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 Post subject: Re: Doom (2016)
PostPosted: 15 May 2016, 16:36 
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What exactly was the fix? I'm running 5760x1080 and it's still flat at 90 FOV. Sorry if I'm being dumb, I'm new to triple screen setups. Thx


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 Post subject: Re: Doom (2016)
PostPosted: 15 May 2016, 17:43 
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Many thanks Hayden!


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 Post subject: Re: Doom (2016)
PostPosted: 15 May 2016, 19:53 
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HaYDeN wrote:
Image


Massive thank you HaYDeN! Works perfectly as always, damn I love it in multi screen looks incredible :rockout:

An epic game just got even better thanks to this fix, good times :) thanks dude


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 Post subject: Re: Doom (2016)
PostPosted: 15 May 2016, 21:52 
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Ganz wrote:
What exactly was the fix? I'm running 5760x1080 and it's still flat at 90 FOV. Sorry if I'm being dumb, I'm new to triple screen setups. Thx


Download Flawless Widescreen, the fix was implemented on there yesterday by Hayden.
I let a few people on the DOOM Steam Forums know about the fix as well, since there were so many threads asking for one.

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 Post subject: Re: Doom (2016)
PostPosted: 15 May 2016, 22:35 
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The fix works fine in Single Player Campaign mode. Excellent work as always HaYDeN.

Unfortunately The Multiplayer part of the game has a big weird issue for me as weapons don't appear and don't work at all! I mean they are not effective!
This is even at 1920x1080 single monitor resolution as long as I leave Flawless Widescreen running. As soon as I close Flawless Widescreen, weapons reappear and work fine.


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 Post subject: Re: Doom (2016)
PostPosted: 15 May 2016, 22:59 
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r9800pro wrote:
The fix works fine in Single Player Campaign mode. Excellent work as always HaYDeN.

Unfortunately The Multiplayer part of the game has a big weird issue for me as weapons don't appear and don't work at all! I mean they are not effective!
This is even at 1920x1080 single monitor resolution as long as I leave Flawless Widescreen running. As soon as I close Flawless Widescreen, weapons reappear and work fine.

I can second this, however I don't think its multiplayer related. There's been a couple of times where I loaded my SP campaign, and the weapons were invisible. I could fire them, but it was like the hands & weapons were not displaying at all. Then the flipside, is in MP, this only happened to me once, the other times, MP was fixed with the widescreen.


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 Post subject: Re: Doom (2016)
PostPosted: 15 May 2016, 23:03 
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Brett wrote:
helifax wrote:
I'm running 2x980Tis.
I'm running Nvidia 352.10 where SLI is still working. Apparently 352.19 removes SLI due to some problems in the game. ID plans to fix it in a patch and Nvidia to add the SLI flags back;)

In the meantime you can use 352.10. I haven't seen any problems though... So;))


Thanks for the hint, I'll try to roll back!

EDIT: Much better with 352.10, but still not quite there (around 45-50 FPS). I did get huge performance increases in this game with 352.19, so I assume with SLI and that, I'd be good. Even though I'm enjoying the hell out of the game, might have to wait for the patch now that I've experienced it in triple-head!


Brett, how much vram do 780Tis have? 3gb? This game is a vram hog, I see well over 4gb of vram usage in surround mode.


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 Post subject: Re: Doom (2016)
PostPosted: 16 May 2016, 01:29 
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I was having all kinds of issues with this game.
My usual resolution is 5780 x 1200, Surround with 980 Ti in SLi.
If I tried to load the game simply to start it, it would crash during the Bethesda screen. I could load and play using one screen, 1920 x 1200.
I still can't adjust the resolution from the video options in the game, but......

If I go to : user/savedgame/DOOM/Base/Doomconfig
open the config file with notepad. Scroll to the bottom.
Enter: r_customwidth 5780
r_customheight 1200

save the changes.

Reload the game and it will run perfectly in three screen Surround. I am using driver version 365.10, both GPUs are being utilized at about 75% under this configuration, running 70-90 FPS.


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 Post subject: Re: Doom (2016)
PostPosted: 16 May 2016, 02:48 
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Razed wrote:
Ganz wrote:
What exactly was the fix? I'm running 5760x1080 and it's still flat at 90 FOV. Sorry if I'm being dumb, I'm new to triple screen setups. Thx


Download Flawless Widescreen, the fix was implemented on there yesterday by Hayden.
I let a few people on the DOOM Steam Forums know about the fix as well, since there were so many threads asking for one.


It's the most beautiful thing I've ever seen. :o

TY.


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 Post subject: Re: Doom (2016)
PostPosted: 16 May 2016, 15:21 
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magoo25 wrote:
If I tried to load the game simply to start it, it would crash during the Bethesda screen. I could load and play using one screen, 1920 x 1200.


Seems the intro videos are causing all sorts of problems, for many people, myself included. You can bypass those intros entirely, by adding this command to the Steam Doom's Launch Options, or the game's shortcut or however you launch it: "+com_skipIntroVideo 1"


Also FYI for people having lag or low fps issues, this game is a memory hog, both system and vram. On my system, during Doom gameplay, I often am over 10gb of system RAM usage, and over 5gb vram in surround-display. Even in single 1080p vram usage is over 3gb. Even though a 780ti or any recent quad-core is more than powerful enough, if (v)RAM usage is maxed out, then the gpu or cpu isn't gonna get data to process fast enough.


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 Post subject: Re: Doom (2016)
PostPosted: 16 May 2016, 18:57 
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Wow. Just have to add my thanks to HaYDeN. Doom is absolutely SPECTACULAR on a single GTX980Ti driving 3 Dell U2414H's. Thank you SO much. I donated.


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 Post subject: Re: Doom (2016)
PostPosted: 17 May 2016, 00:59 
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I am running 3 monitors with desktop res of 5760 x 1080 when I run DOOM after installing
"Flawless Widescreen" the game is running in 4989 x 768 (85x16). Is there a better mode to run it in? I am also running "Fullscreen". I did mess with settings, but I have no idea what I did honestly. When the game first ran it was set to only run one monitor.

Thanks.


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 Post subject: Re: Doom (2016)
PostPosted: 17 May 2016, 14:40 
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jsdeprey wrote:
I am running 3 monitors with desktop res of 5760 x 1080 when I run DOOM after installing
"Flawless Widescreen" the game is running in 4989 x 768 (85x16). Is there a better mode to run it in? I am also running "Fullscreen". I did mess with settings, but I have no idea what I did honestly. When the game first ran it was set to only run one monitor.

Thanks.


In Doom's menu, set aspect ratio to 16:3, then the resolution 5760x1080 should appear as an option. If those options don't appear, then the issue is with your GPU drivers not reporting the expected resolutions, because Doom just asks the GPU what resolutions are available and lists options based on that.


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 Post subject: Re: Doom (2016)
PostPosted: 17 May 2016, 16:15 
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Doesn't anyone else have a 120Hz/144Hz monitor? This Vsync being locked at 60 is driving me nuts! Any fixes for that? Disabling Vsync is not a fix :)

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 Post subject: Re: Doom (2016)
PostPosted: 17 May 2016, 21:49 
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JinnX wrote:
jsdeprey wrote:
I am running 3 monitors with desktop res of 5760 x 1080 when I run DOOM after installing
"Flawless Widescreen" the game is running in 4989 x 768 (85x16). Is there a better mode to run it in? I am also running "Fullscreen". I did mess with settings, but I have no idea what I did honestly. When the game first ran it was set to only run one monitor.

Thanks.


In Doom's menu, set aspect ratio to 16:3, then the resolution 5760x1080 should appear as an option. If those options don't appear, then the issue is with your GPU drivers not reporting the expected resolutions, because Doom just asks the GPU what resolutions are available and lists options based on that.


Thanks that did it, I missed that.
I have to say thanks to Hayden, and I think I will donate today since this is really nice work here!

BTW, when I installed Flawless Widescreen it just loaded all the game plugins automatically, even thou I thought I chose not to.
Is it not best to only load the plugins you have games for?


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 Post subject: Re: Doom (2016)
PostPosted: 18 May 2016, 01:40 
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czarman wrote:
Can anyone finish the Detail Report for Doom 2016 - or provide the Screenshots - thx.

I've updated (and completed) the DR. I've updating the grading to reflect the retail release. I've added all new matching gameplay shots using Flawless Widescreen. Also added screenshots for cut-scenes, FMVs, menus, and for 4k UHD resolution.


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 Post subject: Re: Doom (2016)
PostPosted: 18 May 2016, 01:42 
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jsdeprey wrote:
BTW, when I installed Flawless Widescreen it just loaded all the game plugins automatically, even thou I thought I chose not to.
Is it not best to only load the plugins you have games for?

I think it just pulls the list of available plugins, and then you install them manually. That's how it is on mine. I have a section called "Installed Plugins" and then "Available Plugins".


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 Post subject: Re: Doom (2016)
PostPosted: 18 May 2016, 03:16 
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skipclarke wrote:
jsdeprey wrote:
BTW, when I installed Flawless Widescreen it just loaded all the game plugins automatically, even thou I thought I chose not to.
Is it not best to only load the plugins you have games for?

I think it just pulls the list of available plugins, and then you install them manually. That's how it is on mine. I have a section called "Installed Plugins" and then "Available Plugins".


For some reason mine was set to Auto Install under settings, I turned off both "Auto Install" and "Auto Install Missing/Uninstalled" and now I can choose to only install DOOM for right now.
I think there was a question during install that asked me about this, I somehow I must have chosen wrong.


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 Post subject: Re: Doom (2016)
PostPosted: 18 May 2016, 04:01 
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HaYDeN wrote:
JinnX wrote:
Also note that the menu FOV option is limited to 130, but I found that FOV can go as high as 150. Open the console with ~, command is "g_fov 150" but if you save any changes in the graphics menu, FOV will revert back to 130.


Note to everyone: Don't set the FOV to something ridiculous like 130 - the engine handles the FOV calculation 100% correctly, 90 degrees FOV in the settings menu will result in a horizontal FOV of 144 degrees. (5760x1080)

It's the aspect ratio calculations (and artificial limiting) that is the problem.


So all you need to do is is select 16:3 and 5760x1080 then make sure the FOV is set to 90?

That isn't working for me. The image is still very flat. Your tip on the FOV did help it, but Doom guy's arm still stretches to the screen on the right.


I guess that's assuming I had Flawless widescreen installed. Just finished installing and that did the trick! Thanks for the tip!


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 Post subject: Re: Doom (2016)
PostPosted: 18 May 2016, 14:54 
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Great work Hayden!
Unfortunately i seem to be having issues @ 21:9.. i'm using a single 2560x1080 display, the fix works @ 90fov (playermodel/weapons are no longer stretched), but as i increase the fov beyond 90 the playmodel/weapons gets stretched in the opposite direction (AKA squished).
Take a look below:

Vanilla 21:9 2560x1080 @ 90FOV, all seems fine except weapons are stretched:
Image

With fix 21:9 2560x1080 @ 90FOV, weapons now have the correct aspect ratio:
Image

With fix 21:9 2560x1080 @ 110FOV, weapons are now squished:
Image

This really sucks because it's very distracting and i really like the game + it's running great @ a solid 74fps on ultra with nightmare textures on my single GTX 970


EDIT: Found a fix by modifying fws plugin, now playermodel scales correctly @ desired fov.

2560x1080 @ 115FOV:
Image

So for anyone who wants to properly play the game in 21:9 @ higher fovs here's what to do;
Open with text editor: Flawless Widescreen\PluginCache\FWS_Plugins\Modules\DOOM\Dependencies\Scripts\DOOM.lua
Find this section:(without quotes)

"Variables["DefaultWeaponFOV1"]:WriteFloat(180.0)"

DefaultWeaponFOV1 needs to be increased when increasing fov, 200.0 seems to be perfect for 110fov and 205.0 for 115fov.
This can be done while the game is running provided you close fws and open it again after saving.


Last edited by Surreal182 on 19 May 2016, 05:00, edited 5 times in total.

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 Post subject: Re: Doom (2016)
PostPosted: 18 May 2016, 17:15 
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Hayden for President. As always.


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 Post subject: Re: Doom (2016)
PostPosted: 04 Jun 2016, 02:24 
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Thanks for the fix, Hayden. Was a good reminder that it had been a while since i donated a little something. Boundless thanks to the community of WSGF. So many people would stay frustrated without it. Was a bit surprised to see how wonky the wider resolutions were handled, seeing how id software has been at this game for so long...

Pretty fun game. A very DOOM-y Doom. So nice to see health kits in a game again.


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 Post subject: Re: Doom (2016)
PostPosted: 11 Jun 2016, 05:08 
How can I set ultra-widescreen resolution?

Front page says to use 16:3 ratio but I don't see that under the settings even with "+com_skipIntroVideo 1 +set m_smooth 0 +menu_advanced_AllowAllSettings 1"


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 Post subject: Re: Doom (2016)
PostPosted: 19 Jun 2016, 16:44 
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Hi all,
I've just tried the demo of Doom from Steam. I can't get the right aspect ratio at 5760x1080p (Nvidia Surround) using Flawless Widescreen--it works flawlessly with all other games that need it. Maybe it doesn't work with the demo? if so, I'll buy the full game, since it's quite good indeed. Thank you all.


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 Post subject: Re: Doom (2016)
PostPosted: 21 Jun 2016, 12:33 
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Yep, it doesn't work with the demo. It must use a different exe that would require its own FWS plugin...


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 Post subject: Re: Doom (2016)
PostPosted: 21 Jun 2016, 16:22 
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Thank you scavvenjahh. I'll get the full game then. Cheers!


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 Post subject: Re: Doom (2016)
PostPosted: 30 Jun 2016, 20:18 
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Has the new doom patch broken the fix?

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 Post subject: Re: Doom (2016)
PostPosted: 01 Jul 2016, 01:52 
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CoolMan=GCHQ= wrote:
Has the new doom patch broken the fix?


Yup. Looks like we'll need to wait for Hayden to update it.


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 Post subject: Re: Doom (2016)
PostPosted: 01 Jul 2016, 02:32 
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It's disappointing that the fix is needed for this considering how slight of a tweak it is. I was hoping the devs would have fixed the weapon aspect ratio in the patch.


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 Post subject: Re: Doom (2016)
PostPosted: 01 Jul 2016, 07:34 
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Oh, I need the fix too.

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 Post subject: Re: Doom (2016)
PostPosted: 01 Jul 2016, 18:12 
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There are 6 bytes signatures seeked by the doom plugin in flawless tool.
Each one have to be unique in game in order to inject fix code.
Only the weaponfovscale (1,2,3) are whether not found or are multiple.
That means that the function to calculate the fov for weapons may have entirely changed.

I have found that the FOV pointer is still found (so unique). I'm on my way investigating to see if i can do something until Hayden comes back with a fix.
No promise anyway.


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 Post subject: Re: Doom (2016)
PostPosted: 01 Jul 2016, 19:33 
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H i, everybody: Newbie here

I think I've just fallen victim to the DOOM update as well. I downloaded FWS a few days ago, and it worked well, flawlessly. Three monitors, no "squish", and I was a very happy camper. Then about three days ago, with everything the same, and settings still at 16:3, 5760x1080, FOV 90, the "squish" reappeared. I've just spent quite some time pulling what's left of my hair out trying to fix what I thought was a finger fumble on my part when I found this forum.

The game also did some weird things, like it sometimes started in some really low resolution like 640x480 (with FWS running), and only made available 4:3 resolutions, shut it down, restart FWS, fire it up, still 4:3 at 640x480, but the other ratios were available, and I could set it to 5760x1080, although it was still squished/stretched horizontally.

Thanks for the info. Time to donate to FWS to do my bit to encourage Hayden (he's the dev, right?).

Regards,

Beerbob


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 Post subject: Re: Doom (2016)
PostPosted: 01 Jul 2016, 20:46 
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Beerbob wrote:
H i, everybody: Newbie here

I think I've just fallen victim to the DOOM update as well. I downloaded FWS a few days ago, and it worked well, flawlessly. Three monitors, no "squish", and I was a very happy camper. Then about three days ago, with everything the same, and settings still at 16:3, 5760x1080, FOV 90, the "squish" reappeared. I've just spent quite some time pulling what's left of my hair out trying to fix what I thought was a finger fumble on my part when I found this forum.

The game also did some weird things, like it sometimes started in some really low resolution like 640x480 (with FWS running), and only made available 4:3 resolutions, shut it down, restart FWS, fire it up, still 4:3 at 640x480, but the other ratios were available, and I could set it to 5760x1080, although it was still squished/stretched horizontally.

Thanks for the info. Time to donate to FWS to do my bit to encourage Hayden (he's the dev, right?).

Regards,

Beerbob



Same issues here, then FWS only opens in a small blank window, etc.

Now it says my ratio is 5770:1080, lol.


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 Post subject: Re: Doom (2016)
PostPosted: 01 Jul 2016, 22:25 
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Also, I forgot to mention that when I quit the game and looked at FWS, it had been disabled.


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 Post subject: Re: Doom (2016)
PostPosted: 02 Jul 2016, 01:15 
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Yes looks like Doom's first patch has buggered up HaYDeN's fix. I still don't understand why this is so hard for the software developers to just fix themselves. Thank God for HaYDeN! Looks like it's time for another donation!


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 Post subject: Re: Doom (2016)
PostPosted: 02 Jul 2016, 01:59 
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DOOM is updated - not backward compatible with old version, the way it works is different, you may have to change the scale adjustment value... should now work on 16:10.

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 Post subject: Re: Doom (2016)
PostPosted: 02 Jul 2016, 02:02 
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Thank you HaYDen! You really should consider making your services a monthly subscription. I would gladly pay a monthly fee for your work!


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 Post subject: Re: Doom (2016)
PostPosted: 02 Jul 2016, 19:47 
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Thank You, Paypal donation sent.

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 Post subject: Re: Doom (2016)
PostPosted: 02 Jul 2016, 21:09 
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Great work. Thanks a bunch.

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 Post subject: Re: Doom (2016)
PostPosted: 03 Jul 2016, 18:06 
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Awesome! Thanks HaYDeN!


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 Post subject: Re: Doom (2016)
PostPosted: 05 Jul 2016, 03:07 
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I just beat DOOM w/ triple-1440p monitors. OMFG.

This game was amazing! Just pure fun, no attempt at a story or anything, as it should be for this type of game.

I actually haven't used Surround in a while, as I was playing some unsupported games previously and I forgot how good it was. Wow!

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 Post subject: Re: Doom (2016)
PostPosted: 06 Jul 2016, 19:15 
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Anyone getting a bunch on crashes? It seems to happen more when I play triple screen with Flawless.

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 Post subject: Re: Doom (2016)
PostPosted: 06 Jul 2016, 19:20 
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Toothless Spoon wrote:
Anyone getting a bunch on crashes? It seems to happen more when I play triple screen with Flawless.

Never had a single one. CPU GPU overclocked (both are for me) ?


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 Post subject: Re: Doom (2016)
PostPosted: 07 Jul 2016, 06:16 
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Toothless Spoon wrote:
Anyone getting a bunch on crashes? It seems to happen more when I play triple screen with Flawless.

Yeah, I had it crash once or twice. I also had instances when it minimized by itself, but when I alt tabbed, the game was fine and just paused.

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 Post subject: Re: Doom (2016)
PostPosted: 12 Jul 2016, 02:55 
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With the appearance of Vulkan, it gets interesting. I just quickly tried enabling Vulkan in DOOM, and it didn't respond to FWS, as it might well not, I suppose. Just joining the cheering section if HaYDeN decides to take it on. I imagine that it could well be non-trivial to deal with.

I can't emphasize how happy I am about the great work that HaYDeN's done, and DOOM is wonderful with OpenGL as it stands.

But cheering, anyway!

Best,

Beerbob


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 Post subject: Re: Doom (2016)
PostPosted: 12 Jul 2016, 15:52 
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FWS also doesn't work for me with the Vulkan patch, though it was late, and I haven't tried stepping back to OpenGL. I was curious to see if there were any performance gains, as I'm hearing some interesting stuff.

DOOM has been my obsession! It's so good...


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 Post subject: Re: Doom (2016)
PostPosted: 13 Jul 2016, 01:22 
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Vulkan uses a sepperate exe. Instead of DOOMx64.exe it runs DOOMx64vk.exe

Changing a couple lines in the DOOM.lua script (replace DOOMx64 with DOOMx64vk) and it works just fine.


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 Post subject: Re: Doom (2016)
PostPosted: 13 Jul 2016, 01:32 
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Spoke too soon... crashed after a half hour. Not sure if it's related to the memory modification though.


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 Post subject: Re: Doom (2016)
PostPosted: 14 Jul 2016, 04:33 
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I'm bummed. Vulkan doesn't work in SLI surround for me. My left screen is black when I run it. I can run surround on my sli titans in OpenGL. Did notice that Vulkan improved my FPS significantly in single monitor mode. Don't know if it's an SLI issue. Didn't feel like unplugging the monitors and trying surround on single titan. I'm even more bummed that I bought two titans as they are getting crushed. Really thinking I should have gone 1080 gtx and ultrawide and just give up on three monitors. It's such a pain in the arse to fix stretched huds and SLI is never properly optimized.


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 Post subject: Re: Doom (2016)
PostPosted: 15 Jul 2016, 02:16 
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Sent in a donation in hopes for another Doom FWS fix for the Vulkan patch. Curious to see if there is an improvement using the Vulkan API. Anyone have any improvements using R9 390X? I'm not going to try without the FWS fix it just looks too stretched to notice.


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 Post subject: Re: Doom (2016)
PostPosted: 15 Jul 2016, 02:31 
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maximina wrote:
Spoke too soon... crashed after a half hour. Not sure if it's related to the memory modification though.


Just trying your quick fix, so far its working, FPS went from 40s-50s to 60s to 70s with Vulkan. will see if it crashes.


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 Post subject: Re: Doom (2016)
PostPosted: 15 Jul 2016, 19:05 
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Thanks, maximina!


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 Post subject: Re: Doom (2016)
PostPosted: 28 Jul 2016, 20:46 
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The memory fix/weapon/hud scaling has worked beautifully since launch for me. However, when the game switches to multiplayer mode the fix becomes inactive. Any ideas?


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 Post subject: Re: Doom (2016)
PostPosted: 29 Jul 2016, 02:49 
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ambivert wrote:
I'm bummed. Vulkan doesn't work in SLI surround for me. My left screen is black when I run it. I can run surround on my sli titans in OpenGL. Did notice that Vulkan improved my FPS significantly in single monitor mode. Don't know if it's an SLI issue. Didn't feel like unplugging the monitors and trying surround on single titan. I'm even more bummed that I bought two titans as they are getting crushed. Really thinking I should have gone 1080 gtx and ultrawide and just give up on three monitors. It's such a pain in the arse to fix stretched huds and SLI is never properly optimized.


I'm getting the black left screen too if I use Vulkan - not sure what the issue is.

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 Post subject: Re: Doom (2016)
PostPosted: 04 Aug 2016, 20:57 
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I am using Vulcan at 7680x1440 and all is good.


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 Post subject: Re: Doom (2016)
PostPosted: 04 Aug 2016, 23:18 
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Game loads up fine for me on Vulkan, and Flawless Widescreen seems to detect it, but the aspect ratio is *not* fixed, same for OpenGL.

Running at 5760x1200.


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 Post subject: Re: Doom (2016)
PostPosted: 01 Sep 2016, 03:25 
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At 5760 X 1080 I was running 30-35 FPS with "high" graphics using SLI'd GTX 760's with occasional crashes ... splurged on a 1070 this weekend and it is running 90 + on "ultra"


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 Post subject: Re: Doom (2016)
PostPosted: 22 Sep 2016, 04:57 
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Game is crashing for me with fix enabled.

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 Post subject: Re: Doom (2016)
PostPosted: 08 Nov 2016, 23:16 
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fomoz wrote:
Game is crashing for me with fix enabled.

Looks like crash was caused by Virtual Texturing Page Size on NIGHTMARE. On ULTRA game works fine :onethumb:

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 Post subject: Re: Doom (2016)
PostPosted: 08 Dec 2016, 17:04 
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Looks like yesterday's update broke the fix.


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 Post subject: Re: Doom (2016)
PostPosted: 09 Dec 2016, 06:59 
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Killerspinach wrote:
Looks like yesterday's update broke the fix.


Of course it did as I actually had a long weekend and wanted to finish the game plus play some multiplayer with friends. :thumbdown:
I love this game at 7680x1440. I am going to be lost at 2560x1440.


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 Post subject: Re: Doom (2016)
PostPosted: 09 Dec 2016, 21:26 
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stangflyer wrote:
Killerspinach wrote:
Looks like yesterday's update broke the fix.


Of course it did as I actually had a long weekend and wanted to finish the game plus play some multiplayer with friends. :thumbdown:
I love this game at 7680x1440. I am going to be lost at 2560x1440.


Just tried playing on single screen. It is so weird to be missing the outside screens. I will make a donation if I can get triple working. New patch messed it up 2 days before a 3 day weekend to play a bunch,


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 Post subject: Re: Doom (2016)
PostPosted: 10 Dec 2016, 03:30 
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Will making a donation get a fix made? I'll throw in some cash to get this fixed. I just picked up Doom over Black Friday and was digging the fuck out of it.


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 Post subject: Re: Doom (2016)
PostPosted: 10 Dec 2016, 19:02 
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GroovY wrote:
Will making a donation get a fix made? I'll throw in some cash to get this fixed. I just picked up Doom over Black Friday and was digging the fuck out of it.


I'd be willing to put into that pot. Even more so if he could get the text to scale correctly in mp.


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 Post subject: Re: Doom (2016)
PostPosted: 13 Dec 2016, 01:32 
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I also would really appreciate this being fixed! I would do it myself, if I knew what I was doing.....


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 Post subject: Re: Doom (2016)
PostPosted: 14 Dec 2016, 05:53 
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Killerspinach wrote:
Looks like yesterday's update broke the fix.

Indeed, please fix :onethumb:

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 Post subject: Re: Doom (2016)
PostPosted: 15 Dec 2016, 12:17 
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well i get an error saying

Could not find AspectFix1 injection point, DOOM may have updated to a version that is no longer supported.

Try restarting DOOM or selecting a different version and re-enable the fix.


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 Post subject: Re: Doom (2016)
PostPosted: 19 Dec 2016, 19:19 
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I'm getting this error using Widescreen Fixer: "Could not find AspectFix1 injection point, DOOM may have updated to a version that is no longer supported."
The latest update seems to have broken the fix :(
I can still do triple monitors, but it's stretched horizontally a lot and the hud is a bit buggy. I'd be willing to throw down some cash into a pot for someone to do an update to the plugin to get this fixed.


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 Post subject: Re: Doom (2016)
PostPosted: 24 Dec 2016, 20:00 
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Happening to me too.
Has Bethesda/ID removed triple-wide support because they believed it to be cheating in multiplayer? None of the previous updates broke flawless widescreen and yet this one has done so seemingly on purpose.
If so why are 16:3 and 5760x1080 still selectable in the menu?

Image

^ That's what DOOM arcade mode looked like without the fix (DOOM screenshots on steam have been tearing lately, might be Vulkan).

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 Post subject: Re: Doom (2016)
PostPosted: 25 Dec 2016, 02:42 
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Adybo123 wrote:
Happening to me too.
Has Bethesda/ID removed triple-wide support because they believed it to be cheating in multiplayer? None of the previous updates broke flawless widescreen and yet this one has done so seemingly on purpose.
If so why are 16:3 and 5760x1080 still selectable in the menu?

Image

^ That's what DOOM arcade mode looked like without the fix (DOOM screenshots on steam have been tearing lately, might be Vulkan).


Very frustrating. I have been on surround or eyefinity since 2010. Getting frustrated that in 2016/2017 we still have developers that will not code for triple screen or even 21x9. If all developers coded for 21:9 I would get a 3440x1440 or larger monitor in a second.

I do appreciate greatly all the people that provide fixes for these games. I just wish they came out of the box with them done. Then when updates or DLC's get added they do not break everything.

:thumbdown:


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 Post subject: Re: Doom (2016)
PostPosted: 25 Dec 2016, 21:29 
Made an account to also post on here, Flawless Wide Screen doesn't work anymore with the update for me as well, it gives me the same error as posted above, willing to put money in a pot for any sort of fixes (: If there is another way to fix it rather then using Flawless Widescreen please let me know! I've heard of changing the save data files as well as launch options but none happened to work for me... I hope you all have an awesome Christmas or Holiday!


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 Post subject: Re: Doom (2016)
PostPosted: 26 Dec 2016, 22:03 
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Same issue here with Flawless. Widescreen rez still works in windowed mode without Flawless.

set your PC display rez to 5760x1080.

use the GeForce Experience app to modify the DOOM config to use Desktop rez in Windowed Borderless mode.

Not perfect but gets around the Fullscreen fail issue.

:triplewide:


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 Post subject: Re: Doom (2016)
PostPosted: 29 Dec 2016, 02:55 
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The below isn't working for me, maybe I'm missing a step? Just bought the game during the Steam sale.

AeXiPHiXiON wrote:
Same issue here with Flawless. Widescreen rez still works in windowed mode without Flawless.

set your PC display rez to 5760x1080.

Did that, however in my case it's 5760x1200 (Using GTX980Ti with center monitor via DVI and outside monitors via display port)

AeXiPHiXiON wrote:
use the GeForce Experience app to modify the DOOM config to use Desktop rez in Windowed Borderless mode.

Not perfect but gets around the Fullscreen fail issue.

Did that too, using GeForce Experience, but I am still getting the stretched/zoomed issue, like people saw prior to when the FWS fix was working.

Help!


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 Post subject: Re: Doom (2016)
PostPosted: 30 Dec 2016, 17:06 
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This is exactly why I do not purchase these games at full price. If these big companies do not fully support my system, then I will not pay full price for their products. It's amazing to me that the bigger the company gets, the worse their games are.

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 Post subject: Re: Doom (2016)
PostPosted: 31 Dec 2016, 07:22 
Does anyone know how to revert the game in Steam to the older version?

Just to vent a bit, this is just unreal. I had torrented the game just to test it out on my 5760x1080 setup (games can be fickle in Surround) and it worked perfectly with Flawless. I was enjoying the game so much I said sure id deserves my money so I bought it on the steam sale. Deleted the torrent, installed Steam version, and now I find out the newest Steam version has this FOV horseshit. I spent my money on the game for 5760x1080 and now I'm finding out I'm being punished for actually paying for the game... Should have just stayed with the goddamn pirated version. Incredibly fucking frustrating.


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 Post subject: Re: Doom (2016)
PostPosted: 31 Dec 2016, 07:32 
AeXiPHiXiON wrote:
Same issue here with Flawless. Widescreen rez still works in windowed mode without Flawless.

set your PC display rez to 5760x1080.

use the GeForce Experience app to modify the DOOM config to use Desktop rez in Windowed Borderless mode.

Not perfect but gets around the Fullscreen fail issue.

:triplewide:


Can you tell me exactly how to do this? I don't see an option for it in Geforce Experience.


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 Post subject: Re: Doom (2016)
PostPosted: 02 Jan 2017, 11:45 
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helifax, any chance you'll fix this?

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 Post subject: Re: Doom (2016)
PostPosted: 02 Jan 2017, 21:01 
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The worst part about this whole thing is that "Doom 3 BFG Edition" had full Triple monitor support!!!
Why the fuvk are we taking steps backward?

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 Post subject: Re: Doom (2016)
PostPosted: 02 Jan 2017, 22:53 
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I hope for fix, also.
Now Doom is ugly on tripple monitor :(


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 Post subject: Re: Doom (2016)
PostPosted: 06 Jan 2017, 01:44 
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The 21:9 fix also doens't work anymore. Shame. :/


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 Post subject: Re: Doom (2016)
PostPosted: 06 Jan 2017, 16:43 
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After release was fast fix. I hope for fast fix now.


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 Post subject: Re: Doom (2016)
PostPosted: 06 Jan 2017, 19:08 
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I agree. I got 2 of my friends to buy it during the steam sale. They both have triple screens. Not very happy with me because I told them the game had very good support for triple screen. But I did tell them it was FWS support.


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 Post subject: Re: Doom (2016)
PostPosted: 14 Jan 2017, 03:47 
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Bump, for rescue fix from HaYDeN!!

I don't give a rip if I have to click a disclaimer that the fix will disable/kick me off of multiplayer, I just want to play the single player in working triple wide :(


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 Post subject: Re: Doom (2016)
PostPosted: 14 Jan 2017, 11:26 
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The fix no longer works!

PLEASE PLEASE PLEASE update the fix!!!


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 Post subject: Re: Doom (2016)
PostPosted: 20 Jan 2017, 20:57 
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Quiet bump to keep this focused for a fix


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 Post subject: Re: Doom (2016)
PostPosted: 21 Jan 2017, 23:27 
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The love for this fix is real, we need the precious!


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 Post subject: Re: Doom (2016)
PostPosted: 21 Jan 2017, 23:50 
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hey there,
new owner of an ultrawide here... i have an issue with doom using opengl in ultrawide (see attachment). Works fine in vulkan. I'm running an sli setup so I would like to play in opengl. Anyone run into this before?

Thanks!

it LOOKS like the game only wants to display what can be seen in 1920x1080... but the resolution is set to 3440x1440, if i go into windowed mode.. i get full visability


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IMG_0190.JPG
IMG_0190.JPG [ 967.14 KiB | Viewed 5756 times ]
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 Post subject: Re: Doom (2016)
PostPosted: 23 Jan 2017, 11:08 
I don't play Doom very often, but I find it a great way to relieve stress. I was really disappointed when I loaded it up today and - as usual - went oh crap yeah that's right I need the flawless widescreen fix thing running. So I exited the game, and I ran that. I loaded the game. It looked the same, all skewed and stretched. Is there any fix available yet?


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 Post subject: Re: Doom (2016)
PostPosted: 23 Jan 2017, 17:30 
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I have the same problem, I am using a 21:9 Monitor with 3440x1440 back in August it worked flawlessly. The ony fix atm is to got the pirated Version and don't patch the game. If you already paid for the game, this seems to be legit temporal fix imo.


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 Post subject: Re: Doom (2016)
PostPosted: 02 Feb 2017, 14:48 
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Meh,... at this point, I'm just going to play it through real quick and uninstall it. Thanks Bethesda!

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 Post subject: Re: Doom (2016)
PostPosted: 07 Feb 2017, 00:10 
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I saw in the flawless widescreen thread that this is being looked at.
http://www.wsgf.org/forums/viewtopic.ph ... start=1190


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 Post subject: Re: Doom (2016)
PostPosted: 08 Feb 2017, 17:54 
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I donated 15 dollars to Flawless today, much too little for what you actually do.

Please please fix the doom plugin. Please excuse my bad English.

greetz from swiss :-)


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 Post subject: Re: Doom (2016)
PostPosted: 08 Feb 2017, 22:43 
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Helifax has posted a temporary solution. For me this works great. :rockout:

http://www.wsgf.org/forums/viewtopic.php?f=63&t=24098&start=1190


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 Post subject: Re: Doom (2016)
PostPosted: 27 Feb 2017, 11:08 
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Tempo wrote:
hey there,
new owner of an ultrawide here... i have an issue with doom using opengl in ultrawide (see attachment). Works fine in vulkan. I'm running an sli setup so I would like to play in opengl. Anyone run into this before?

Thanks!

it LOOKS like the game only wants to display what can be seen in 1920x1080... but the resolution is set to 3440x1440, if i go into windowed mode.. i get full visability


any input on this would be great... have the latest FWS plugin (2.1.102 - Rev:3) installed and running... again, this issue only occurs while using the opengl api

thanks


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 Post subject: Re: Doom (2016)
PostPosted: 23 May 2017, 18:31 
Hi guys!

I'm here to tell you that FW works 90% with Doom. Here's how to do it.

1. Launch the game and go to settings
2. Set the aspect ratio to 16:3 and choose resolution of 5760x1080
3. Close the game and NOW run the Flawless Widescreen and add the setups.
4. Launch the game and go play!

Minor flaw is that the HUD and menus stretch to the side monitors, but we can still see and play like before the patch.


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 Post subject: Re: Doom (2016)
PostPosted: 03 Aug 2017, 04:08 
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It looks like the latest Doom patch broke Flawless Widescreen, are there any plans to update FW to be compatible with this new version?

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 Post subject: Re: Doom (2016)
PostPosted: 03 Aug 2017, 16:49 
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-pANIC- wrote:
It looks like the latest Doom patch broke Flawless Widescreen, are there any plans to update FW to be compatible with this new version?


Another request for a fix. Still one of my favorite games!


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 Post subject: Re: Doom (2016)
PostPosted: 31 Mar 2018, 05:56 
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As I've been playing Doom 2016 for the first time over the past several weeks and using Flawless to set the aspect ratio, I assume it has been upgraded post Aug 03, 2017; the date of the last post.

However, due to an update on March 29, 2018, the fix no longer works.

So... like -pANIC- in 2017, I too will plead for an update. :)

TIA!

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 Post subject: Re: Doom (2016)
PostPosted: 13 Apr 2018, 08:10 
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wazoo wrote:
As I've been playing Doom 2016 for the first time over the past several weeks and using Flawless to set the aspect ratio, I assume it has been upgraded post Aug 03, 2017; the date of the last post.

However, due to an update on March 29, 2018, the fix no longer works.

So... like -pANIC- in 2017, I too will plead for an update. :)

TIA!


I can also confirm that after the update on March 29, 2018, Flawless widescreen no longer works.

It did not work before March 29, but with a custom "DOOM.lua" script posted by a user earlier in this thread, Flawless widescreen worked with DOOM, until the patch from March 29 broke it.

I made sure to donate 20$ to Flawless widescreen, it seems strange that such a great software is not supported better by the GPU producers and PC game developers.


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 Post subject: Re: Doom (2016)
PostPosted: 04 May 2018, 09:25 
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MrJoy wrote:
wazoo wrote:
As I've been playing Doom 2016 for the first time over the past several weeks and using Flawless to set the aspect ratio, I assume it has been upgraded post Aug 03, 2017; the date of the last post.

However, due to an update on March 29, 2018, the fix no longer works.

So... like -pANIC- in 2017, I too will plead for an update. :)

TIA!


I can also confirm that after the update on March 29, 2018, Flawless widescreen no longer works.

It did not work before March 29, but with a custom "DOOM.lua" script posted by a user earlier in this thread, Flawless widescreen worked with DOOM, until the patch from March 29 broke it.

I made sure to donate 20$ to Flawless widescreen, it seems strange that such a great software is not supported better by the GPU producers and PC game developers.


I changed the multi-monitor information on the front page to state "minor issues", as Eyefinity for the moment does not work properly after the March patch.
I'll message Helifax in the hope that he/she will update the custom DOOM.lua at http://www.3dsurroundgaming.com/FWS/DOOM.lua.


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 Post subject: Re: Doom (2016)
PostPosted: 05 May 2018, 02:19 
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Minor? its unplayable now.

Anyways for anyone that dosent care about MP I have the files to revert to 6.66 til we get a fix.


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 Post subject: Re: Doom (2016)
PostPosted: 05 May 2018, 05:38 
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Yeah, same here, just needs an update.


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 Post subject: Re: Doom (2016)
PostPosted: 05 May 2018, 13:34 
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lolly wrote:
Minor? its unplayable now.

Anyways for anyone that dosent care about MP I have the files to revert to 6.66 til we get a fix.


Could you upload?


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 Post subject: Re: Doom (2016)
PostPosted: 05 May 2018, 20:21 
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Says its too big, only 40m..4 files

PM me ill share on dropbox


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 Post subject: Re: Doom (2016)
PostPosted: 29 May 2018, 19:13 
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up


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 Post subject: Re: Doom (2016)
PostPosted: 12 Jun 2018, 16:52 
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Bump as well.


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 Post subject: Re: Doom (2016)
PostPosted: 15 Jun 2018, 18:44 
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Any news? Just decided to play through Doom again. Immediately couldnt stand the Weapon fov, launched Flawless Widescreen, and got an error "Could not find AspectFix1 injection point, DOOM may have updated to a version that is no longer supported." Pretty unplayable for me IMO. Are there any 'hacks' that work for this atm?


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 Post subject: Re: Doom (2016)
PostPosted: 17 Jun 2018, 15:57 
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Unfortunately, multimonitor is still not working after March 2018 update. Flawless widescreen needs an updated DOOM.lua to address different hex values.


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 Post subject: Re: Doom (2016)
PostPosted: 24 Jun 2018, 04:48 
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Any word on a update for Flawless Widescreen? I'd really like to replay this again.

:triplewide:


Last edited by jc0123 on 05 Jul 2018, 04:48, edited 1 time in total.

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 Post subject: Re: Doom (2016)
PostPosted: 04 Jul 2018, 20:58 
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Yeah 32:9 on this Samsung panel at first I thought was working, but there is definitely some stretch going on in the rendering. Would love a fix but for now I guess I'll just get used to the stretching. It looks so nice on this ultra-ultra-wide monitor.


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 Post subject: Re: Doom (2016)
PostPosted: 06 Jul 2018, 17:54 
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I just went up to a Samsung panel recently as well and was going to give this a go but that stretch with my res at 3840x1080 is just so bad. Hopefully there will be a fix soon.

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 Post subject: Re: Doom (2016)
PostPosted: 12 Jul 2018, 23:41 
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Since the last update was in March and we are well into July, I'm starting to think we're not going to see a fix for this.
Thanks Bethesda......


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 Post subject: Re: Doom (2016)
PostPosted: 15 Jul 2018, 16:33 
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I was stoked to re-play doom in ultrawide now that I've built a system that can drive the FPS :(

Maybe I should learn how these things are done and tinker with it.


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 Post subject: Re: Doom (2016)
PostPosted: 15 Jul 2018, 17:52 
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tet5uo wrote:
I was stoked to re-play doom in ultrawide now that I've built a system that can drive the FPS :(

Maybe I should learn how these things are done and tinker with it.


Would be nice. It could just be that some values that are changed in the exe have just shifted. In that case the fix could be relatively simple (I have no idea how and what though, have changed some values in .exe's for other games, thats about it, the fix for DOOM and the weapon view model is way over my head). But if it was easy, it would probably have already been fixed.. Ah well, what do I know. I will just wait, hoping for an update. Even though DOOM is such a technical achievement, that these things are not natively supported is quite a pity. Luckily we have people that fix these things in their spare time, but we cant expect from them to keep on top of every single game that breaks Flawless Widescreen's fixes.


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 Post subject: Re: Doom (2016)
PostPosted: 20 Jul 2018, 08:37 
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Any idea when you can fix the aspect ratio and FOV issues as per the latest patch which rendered the tool inert? I have donated before and would do so again.
https://steamcommunity.com/id/rama333/s ... 6884340712


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 Post subject: Re: Doom (2016)
PostPosted: 20 Jul 2018, 23:41 
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DSR999 wrote:
Any idea when you can fix the aspect ratio and FOV issues as per the latest patch which rendered the tool inert? I have donated before and would do so again.
https://steamcommunity.com/id/rama333/s ... 6884340712


I hate to say it but since we are well into July and the last update was in what March? I doubt were going to see an update anytime soon if ever. I've donated a few times over the years also.


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 Post subject: Re: Doom (2016)
PostPosted: 23 Jul 2018, 18:27 
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I send a support request to Bethesda and they didn't help worth sh**.

Quote:
Thank you for contacting the Bethesda Customer Support Team about the problems with the display over 3 monitors.

I appreciate you getting back to us on this issue. At this time, DOOM does not support the resolution 5760 x 1080 or similar which is the stretch between 3 monitors.

As the game updates, it may not run across 3 monitor correctly since we do not support the resolution, however, we are always open to feedback for the game and things we can support more in the future and bring back the display we may have had in the past! Feel free to leave us feedback for the game on our forums here: https://bethesda.net/community/category/50/pc

If there is anything we can assist with, please let us know! Thank you for your continued interest and support!

Warm Regards,
Bethesda Customer Support


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 Post subject: Re: Doom (2016)
PostPosted: 07 Aug 2018, 10:23 
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Had a not so fruitful interaction with support as well regarding this (https://imgur.com/a/JQmDyIq). Hopefully if enough people submit a ticket regarding this issue they will do something with it. Again, it doesnt look like it involves that much work for a developer if a third-party added it easily, and the engine supports it anyway (see Wolfenstein II, weapon FOV scales wonderfully. Dont know about multiple screens support though for that game).

Is there anyone that knows what the fix by HaYDeN actually did, and how it worked? Is there something we ourselves can do, if necessary with cheat engine or something?


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 Post subject: Re: Doom (2016)
PostPosted: 07 Aug 2018, 18:00 
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Garwinski wrote:
Had a not so fruitful interaction with support as well regarding this (https://imgur.com/a/JQmDyIq). Hopefully if enough people submit a ticket regarding this issue they will do something with it. Again, it doesnt look like it involves that much work for a developer if a third-party added it easily, and the engine supports it anyway (see Wolfenstein II, weapon FOV scales wonderfully. Dont know about multiple screens support though for that game).

Is there anyone that knows what the fix by HaYDeN actually did, and how it worked? Is there something we ourselves can do, if necessary with cheat engine or something?



I wish I knew what HaYDeN did. Someone here must know or have an idea.
I have submitted a bug report on the pinned item "Submitting a bug report" like a week ago, nothing yet.
Should be called Bethesda Suckport.
I'm sorry but this problem is really making me mad. I bought a product and it doesn't work, wish i could get my money back.


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 Post subject: Re: Doom (2016)
PostPosted: 07 Aug 2018, 18:04 
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I opened the Lua file of doom, where the memory addresses are mentioned. They are wrong right now, no idea what to change. I opened the memory register for doom with cheatengine, but I have no clue.


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 Post subject: Re: Doom (2016)
PostPosted: 07 Aug 2018, 18:07 
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Garwinski wrote:
I opened the Lua file of doom, where the memory addresses are mentioned. They are wrong right now, no idea what to change. I opened the memory register for doom with cheatengine, but I have no clue.



I wish you luck Garwinski. Please update us if you find anything.


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 Post subject: Re: Doom (2016)
PostPosted: 08 Aug 2018, 14:26 
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The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.


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 Post subject: Re: Doom (2016)
PostPosted: 08 Aug 2018, 21:15 
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Garwinski wrote:
The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.



I tried to do that too but got lost and wasn't sure what package to download.
Could you maybe setup a mega link for the older exe?


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 Post subject: Re: Doom (2016)
PostPosted: 10 Aug 2018, 17:49 
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jc0123 wrote:
Garwinski wrote:
The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.



I tried to do that too but got lost and wasn't sure what package to download.
Could you maybe setup a mega link for the older exe?


I am not sure if that is allowed, and even then, I am also not quite sure as to what extent those files generated by this method are machine or steam id dependent, so it would be better to do it yourself.
__________________________________________________________________________________________
https://steamcommunity.com/sharedfiles/ ... 1086279994

1.Follow step 1 of the guide to open the steam console. (fast way, follow this link, open with Steam client bootstrapper: steam://open/console)

2.Then, skip to step 7 of the guide.The app id is 379720, depot ID is 379721, and manifest ID for the files I used is 907965064786099828. So, in the steam console you type (or paste):
Quote:
download_depot 379720 379721 907965064786099828

And press enter. Steam will now start to download.

3."If you successfully downloaded the package, it will be on your [path to Steam folder]/Steam/steamapps/content folder".
Be aware, this is where you have steam installed, so you wont find them on the drive where you installed DOOM per se. So, if you installed DOOM on your D: drive but steam on your C: drive, you will find the files in the steam path on the C: drive.

4.Copy the files which you downloaded and have found in the previous step into your DOOM directory and overwrite the files. Voila!
__________________________________________________________________________________________
There is a step in the guide to prevent the game from updating, but the values the guide indicates you should change where already what the guide told me to set them at, and DOOM has not overwritten those files with newer once as of yet for me. In my experience anyways steam wont do this unless you manually verify game files, or the game receives an update. I keep the new files acquired through this method in a separate map in my steam directory, just in case they do get upgraded to the newer versions, so I can overwrite them again without much hassle.

(You probably wont be able to play the multiplayer with the older files, but I figure most people dont play that anyways.)


Last edited by Garwinski on 11 Aug 2018, 14:11, edited 1 time in total.

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 Post subject: Re: Doom (2016)
PostPosted: 11 Aug 2018, 01:09 
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Garwinski wrote:
jc0123 wrote:
Garwinski wrote:
The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.



I tried to do that too but got lost and wasn't sure what package to download.
Could you maybe setup a mega link for the older exe?


I am not sure if that is allowed, and even then, I am also not quite sure as to what extent those files generated by this method are machine or steam id dependent, so it would be better to do it yourself.

https://steamcommunity.com/sharedfiles/ ... 1086279994

1.Follow step 1 of the guide to open the steam console. (fast way, follow this link, open with Steam client bootstrapper: steam://open/console)

2.Then, skip to step 7 of the guide.The app id is 379720, depot ID is 379721, and manifest ID for the files I used is 907965064786099828. So, in the steam console you type (or paste):
Quote:
download_depot 379720 379721 907965064786099828

And press enter. Steam will now start to download.

3.
Quote:
"If you successfully downloaded the package, it will be on your [path to Steam folder]/Steam/steamapps/content folder".

Be aware, this is where you have steam installed, so you wont find them on the drive where you installed DOOM per se. So, if you installed DOOM on your D: drive but steam on your C: drive, you will find the files in the steam path on the C: drive.

4.Copy the files which you downloaded and have found in the previous step into your DOOM directory and overwrite the files. Voila!


There is a step in the guide to prevent the game from updating, but the values the guide indicates you should change where already what the guide told me to set them at, and DOOM has not overwritten those files with newer once as of yet for me. In my experience anyways steam wont do this unless you manually verify game files, or the game receives an update. I keep the new files acquired through this method in a separate map in my steam directory, just in case they do get upgraded to the newer versions, so I can overwrite them again without much hassle.

(You probably wont be able to play the multiplayer with the older files, but I figure most people dont play that anyways.)


Made an account to say thanks. This worked perfect for me!


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 Post subject: Re: Doom (2016)
PostPosted: 13 Aug 2018, 17:10 
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Garwinski wrote:
jc0123 wrote:
Garwinski wrote:
The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.



I tried to do that too but got lost and wasn't sure what package to download.
Could you maybe setup a mega link for the older exe?


I am not sure if that is allowed, and even then, I am also not quite sure as to what extent those files generated by this method are machine or steam id dependent, so it would be better to do it yourself.
__________________________________________________________________________________________
https://steamcommunity.com/sharedfiles/ ... 1086279994

1.Follow step 1 of the guide to open the steam console. (fast way, follow this link, open with Steam client bootstrapper: steam://open/console)

2.Then, skip to step 7 of the guide.The app id is 379720, depot ID is 379721, and manifest ID for the files I used is 907965064786099828. So, in the steam console you type (or paste):
Quote:
download_depot 379720 379721 907965064786099828

And press enter. Steam will now start to download.

3."If you successfully downloaded the package, it will be on your [path to Steam folder]/Steam/steamapps/content folder".
Be aware, this is where you have steam installed, so you wont find them on the drive where you installed DOOM per se. So, if you installed DOOM on your D: drive but steam on your C: drive, you will find the files in the steam path on the C: drive.

4.Copy the files which you downloaded and have found in the previous step into your DOOM directory and overwrite the files. Voila!
__________________________________________________________________________________________
There is a step in the guide to prevent the game from updating, but the values the guide indicates you should change where already what the guide told me to set them at, and DOOM has not overwritten those files with newer once as of yet for me. In my experience anyways steam wont do this unless you manually verify game files, or the game receives an update. I keep the new files acquired through this method in a separate map in my steam directory, just in case they do get upgraded to the newer versions, so I can overwrite them again without much hassle.

(You probably wont be able to play the multiplayer with the older files, but I figure most people dont play that anyways.)


Thank you so much works like a charm.


Last edited by jc0123 on 15 Aug 2018, 02:04, edited 1 time in total.

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 Post subject: Re: Doom (2016)
PostPosted: 13 Aug 2018, 17:52 
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it works for me!!! thank you!


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 Post subject: Re: Doom (2016)
PostPosted: 15 Aug 2018, 21:30 
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Trying the downgrade method now. Did I just waste my time downloading all the manifests when I just needed to do the one for the executable? Oh well :D


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 Post subject: Re: Doom (2016)
PostPosted: 15 Aug 2018, 22:29 
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Nice worked!


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 Post subject: Re: Doom (2016)
PostPosted: 20 Aug 2018, 22:42 
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The steam downgrade method worked for me too. Remember to use the vanilla DOOM.lua in flawless widescreen in case you used the custom one mentioned earlier.
Excellent work guys!!


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 Post subject: Re: Doom (2016)
PostPosted: 21 Aug 2018, 20:18 
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Screenshot in all it's 32:9 glory :D

https://i.imgur.com/phqqyW9.png


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 Post subject: Re: Doom (2016)
PostPosted: 27 Aug 2018, 22:54 
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Garwinski wrote:
jc0123 wrote:
Garwinski wrote:
The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.



I tried to do that too but got lost and wasn't sure what package to download.
Could you maybe setup a mega link for the older exe?


I am not sure if that is allowed, and even then, I am also not quite sure as to what extent those files generated by this method are machine or steam id dependent, so it would be better to do it yourself.
__________________________________________________________________________________________
https://steamcommunity.com/sharedfiles/ ... 1086279994

1.Follow step 1 of the guide to open the steam console. (fast way, follow this link, open with Steam client bootstrapper: steam://open/console)

2.Then, skip to step 7 of the guide.The app id is 379720, depot ID is 379721, and manifest ID for the files I used is 907965064786099828. So, in the steam console you type (or paste):
Quote:
download_depot 379720 379721 907965064786099828

And press enter. Steam will now start to download.

3."If you successfully downloaded the package, it will be on your [path to Steam folder]/Steam/steamapps/content folder".
Be aware, this is where you have steam installed, so you wont find them on the drive where you installed DOOM per se. So, if you installed DOOM on your D: drive but steam on your C: drive, you will find the files in the steam path on the C: drive.

4.Copy the files which you downloaded and have found in the previous step into your DOOM directory and overwrite the files. Voila!
__________________________________________________________________________________________
There is a step in the guide to prevent the game from updating, but the values the guide indicates you should change where already what the guide told me to set them at, and DOOM has not overwritten those files with newer once as of yet for me. In my experience anyways steam wont do this unless you manually verify game files, or the game receives an update. I keep the new files acquired through this method in a separate map in my steam directory, just in case they do get upgraded to the newer versions, so I can overwrite them again without much hassle.

(You probably wont be able to play the multiplayer with the older files, but I figure most people dont play that anyways.)


This is perfect, thank you :D Works great now!

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 Post subject: Re: Doom (2016)
PostPosted: 23 Nov 2018, 05:56 
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Garwinski wrote:
jc0123 wrote:
Garwinski wrote:
The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.



I tried to do that too but got lost and wasn't sure what package to download.
Could you maybe setup a mega link for the older exe?


I am not sure if that is allowed, and even then, I am also not quite sure as to what extent those files generated by this method are machine or steam id dependent, so it would be better to do it yourself.
__________________________________________________________________________________________
https://steamcommunity.com/sharedfiles/ ... 1086279994

1.Follow step 1 of the guide to open the steam console. (fast way, follow this link, open with Steam client bootstrapper: steam://open/console)

2.Then, skip to step 7 of the guide.The app id is 379720, depot ID is 379721, and manifest ID for the files I used is 907965064786099828. So, in the steam console you type (or paste):
Quote:
download_depot 379720 379721 907965064786099828

And press enter. Steam will now start to download.

3."If you successfully downloaded the package, it will be on your [path to Steam folder]/Steam/steamapps/content folder".
Be aware, this is where you have steam installed, so you wont find them on the drive where you installed DOOM per se. So, if you installed DOOM on your D: drive but steam on your C: drive, you will find the files in the steam path on the C: drive.

4.Copy the files which you downloaded and have found in the previous step into your DOOM directory and overwrite the files. Voila!
__________________________________________________________________________________________
There is a step in the guide to prevent the game from updating, but the values the guide indicates you should change where already what the guide told me to set them at, and DOOM has not overwritten those files with newer once as of yet for me. In my experience anyways steam wont do this unless you manually verify game files, or the game receives an update. I keep the new files acquired through this method in a separate map in my steam directory, just in case they do get upgraded to the newer versions, so I can overwrite them again without much hassle.

(You probably wont be able to play the multiplayer with the older files, but I figure most people dont play that anyways.)


I just downloaded DOOM 2016 and was desperate to get my Multi-monitor setup to work correctly: 5970x1200 (bezel corrected). I was distraught to read that Bethesda's stupid update broke the Flawless Widescreen fix, then I stumbled on this post and was able to back-level DOOM to the version that still worked.

These instructions worked perfectly! Thank you so much everyone!!
Flawless Widescreen fixed the screwed up perspective and FOV for both the weapon and 3D world beautifully, with no fuss. This was my very first time using FW and I immediately went back and donated. :D


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 Post subject: Re: Doom (2016)
PostPosted: 23 Nov 2018, 06:03 
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Joined: 22 Nov 2018, 16:50
Posts: 2
Garwinski wrote:
jc0123 wrote:
Garwinski wrote:
The problem is that at this moment, the memory addresses in the .lua file are wrong as Flawless Widescreen reports that it can not find those adresses, so the memory adresses in the running .exe of DOOM have changed to different adresses. The problem is, that I have no idea where to begin to find the new adresses where the fix should be 'injected' in the memory of the running .exe to make the fixes work on this new version of DOOM. Maybe if I had an old .exe of a DOOM version that worked I could crosscheck those memory adresses, but I dont have an old DOOM.exe atm.

EDIT: Decided to follow these steps:

https://steamcommunity.com/sharedfiles/ ... 1086279994

I only redownloaded the executable from August 24, 2017 from the Windows Executable-depot, placed them in my DOOM map, overwriting the files there, and I was good to go again.



I tried to do that too but got lost and wasn't sure what package to download.
Could you maybe setup a mega link for the older exe?


I am not sure if that is allowed, and even then, I am also not quite sure as to what extent those files generated by this method are machine or steam id dependent, so it would be better to do it yourself.
__________________________________________________________________________________________
https://steamcommunity.com/sharedfiles/ ... 1086279994

1.Follow step 1 of the guide to open the steam console. (fast way, follow this link, open with Steam client bootstrapper: steam://open/console)

2.Then, skip to step 7 of the guide.The app id is 379720, depot ID is 379721, and manifest ID for the files I used is 907965064786099828. So, in the steam console you type (or paste):
Quote:
download_depot 379720 379721 907965064786099828

And press enter. Steam will now start to download.

3."If you successfully downloaded the package, it will be on your [path to Steam folder]/Steam/steamapps/content folder".
Be aware, this is where you have steam installed, so you wont find them on the drive where you installed DOOM per se. So, if you installed DOOM on your D: drive but steam on your C: drive, you will find the files in the steam path on the C: drive.

4.Copy the files which you downloaded and have found in the previous step into your DOOM directory and overwrite the files. Voila!
__________________________________________________________________________________________
There is a step in the guide to prevent the game from updating, but the values the guide indicates you should change where already what the guide told me to set them at, and DOOM has not overwritten those files with newer once as of yet for me. In my experience anyways steam wont do this unless you manually verify game files, or the game receives an update. I keep the new files acquired through this method in a separate map in my steam directory, just in case they do get upgraded to the newer versions, so I can overwrite them again without much hassle.

(You probably wont be able to play the multiplayer with the older files, but I figure most people dont play that anyways.)


I just downloaded DOOM 2016 and was desperate to get my Multi-monitor setup to work correctly: 5970x1200 (bezel corrected). I was distraught to read that Bethesda's stupid update broke the Flawless Widescreen fix, then I stumbled on this post and was able to back-level DOOM to the version that still worked.

These instructions worked perfectly! Thank you so much everyone!!
Flawless Widescreen fixed the screwed up perspective and FOV for both the weapon and 3D world beautifully, with no fuss. This was my very first time using FW and I immediately went back and donated. :D


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 Post subject: Re: Doom (2016)
PostPosted: 24 Jan 2019, 16:21 
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Joined: 29 Oct 2017, 19:28
Posts: 8
Thought I would mention, if anyone was curious. Using Wolfenstein II's signature scan, DOOM 2016 with the latest update does in fact work with Wolfenstein's Aspect fix. I have no idea about where to even begin to find the new addresses for the weapon fov.

If you don't mind the larger weapon FOV, then you can use this to play DOOM with the latest update with a corrected aspect ratio. However, I do not have a fix for the weapon fov, nor do I know where to find those addresses in memory. I have no assembly experience, and part of finding this out was just blind dumb luck. If anyone can assist with that, let me know.

Code:
require(GlobalDependencys:GetDependency("StandardBase"):GetPackageName())

--ControlVars
bFixEnabled = true
bAspectFix = true

--PROCESS VARS
Process_FriendlyName = Module:GetFriendlyName()
Process_WindowName = "DOOMx64;DOOMx64vk"
Process_ClassName = "Zion"
Process_EXEName = "*"

--INJECTION BEHAVIOUR
InjectDelay = 1500
WriteInterval = 100
SearchInterval = 500
SuspendThread = true

--Name                         Manual/Auto/Hybrid        Steam/Origin/Any                IncludeFile:Configure;Enable;Periodic;Disable;
SupportedVersions = {       
{"Automatically Detect",       "Hybrid",           "Any",                            "Configure_SignatureScan;Enable_Inject;Periodic;Disable_Inject;"},
}

function Init_Controls()
   DefaultControls.AddHeader("Header_FixesEnableDisable","Individual Fixes",245,70,210,17)
   DefaultControls.AddFixToggle("CKAspectFix_Enable","Aspect Fix","CKAspectFix_Changed",255,101,180,14)
end


function Configure_SignatureScan()

   local tAddress = HackTool:AddAddress("AspectFix")
   if HackTool:SignatureScan("F3 0F ?? ?? ?? ?? ?? ?? F3 0F ?? ?? ?? ?? ?? ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 28 ?? E8 ?? ?? ?? ?? F3 0F ?? ?? E8 ?? ?? ?? ??",tAddress,PAGE_EXECUTE_READ,0x10,Process_EXEName) == 0 then   
      return ErrorOccurred(string.format(SigScanError,tAddress:GetName()))
   else
      print( tAddress:GetInfo(TYPE_ADDRESS) )
      
      local AspectLimit = HackTool:AddAddress("AspectLimit",tAddress)
      AspectLimit:AcquireAddress(0x4)
      print( AspectLimit:GetInfo(TYPE_FLOAT) )
   end   
   
   return true

end



function Enable_Inject()

   local Variables = HackTool:AllocateMemory("Variables",0)
   Variables:PushFloat("AspectLimit")
   
   Variables:Allocate()
   
   ResolutionChanged()

   local asm = [[   

      (codecave)AspectFix,AspectFix_cc:
         $$0 $$1, [(allocation)Variables->AspectLimit]
         %end%
   ]]
   
   if HackTool:CompileAssembly(asm,"Fixes") == nil then
      return ErrorOccurred("Assembly compilation failed...")
   else
      Toggle_CodeCave("AspectFix_cc",bAspectFix)
   end      

end

function Periodic()

   local AspectLimit = HackTool:GetAddress("AspectLimit")
   local Variables = HackTool:GetAllocation("Variables")
   
   if AspectLimit and Variables then
   
      if bAspectFix then
         PluginViewport:AppendStatusMessage( string.format("\r\n     (AspectLimit) Default=%.2f, New=%.2f", AspectLimit:ReadFloat(),Variables["AspectLimit"]:ReadFloat()) )      
      end

   end

end

function Disable_Inject()

   CleanUp()

end


function ResolutionChanged()

   local Variables = HackTool:GetAllocation("Variables")
   if Variables then
      Variables["AspectLimit"]:WriteFloat( DisplayInfo:GetAspectRatio() )
   end

end

function CKAspectFix_Changed(Sender)

   bAspectFix = Toggle_CheckFix(Sender)
   Toggle_CodeCave("AspectFix_cc",bAspectFix)
   ForceUpdate()      
   
end

function Init()   
   Init_BaseControls()
   Init_Controls()
end

function DeInit()
   DisableFix()
end


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 Post subject: Re: Doom (2016)
PostPosted: 14 Jul 2019, 13:53 
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Joined: 13 Jul 2019, 16:17
Posts: 9
Hi, i maken this steam steps for downloading the old doom files - but i still have to use Flawless Widescreen fix - right?

Thx!


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 Post subject: Re: Doom (2016)
PostPosted: 14 Jul 2019, 15:13 
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Joined: 10 May 2016, 13:19
Posts: 27
Mappi75 wrote:
Hi, i maken this steam steps for downloading the old doom files - but i still have to use Flawless Widescreen fix - right?

Thx!

Yes, these steps make it so that the flawless wide-screen fix works again, so you will stil need it.


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 Post subject: Re: Doom (2016)
PostPosted: 14 Jul 2019, 21:12 
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Joined: 13 Jul 2019, 16:17
Posts: 9
@Garwinski - thanks it worked now! :)


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 Post subject: Re: Doom (2016)
PostPosted: 16 Jul 2019, 17:16 
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Joined: 13 Oct 2003, 05:00
Posts: 7358
I want to share with @everyone an issue that has beset the WSGF over the last week or so. Google has decided that the files we host (exe files, patchers, etc.) are malware. Thus, they have flagged the entire WSGF as hosting and/or linking malware, which inhibits site access and search rankings.

Both the WSGF and our older media server (WSGF Media dot com) have been flagged. We have found a solution for our hosted files, via our friends at PC Gaming Wiki. However, we still have an issue with the forums linking to the old WSGF Media server.

There is no feasible way to go through the forums and edit the possible thousands of posts that reference the WSGF Media server. And there is absolutely no guarantee that Google won't ping some future post attachment and flag the entire site again.

The forums are much quieter today then they used to be, with just 1 or 2 active posts per day on average, on top of this we continue to have issues with bots or humans creating accounts to post spam. Additionally, the forums have hampered our ability to enable HTTPS and update the site to be more modern and mobile friendly.

The internet itself has also shifted, with sites like Reddit and services like Discord, YouTube and Twitch being where most discussion happens. Given all of the above we are exploring the idea of "archiving" the forums into their own domain so that everything could be read, but no new posts or accounts could be created. We would then direct all new discussion to a Reddit community and/or our Discord server, which we hope will make discussing and working on fixes more practical.

We are really at a crossroads where the forums have gone from being a minor or moderate inhibitor to growth of the WSGF, to now a major roadblock (thanks to Google). We need a road forward, and wanted to reach out to the community to socialize the issue and our ideas, and to get your feedback.

I'd love to hear your feedback in our Discord Server - https://discord.gg/FcVYWgh


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