist items that were not possible to fix at the time, but not important enough to delay releasing the fix.</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run>I've since been working behind the scenes adding new features to 3DMigoto to give our community the ability to fix many more advanced issues in DX11 games, and since this is the main game I use to demo 3D Vision in public I decided that it would be a good choice to showcase many of these new features.</Run></Paragraph><List MarkerStyle="Disc" MarkerOffset="4"><ListItem Margin="25,6,0,4"><Paragraph Margin="0,0,0,0"><Run>DarkStarSword</Run></Paragraph></ListItem></List><List MarkerStyle="Disc" MarkerOffset="4"><ListItem Margin="25,6,0,4"><Paragraph Margin="0,0,0,0"><Run>Automatically adjust the crosshair and weapon sight depth to rest on the target, and for the first time ever the depth buffer from the opposite eye is used to improve the accuracy of the auto crosshair (new features: texture &amp; constant buffer copying, reverse stereo blit)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Automatically adjust various floating icons in the HUD based on the depth buffer (new features: same as auto crosshair, access vertex buffers as structured buffers, screen size injection, texture filtering, texture injection)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Automatically adjust the camera HUD depth, and leave vignette full screen (similar to above, but also used texture hash tracking and intra-frame texture detection)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Disable aiming convergence preset while descending ropes (new features: conditional overrides, shader &amp; texture detection)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed one frame sync issue on shadows when anti-aliasing was disabled or set to SMAA (This was a game bug and is present in 2D as well, but shows the flexibility of just what we can achieve using the arbitrary resource copying feature of 3DMigoto)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed artefacts on rocky surfaces when using NVIDIA HBAO+ (more info and screenshots </Run><Hyperlink Foreground="#FF68ACEA" NavigateUri="https://forums.geforce.com/default/topic/897529/3d-hbao-normal-map-artefact-fix"><Run>here</Run></Hyperlink><Run>. New feature: constant buffer copying)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Removed need for 2560x1440 users to edit the d3dx.ini (new feature: texture hashes independent of resolution)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Aligned repair tool flame with repair tool, and aligned sparks with vehicle being repaired (new features: intra-frame texture detection, arbitrary resource copying)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed reflected glow of sun &amp; moon (new feature: render target size filtering)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed NVIDIA Hairworks simulated fur glitch at depth == 1.0 (new features: ability to fix geometry shaders &amp; use Flugan's assembler)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed box shaped artefact on NVIDIA soft shadows (new feature: </Run><Run>Flugan's assembler</Run><Run> arbitrary resource copying)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed interior shadow mask clipping on windows &amp; doors (No new feature strictly required to fix it, but the new frame analysis features were crucial to identify the cause of this issue)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Stretched vignette on world map to full 3D screen (new features: texture filtering &amp; texture hash tracking. Note: on my screen I get a slight moire effect in the crosstalk that can make it look 2D on the white background beyond the edge of the map, but it looks fine on a non-white background)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed minor inverted emboss on patchy snow (Manually fixed. Bo3b has since improved 3DMigoto's handling of booleans in HLSL for these type of issues)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed environmental reflections when texture quality &gt;= high</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed reflections of several more objects</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Improved accuracy of specular highlight fix</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Re-enabled ripples and foam in river in prologue</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fixed several shaders used in some community maps (just some of the more common ones I saw in a few maps - I'm not going to fix every map)</Run></Paragraph></ListItem></List><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">Fixed in original release</Run></Paragraph><List MarkerStyle="Disc" MarkerOffset="4"><ListItem Margin="25,6,0,4"><Paragraph Margin="0,0,0,0"><Run>Shadows</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Halos</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Water reflections</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Environment reflections</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Specular highlights</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Interior building masks</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Clipping on lights</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Low convergence preset activated when aiming via right mouse or left trigger (you can edit the d3dx.ini file to adjust the convergence amount or key binding under [Key1] and [Key2]).</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>UI/HUD depth adjusted to fixed depth.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Weapon sight depth adjusted to fixed depth.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>"Dirty lens" bloom depth adjusted</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>nVidia god rays ("ENHANCED" option in settings)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Regular god rays (while looking at sun through trees)</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Underwater green fog volume</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Underwater caustics</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Halos around lights</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Decals</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Sun/moon glow</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Fog</Run></Paragraph></ListItem></List><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">Installation</Run></Paragraph><List MarkerStyle="Decimal" MarkerOffset="4"><ListItem Margin="25,6,0,4"><Paragraph Margin="0,0,0,0"><Run>Use driver 358.87 (Newer drivers may work as well, but this the recommended driver for this game as it is known to work well for a lot of people, including Windows 10 users. It is no longer necessary to change the game profile with these newer drivers).</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Unpack zip to Far Cry 4\bin directory</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>If game switches to windowed mode after launch, press alt+enter to switch back to full screen</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Set ambient occlusion to HBAO+ or SSAO. HBAO+ looks significantly better than SSAO and is highly recommended, especially now I've fixed the artefacts it had on rocky surfaces. SSAO may not work on earlier versions of the game.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>Disable motion blur, as it causes rendering artefacts.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>If you are using SLI, set terrain to medium or lower to get good performance.</Run></Paragraph></ListItem></List><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">HUD Depth</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run>Most of the HUD is now automatically adjusted, but there are a few tweaks available in the d3dx.ini in the [Constants] section:</Run></Paragraph><List MarkerStyle="Disc" MarkerOffset="4"><ListItem Margin="25,6,0,4"><Paragraph Margin="0,0,0,0"><Run>x sets the depth of any HUD element that is not automatically adjusted</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>y sets a minimum depth for any automatically adjusted HUD element</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>z sets the depth of the minimap. Use -1 to automatically adjust it, but I found that could be distracting given the gun can wave around in front of it while running.</Run></Paragraph></ListItem></List><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">Known Issues</Run></Paragraph><List MarkerStyle="Disc" MarkerOffset="4"><ListItem Margin="25,6,0,4"><Paragraph Margin="0,0,0,0"><Run>Shangri-La missions are reportedly broken with SLI for some users (need to confirm, but it seems these may now be working with the latest drivers). The only known workarounds are to turn off either 3D or SLI for these missions.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>An outline of the current weapon may show offset to the right in certain rivers (most notably in the prologue) while using MSAA or TXAA. This is a game bug that occurs even in 2D without the fix installed. Most water does not suffer from this problem.</Run></Paragraph></ListItem><ListItem Margin="25,4,0,0"><Paragraph Margin="0,0,0,0"><Run>The text showing the distance to a waypoint is not lined up with the floating waypoint icon. This would be tricky to fix as the text is drawn earlier in the frame than the icon and there's no easy way to distinguish it from any other text that we don't want to adjust.</Run></Paragraph></ListItem></List><Paragraph Margin="0,18,0,0"><Run TextDecorations="Underline">Notes</Run></Paragraph><Paragraph Margin="0,18,0,0"><Run>If you find any rendering issues be sure to mention where the broken effect was in the game, and what settings you are using - particularly anti-aliasing, shadows, water and vegetation.</Run></Paragraph><Paragraph Margin="0,18,0,0"><Span FontStyle="Italic"><Run>Posted by </Run><Hyperlink Foreground="#FF68ACEA" NavigateUri="https://www.blogger.com/profile/14402135338628481428"><Run>DarkStarSword</Run></Hyperlink></Span></Paragraph></Section>