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OK, let's start with the torch as it is most important.
This actually doesn't look too promising upon first inspection, because this is a game engine that I don't think we have any example fixes for, called the LyN engine. (Raving Rabbids, Beyond Good and Evil).
That means it's extra hard because we don't have any examples of prior fixes to crib from.
Secondly, that VS has a couple of bad looking pieces, where the variable name is "VS_Quad2DScaleAndOffset", which suggests a strictly 2D effect. And the "mov o0.zw, c238.xyxy" instruction is also not doing anything remotely normal for a vertex there- looks like a constant of some form pushed into the zw output.
So, we are not off to a good start, but let's see if there is anything we can figure out.
Please add the PixelShader for that specific effect as well. Sometimes the combination of the two (VS->PS) can help clarify how it's used.
Experiment with zeroing out different pieces of the output. Zero out the o1 and o2 successively, and see what the effect is. Try applying the Prime Directive on the o0 position parameter (it should automatically get that from the driver, but it's worth experimenting.) Try using the Negative of the Prime Directive instead, to remove the correction the driver might be adding.
Any of those experiments might give you some insight into how the effect is drawn, and what might need a tweak.
OK, let's start with the torch as it is most important.
This actually doesn't look too promising upon first inspection, because this is a game engine that I don't think we have any example fixes for, called the LyN engine. (Raving Rabbids, Beyond Good and Evil).
That means it's extra hard because we don't have any examples of prior fixes to crib from.
Secondly, that VS has a couple of bad looking pieces, where the variable name is "VS_Quad2DScaleAndOffset", which suggests a strictly 2D effect. And the "mov o0.zw, c238.xyxy" instruction is also not doing anything remotely normal for a vertex there- looks like a constant of some form pushed into the zw output.
So, we are not off to a good start, but let's see if there is anything we can figure out.
Please add the PixelShader for that specific effect as well. Sometimes the combination of the two (VS->PS) can help clarify how it's used.
Experiment with zeroing out different pieces of the output. Zero out the o1 and o2 successively, and see what the effect is. Try applying the Prime Directive on the o0 position parameter (it should automatically get that from the driver, but it's worth experimenting.) Try using the Negative of the Prime Directive instead, to remove the correction the driver might be adding.
Any of those experiments might give you some insight into how the effect is drawn, and what might need a tweak.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
// approximately 74 instruction slots used (12 texture, 62 arithmetic)
I zeroed out (deleted the lines - is that right?) the o1 and that switched off the effect, But when I zeroed out the o2 I could clearly see the 2d effect of the torch, see screen shot.
I'm going to look at the prime directive, but somehow I managed to completely miss your wiki! So i'm going to go through all the tutorials and get my head in the 3d shader game!
I'm not sure those are the right PixelShader for the earlier VertexShader, because the input signature for these PixelShaders does not match the output signature of that VertexShader. (the dcl_* parts)
Always possible, these things tend to be highly variable, but more experimentation would be in order to clarify exactly which texture is the problem.
If you haven't gone through the classes yet, I'd definitely suggest that would be the first order of business. The main reason is that it fills in a lot of gaps, and we can then all use the same terminology, which keeps us from having to repeat things.
I'm not sure those are the right PixelShader for the earlier VertexShader, because the input signature for these PixelShaders does not match the output signature of that VertexShader. (the dcl_* parts)
Always possible, these things tend to be highly variable, but more experimentation would be in order to clarify exactly which texture is the problem.
If you haven't gone through the classes yet, I'd definitely suggest that would be the first order of business. The main reason is that it fills in a lot of gaps, and we can then all use the same terminology, which keeps us from having to repeat things.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Not given up, but I've been a little busy and am slowly making my way though bo3b's shader school...
Once I've got my head around that I'll go back to Zombi!
Hmm, it's on sale for the weekend, $10 on Steam... tempted, someone talk me off the ledge? Lol... I bought it for Wii U but stopped playing it because I couldn't stand playing in 2D... or with that damn gamepad vs the wiimote's superior FPS controls.
Hmm, it's on sale for the weekend, $10 on Steam... tempted, someone talk me off the ledge? Lol... I bought it for Wii U but stopped playing it because I couldn't stand playing in 2D... or with that damn gamepad vs the wiimote's superior FPS controls.
If you played State of Decay... this will be a disappointment.
If you havent play State of Decay.... go play state of decay.
IMO.
The stuff you do 20 mins into game is the same stuff you will be doing at the end. Its ok I guess.
but Id wait for $5.00. Its only like 50% feedback on steam. I played wii u vers.
If you played State of Decay... this will be a disappointment.
If you havent play State of Decay.... go play state of decay.
IMO.
The stuff you do 20 mins into game is the same stuff you will be doing at the end. Its ok I guess.
but Id wait for $5.00. Its only like 50% feedback on steam. I played wii u vers.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
struct EDITOR_VS_STRUCT_MAT
{
float4 f4_AtlasParam;// x = number of texture in atlas for UV channel 1
};
M_DECL_FCONST( EDITOR_VS_STRUCT_MAT, Editor_VS_Mat, 20);
The previous game using this engine The Adventures of TinTin: The Secret of the Unicorn has an option in the game menu to check for 3D Vision. I looked in the NVCP it was rated "excellent", the profiles states "Some objects render at the wrong depth"
In the save file location for TinTin it has
<Config>
<fullscreen>true</fullscreen>
<screenwidth>2560</screenwidth>
<screenheight>1440</screenheight>
<antialias>4</antialias>
<vsync>true</vsync>
<lang>en</lang>
<BigFile>BigFiles\Tintin.bf</BigFile>
<usenvidiastereo>true</usenvidiastereo>
</Config>
TinTin thread
https://forums.geforce.com/default/topic/505154/
The previous game using this engine The Adventures of TinTin: The Secret of the Unicorn has an option in the game menu to check for 3D Vision. I looked in the NVCP it was rated "excellent", the profiles states "Some objects render at the wrong depth"
got it also on sale. I have it already on the WiiU and actually thought it is a quite good game. But the WiiU extra screen destroyed it for me. I don't like looking down when I play a game at the desk. A fix would of course great.
got it also on sale. I have it already on the WiiU and actually thought it is a quite good game. But the WiiU extra screen destroyed it for me. I don't like looking down when I play a game at the desk. A fix would of course great.
OK, let's start with the torch as it is most important.
This actually doesn't look too promising upon first inspection, because this is a game engine that I don't think we have any example fixes for, called the LyN engine. (Raving Rabbids, Beyond Good and Evil).
That means it's extra hard because we don't have any examples of prior fixes to crib from.
Secondly, that VS has a couple of bad looking pieces, where the variable name is "VS_Quad2DScaleAndOffset", which suggests a strictly 2D effect. And the "mov o0.zw, c238.xyxy" instruction is also not doing anything remotely normal for a vertex there- looks like a constant of some form pushed into the zw output.
So, we are not off to a good start, but let's see if there is anything we can figure out.
Please add the PixelShader for that specific effect as well. Sometimes the combination of the two (VS->PS) can help clarify how it's used.
Experiment with zeroing out different pieces of the output. Zero out the o1 and o2 successively, and see what the effect is. Try applying the Prime Directive on the o0 position parameter (it should automatically get that from the driver, but it's worth experimenting.) Try using the Negative of the Prime Directive instead, to remove the correction the driver might be adding.
Any of those experiments might give you some insight into how the effect is drawn, and what might need a tweak.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Here they are:
PixelShader_62_CRC32_039189D2
PixelShader_79_CRC32_A31BCA63
PixelShader_103_CRC32_C1F8423D
PixelShader_349_CRC32_FBB6F3E5
I zeroed out (deleted the lines - is that right?) the o1 and that switched off the effect, But when I zeroed out the o2 I could clearly see the 2d effect of the torch, see screen shot.
I'm going to look at the prime directive, but somehow I managed to completely miss your wiki! So i'm going to go through all the tutorials and get my head in the 3d shader game!
Always possible, these things tend to be highly variable, but more experimentation would be in order to clarify exactly which texture is the problem.
If you haven't gone through the classes yet, I'd definitely suggest that would be the first order of business. The main reason is that it fills in a lot of gaps, and we can then all use the same terminology, which keeps us from having to repeat things.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
At what stage of development is the fix? you gave up? :-)
Once I've got my head around that I'll go back to Zombi!
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
If you havent play State of Decay.... go play state of decay.
IMO.
The stuff you do 20 mins into game is the same stuff you will be doing at the end. Its ok I guess.
but Id wait for $5.00. Its only like 50% feedback on steam. I played wii u vers.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
In this file is what appears to be some code that I would think isn't supposed to be in the retail version.
Just one example of many
In the save file location for TinTin it has
<Config>
<fullscreen>true</fullscreen>
<screenwidth>2560</screenwidth>
<screenheight>1440</screenheight>
<antialias>4</antialias>
<vsync>true</vsync>
<lang>en</lang>
<BigFile>BigFiles\Tintin.bf</BigFile>
<usenvidiastereo>true</usenvidiastereo>
</Config>
TinTin thread
https://forums.geforce.com/default/topic/505154/
I grabbed it for $5 in the Halloween sale, tried poking around in the saves but it looks like they're encrypted/uneditable... bummer :/
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/