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Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 17:28
by helifax
Image

What it does:

[Surround/Eyefinity]
- Centres the UI for Surround/Eyefinity users (Monitor count >=2)
- Removes the Cinematic Black borders in Surround/Eyefinity.
- Videos and Concept Art and etc confined to the centre screen.
- Swap between centred UI and default UI by pressing F11 (is enabled by default).

[All Resolutions]
- Tweaks the Vignette so is not visible. (Just removing it, creates a colour inversion bug).
- Removes the Blackbars in cinematics. (I believe it should work at 21:9 aspect ratios as well).


What it doesn't do:
- It doesn't change the UI at 4:3, 16:9, 16:10, 21:9 resolutions.
- It doesn't change the Rendering Viewport. Meaning, if you get black bars at 16:10 or 4:3 aspect ratios, you still get them! The whole game was made for 16:9 based resolutions.

- DirectX11 ONLY!
http://3dsurroundgaming.com/GamePatches ... L_2_UI.rar

- Copy the content next to RE2.exe.
- For Surround/Eyefinity apply the HEX EDIT for FOV by Jackfuste:
"or using Hex-editor replace the following bytes in re2.exe:
FD FF A7 3F 00 00 00 00 => FD FF A7 40 00 00 00 00"

Done using 3DMigoto wrapper:https://github.com/bo3b/3Dmigoto

Enjoy!

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 19:58
by susahamat
thanks helifax . sorry out of topic , could you fix hud for ace combat 7 ?

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 20:17
by gr3y5had0w
helifax wrote:
What it does:

[Surround/Eyefinity]
- Centres the UI for Surround/Eyefinity users (Monitor count >=2)
- Removes the Cinematic Black borders in Surround/Eyefinity.
- Videos and Concept Art and etc confined to the centre screen.
- Swap between centred UI and default UI by pressing F11 (is enabled by default).

[All Resolutions]
- Tweaks the Vignette so is not visible. (Just removing it, creates a colour inversion bug).
- Removes the Blackbars in cinematics. (I believe it should work at 21:9 aspect ratios as well).


What it doesn't do:
- It doesn't change the UI at 4:3, 16:9, 16:10, 21:9 resolutions.
- It doesn't change the Rendering Viewport. Meaning, if you get black bars at 16:10 or 4:3 aspect ratios, you still get them! The whole game was made for 16:9 based resolutions.

- DirectX11 ONLY!
http://3dsurroundgaming.com/GamePatches ... L_2_UI.rar

- Copy the content next to RE2.exe.
- For Surround/Eyefinity apply the HEX EDIT for FOV by Jackfuste:
"or using Hex-editor replace the following bytes in re2.exe:
FD FF A7 3F 00 00 00 00 => FD FF A7 40 00 00 00 00"

Done using 3DMigoto wrapper:https://github.com/bo3b/3Dmigoto

Enjoy!

Hmz ... I guess this doesn't work with my ReShade config, am I right? If I put it in my RE2 folder with my ReShade, the game won't start anymore. If I use the d3d11.dll, I get your fixed, but not the ReShade, if I use the dxgi.dll from ReShade I get that, but not your fixes. Is it possible the get both? I disabled sharpening and use adaptive lumasharpen which looks way better.

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 22:15
by helifax
gr3y5had0w wrote:
helifax wrote:
What it does:

[Surround/Eyefinity]
- Centres the UI for Surround/Eyefinity users (Monitor count >=2)
- Removes the Cinematic Black borders in Surround/Eyefinity.
- Videos and Concept Art and etc confined to the centre screen.
- Swap between centred UI and default UI by pressing F11 (is enabled by default).

[All Resolutions]
- Tweaks the Vignette so is not visible. (Just removing it, creates a colour inversion bug).
- Removes the Blackbars in cinematics. (I believe it should work at 21:9 aspect ratios as well).


What it doesn't do:
- It doesn't change the UI at 4:3, 16:9, 16:10, 21:9 resolutions.
- It doesn't change the Rendering Viewport. Meaning, if you get black bars at 16:10 or 4:3 aspect ratios, you still get them! The whole game was made for 16:9 based resolutions.

- DirectX11 ONLY!
http://3dsurroundgaming.com/GamePatches ... L_2_UI.rar

- Copy the content next to RE2.exe.
- For Surround/Eyefinity apply the HEX EDIT for FOV by Jackfuste:
"or using Hex-editor replace the following bytes in re2.exe:
FD FF A7 3F 00 00 00 00 => FD FF A7 40 00 00 00 00"

Done using 3DMigoto wrapper:https://github.com/bo3b/3Dmigoto

Enjoy!

Hmz ... I guess this doesn't work with my ReShade config, am I right? If I put it in my RE2 folder with my ReShade, the game won't start anymore. If I use the d3d11.dll, I get your fixed, but not the ReShade, if I use the dxgi.dll from ReShade I get that, but not your fixes. Is it possible the get both? I disabled sharpening and use adaptive lumasharpen which looks way better.


What reshade version are you using?
If you rename the Reshade d3d11.dll to dxgi.dll both should work!

Can you please paste a link to your Reshade, so I can investigate? :)
Many thanks!

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 23:30
by admiraltennek
I'm having a similar issue with using this with ReShade, where if both the d3d11.dll and dxgi.dll are in the same folder the game just crashes immediately at launch...

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 23:33
by Abbie Doobie
Alden wrote:
TheWitcher wrote:
Abbie Doobie wrote:Capcom has done a fantastic job supporting ultrawide, but I'd love to get this little bit of extra customizability :)


Are you kidding? For them to support ultra-wide is one of the easiest things they could do in-engine. The thing that actually mattered - removing pillarboxing - they lazied out on and the hardworking people here did something about it. Capcom did zilch.

:lol: :wave: :lol: So true TheWitcher, maybe the dude was being sarcastic?

Nah, not being sarcastic. The primary target for this title was console, so for the game to (mostly) properly support ultrawide was a huge surprise to me. No HUD or UI stretching, and no workarounds required to run the game in oddball resolutions. Black bars are present during cinematics, as well as 24/7 on taller ratios like 4:3 or 16:10, but with atmosphere and presentation being key it makes sense that they want to focus your view... but still I want to disable the black bars personally :P

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 23:34
by illusivex
Thank for fixing the issue with vignette T_T

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 23:40
by helifax
Are you guys using the latest version of Reshade? or an older version?
I haven't checked it with Reshade yet, but I can do that, if I only know what to check against :)

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 23:46
by esteady1
Helifax,

This is a quality fix. Donated.

If I can nitpick, exactly like the monster hunter fix: "some UI elements when they touch the edges of the middle monitor will stretch for a brief moment."

Is this a Capcom thing?

Anyway, if you are able to sort this, it might be two birds with one stone, RE2 and MHW. I would donate again for these two, I find this bug very distracting, and I would love to have a perfect fix or these two games.

Meanwhile, to get around the bug in RE2, I have mapped F11 to some of the buttons on my gamepad. That way, I can center the interface to use the map, and then explore the world with no UI stretching. It's not perfect though, certainly fiddly.

Also, I'm sure i'm in the minority here, but for triple wide, if there was a version with no cutscene fix, I would appreciate it. The reason is, the scenes are not formally choreographed outside of 16:9, so there can be distracting bugs there. For example, the first cutscene when Leon meets Jill, he is holding his gun, but as his hands would be offscreen on 16:9, the gun is simply floating near his hands. Another example are characters that pop into the side screens outside of the 16:9 view. For these reasons, I prefer the cutscenes to remain 16:9 as designed.

Thanks for the fix thus far. I'm using it, but so close to perfect.

I second the request for Ace Combat.

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 02 Feb 2019, 23:51
by admiraltennek
helifax wrote:Are you guys using the latest version of Reshade? or an older version?
I haven't checked it with Reshade yet, but I can do that, if I only know what to check against :)


I can confirm that I'm using the latest version of ReShade (4.1.1.496).

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 00:03
by susahamat
nice thanks for vignette fix

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 00:13
by helifax
@esteady1:
Much appreciated! And big thank you for the feedback!
What resolution are you running at since? The UI shouldn't be stretched at all. Can you please show me a screenshot (or more) with the problems you are encountering?
Disabling the Cinematic black bars can be done in reverse;) I can add them back :)
For MHW, I definitely want to revisit that fix (I learned quite a few things while making this fix for RE2 and I certain I can apply and improve that game as well!)

@ALL:
There is currently a bug that prevents 3DMigoto to work with Reshade (tested from 3.x to 4.1.1). I can't give an ETA for when this will be addressed, but I hope soon :)

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 00:18
by helifax
susahamat wrote:nice thanks for vignette fix

Awesome! I am really glad that it works! And I want also to thank you for all the marvelous fixes you have done so far! :rockout:

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 01:01
by helifax
Updated the fix:
- When pressing F11 will now disable the Black Bars removal during cinematics (as requested).

Same link from Page 9.

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 01:10
by susahamat
hey helifax when using your fix, it seem the 3dsettings feature Pre rendered frames in Nvidia Control Panel silently changed to 1 . it is normal ??

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 01:40
by helifax
Yes,
That is correct. It's assigned for this profile alone though (re2-3DMigoto)
If you don't want it (It's required for Stereo3D normally) you can open d3dx.ini and look for it under the [Profile] section. You can disable it from there.
You can then put it back to default (using Nvidia Inspector) and 3DMigoto wrapper will not override it.
In this game it makes no difference though from what I've seen :)

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 01:44
by esteady1
Helifax,

The majority of the UI is working as intended. But just like in MHW, when a 2D icon crosses the bezel, it stretches. So in MHW, these were the icons identifying points of interest, like the names of surrounding NPCs.

In RE2, its the icons in the environment that signify a point of interaction, so the black icon with the arrow indicating "look here for action prompt."

I will try to post a pic, but I saw you were on just now, so sent this quick

I play in triples, 5888x1080 bezel corrected.

Also, can I please ask that the UI fix and Cutscene fix get mapped to different keys?

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 01:50
by helifax
esteady1 wrote:Helifax,

The majority of the UI is working as intended. But just like in MHW, when a 2D icon crosses the bezel, it stretches. So in MHW, these were the icons identifying points of interest, like the names of surrounding NPCs.

In RE2, its the icons in the environment that signify a point of interaction, so the black icon with the arrow indicating "look here for action prompt."

I will try to post a pic, but I saw you were on just now, so sent this quick

I play in triples, 5888x1080 bezel corrected.

Also, can I please ask that the UI fix and Cutscene fix get mapped to different keys?


Awesome! I know understand what you are referring to! ( I thought I fixed this issue, but clearly not ^_^)
Sure, I can add a different key for the Cinematics. I was wondering if SHIFT+F11 would be ok? (So we keep everything related to the F11 key? or would a completely different key be better?)

Cheers!

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 03:02
by TheWitcher
God damn - this is groundbreaking work. No idea what 3DMigoto is or how it works with RE2 - but I LOVE the fact I didn't have to alter the .exe to remove black bars.....would these config files be needing updates if the re2.exe ever gets updated?

NO Vignetting and no grey inversion bugs? Seriously? Legendary man!

Thanks helifax. You're legend! I really wish I have the money to donate but currently I'm broke. :( Give me time though hehe

Might I request: in-game sharpening removal? Thanks!

Re: Wrong FOV: RESIDENT EVIL 2 / BIOHAZARD RE:2 2019

Posted: 03 Feb 2019, 03:20
by admiraltennek
Well, I managed to get this plus ReShade working together by downloading an older version of 3Dmigoto (1.2.73) and using the d3d11.dll, d3dcompiler_46.dll and d3dx.ini from that instead. I'm only using a 16:9 monitor, so all I can confirm is that the vignette removal is working as intended. :thumbup: