3Dmigoto now open-source...
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@llyzs Yes...i test with IndexBufferFilter and don't work properly...so i just leave. If only works when hunting is turned on will explain why i have some issues using it :(
@llyzs
Yes...i test with IndexBufferFilter and don't work properly...so i just leave. If only works when hunting is turned on will explain why i have some issues using it :(

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Posted 07/09/2017 12:20 PM   
[quote="DHR"]@llyzs Yes...i test with IndexBufferFilter and don't work properly...so i just leave. If only works when hunting is turned on will explain why i have some issues using it :([/quote] I just finished patching 3Dmigoto and fixed the IndexBufferFilter issue, now it is up to bo3b's review and release. @bo3b : I have 3 PRs for you now, hope I am not bothering you too much. :)
DHR said:@llyzs
Yes...i test with IndexBufferFilter and don't work properly...so i just leave. If only works when hunting is turned on will explain why i have some issues using it :(


I just finished patching 3Dmigoto and fixed the IndexBufferFilter issue, now it is up to bo3b's review and release.

@bo3b : I have 3 PRs for you now, hope I am not bothering you too much. :)

Posted 07/09/2017 12:52 PM   
Very nice llyzs!! Thanks!!
Very nice llyzs!! Thanks!!

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Posted 07/09/2017 03:49 PM   
[quote="llyzs"][quote="DHR"]@llyzs Yes...i test with IndexBufferFilter and don't work properly...so i just leave. If only works when hunting is turned on will explain why i have some issues using it :([/quote] I just finished patching 3Dmigoto and fixed the IndexBufferFilter issue, now it is up to bo3b's review and release. @bo3b : I have 3 PRs for you now, hope I am not bothering you too much. :)[/quote] Not a problem, I just get overcommitted some of the times. I hope to get to these today.
llyzs said:
DHR said:@llyzs
Yes...i test with IndexBufferFilter and don't work properly...so i just leave. If only works when hunting is turned on will explain why i have some issues using it :(


I just finished patching 3Dmigoto and fixed the IndexBufferFilter issue, now it is up to bo3b's review and release.

@bo3b : I have 3 PRs for you now, hope I am not bothering you too much. :)

Not a problem, I just get overcommitted some of the times. I hope to get to these today.

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Posted 07/10/2017 01:16 AM   
[center][color="orange"][size="XL"]3Dmigoto 1.2.63[/size][/color][/center][center][color="green"]https://github.com/bo3b/3Dmigoto/releases[/color] [/center] - New feature of UpscalingShader, to allow post-process upscaling. [code] [Device] upscaling = x where x can be 0,1, or 2 (disable or enable different upscaling modes) width = xxxx ==> desired screen with the game should be upscaled to height = yyyy ==> desired screen height the game should be upscaled to upscale_mode = 1 (or 0) different types of upscaling [Present] run = CustomShaderUpscale [/code] - Line interlacing additionaly to side-by-side and top-bottom mode added. (no more messing around with EDID overrides necessary) [code] [KeyChange3DVision2SBSOutputMode] ... ; 6 = Line interlacing ; 7 = Line interlacing reverse x7 = 1, 2, 3, 4, 5, 6 , 7, 0 ... [/code] - Includes new ability to set ScissorClipping on a per item basis. (llyzs) - Unlocks/bugfix the abiilty to filter by IndexBuffers. (llyzs) A Word about the Upscaling Feature Most displays and some tv`s can not proper interpolate picture if not in nativ resolution mode. That results in blurry and aliased picture. The upscaling feature allows to keep the nativ display resolution independently from the resolution set in the game. The upscaling done by 3DMigoto produces much better picture quality. The upscaling function can also be very useful with polarisation (passive) 3DTV. Generally the quality of the picture displayed with the interlacing mode is higher than the one displayed with the side-by-side or top-bottom modes. But it forces us to set the game resolution to the nativ display resolution what can result in very low and unplayable frame rates even with the most resent top hardware. With the upscaling you can let the game render with lower resolutions (resulting in better frame rates) and still have the advantages of the interlacing mode! The upscaling feature was tested with Batman Arkham Origings, Far Cry 4 and The Witcher 3. There still may be some issues with other games. I might not work with some games at all. Please let me know if you run into problems. Wiki: llyzs has also slightly organized the wiki home page a bit and added new descriptions: - upscaling feature: https://github.com/bo3b/3Dmigoto/wiki/Upscale-resolution - scissor - clipping feature: https://github.com/bo3b/3Dmigoto/wiki/Scissor-clipping The Wiki-Page: https://github.com/bo3b/3Dmigoto/wiki @llyzs Thank you! Big thanks to the DarkStarSword and especially bo3b for the support!
3Dmigoto 1.2.63
https://github.com/bo3b/3Dmigoto/releases


- New feature of UpscalingShader, to allow post-process upscaling.

[Device]
upscaling = x where x can be 0,1, or 2 (disable or enable different upscaling modes)
width = xxxx ==> desired screen with the game should be upscaled to
height = yyyy ==> desired screen height the game should be upscaled to
upscale_mode = 1 (or 0) different types of upscaling

[Present]
run = CustomShaderUpscale


- Line interlacing additionaly to side-by-side and top-bottom mode added. (no more messing around with EDID overrides necessary)

[KeyChange3DVision2SBSOutputMode]
...
; 6 = Line interlacing
; 7 = Line interlacing reverse
x7 = 1, 2, 3, 4, 5, 6 , 7, 0
...


- Includes new ability to set ScissorClipping on a per item basis. (llyzs)
- Unlocks/bugfix the abiilty to filter by IndexBuffers. (llyzs)



A Word about the Upscaling Feature

Most displays and some tv`s can not proper interpolate picture if not in nativ resolution mode. That results in blurry and aliased picture. The upscaling feature allows to keep the nativ display resolution independently from the resolution set in the game. The upscaling done by 3DMigoto produces much better picture quality.
The upscaling function can also be very useful with polarisation (passive) 3DTV. Generally the quality of the picture displayed with the interlacing mode is higher than the one displayed with the side-by-side or top-bottom modes. But it forces us to set the game resolution to the nativ display resolution what can result in very low and unplayable frame rates even with the most resent top hardware. With the upscaling you can let the game render with lower resolutions (resulting in better frame rates) and still have the advantages of the interlacing mode!

The upscaling feature was tested with Batman Arkham Origings, Far Cry 4 and The Witcher 3.
There still may be some issues with other games. I might not work with some games at all.
Please let me know if you run into problems.


Wiki:
llyzs has also slightly organized the wiki home page a bit and added new descriptions:

- upscaling feature:
https://github.com/bo3b/3Dmigoto/wiki/Upscale-resolution

- scissor - clipping feature:
https://github.com/bo3b/3Dmigoto/wiki/Scissor-clipping

The Wiki-Page:
https://github.com/bo3b/3Dmigoto/wiki

@llyzs Thank you!


Big thanks to the DarkStarSword and especially bo3b for the support!

Posted 07/11/2017 10:06 AM   
Thanks for the release notes. You can also refer to the following wiki page for the two new features: [url]https://github.com/bo3b/3Dmigoto/wiki/Upscale-resolution[/url] [url]https://github.com/bo3b/3Dmigoto/wiki/Scissor-clipping[/url] I have also slightly organized the wiki home page a bit. Please let me know if you have any comments. https://github.com/bo3b/3Dmigoto/wiki
Thanks for the release notes.

You can also refer to the following wiki page for the two new features:

https://github.com/bo3b/3Dmigoto/wiki/Upscale-resolution
https://github.com/bo3b/3Dmigoto/wiki/Scissor-clipping

I have also slightly organized the wiki home page a bit. Please let me know if you have any comments.

https://github.com/bo3b/3Dmigoto/wiki

Posted 07/11/2017 10:06 AM   
[quote="llyzs"]Thanks for the release notes. You can also refer to the following wiki page for the two new features: [url]https://github.com/bo3b/3Dmigoto/wiki/Upscale-resolution[/url] [url]https://github.com/bo3b/3Dmigoto/wiki/Scissor-clipping[/url] I have also slightly organized the wiki home page a bit. Please let me know if you have any comments. https://github.com/bo3b/3Dmigoto/wiki [/quote] @llyzs updated the release announcement. Thank you!
llyzs said:Thanks for the release notes.

You can also refer to the following wiki page for the two new features:

https://github.com/bo3b/3Dmigoto/wiki/Upscale-resolution
https://github.com/bo3b/3Dmigoto/wiki/Scissor-clipping

I have also slightly organized the wiki home page a bit. Please let me know if you have any comments.


https://github.com/bo3b/3Dmigoto/wiki



@llyzs updated the release announcement. Thank you!

Posted 07/11/2017 10:19 AM   
Thanks ColAngel and llyzs!!! The upscaling feature is very nice!!! i will test this week with Nier Automata. And thanks for add the Line interlacing mode...this will make EDID override abosolte :) To understand the upscaling feature: The in-game settings is the render resolution and the width/height (using upscaling = 1) in the ini, is the output resolution?
Thanks ColAngel and llyzs!!!

The upscaling feature is very nice!!! i will test this week with Nier Automata. And thanks for add the Line interlacing mode...this will make EDID override abosolte :)

To understand the upscaling feature:
The in-game settings is the render resolution and the width/height (using upscaling = 1) in the ini, is the output resolution?

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Posted 07/11/2017 11:55 AM   
Virtual heart attack incoming! Thank you very much for these features. I'll test the clipping feature with Dark Souls 3 as soon as possible.
Virtual heart attack incoming! Thank you very much for these features. I'll test the clipping feature with Dark Souls 3 as soon as possible.

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Posted 07/11/2017 12:37 PM   
Thanks again for the upscaling feature, it will be very useful. [u]Edit[/u]: Removed the 3DV fix and installed latest 3DMigoto and upscaling works with below settings. So I must be doing something wrong when updating the 3DV fix. What's the correct way to update old fixes? I tried Watch Dogs 2 with 1440p, game opens in fullscreen but actual viewable area is in 1440p, looks like a window in fullscreen. Tried changing upscaling settings but game crashed. I updated the 3D Vision fix with changing dxd11.dll with the new one and adding upscaling section of [Device] and [Present] from newest 3DMigoto. Am I doing something wrong or game is just incompatible for now? With below settings game doesn't crash, but not really fullscreen: [Device] ; (0) - disable upscaling ; (1) - enable upscaling and allows the game to disable and enable fullscreen mode ; (2) - enable upscaling and don't allow the game to switch fullscreen mode (always force fullscreen) ; Note if you enable upscaling please do not forget to: ; 1) Uncomment CustomUpscaleShader in the [Present] section, otherwise you will see ; only a black window (with game sound). ; 2) Set a custom resolution here for width and height that the game will see. ; 3) Uncomment upscale_mode here. upscaling = 1 ; Force override the screen resolution. ; If upscaling is on, the resizing functionality is disabled. ; If upscaling is on, then you MUST specify the resolution the game will be upscaled to. ; To achieve the best visual result use the native resolution of your tv or monitor. width=3840 height=2160 ; upscale_mode = 0: 3Dmigoto creates a texture and pushes it as the back buffer for the game. ; Seems to work with only few games but everything seems to run a bit smoother. ; upscale_mode = 1: 3Dmigoto creates a second swap chain and pushes the game to use it. ; Seems to work with most games. dont forget to activate upscaling shader in [present] section upscale_mode = 1 [Present] ; Uncomment to enable a custom shader that allows the stereo output mode to be ; upscaled. NOTE: uncomment only if 'upscaling' and resolution are not zero. run = CustomShaderUpscale
Thanks again for the upscaling feature, it will be very useful.


Edit: Removed the 3DV fix and installed latest 3DMigoto and upscaling works with below settings. So I must be doing something wrong when updating the 3DV fix.

What's the correct way to update old fixes?



I tried Watch Dogs 2 with 1440p, game opens in fullscreen but actual viewable area is in 1440p, looks like a window in fullscreen. Tried changing upscaling settings but game crashed.

I updated the 3D Vision fix with changing dxd11.dll with the new one and adding upscaling section of [Device] and [Present] from newest 3DMigoto.

Am I doing something wrong or game is just incompatible for now?

With below settings game doesn't crash, but not really fullscreen:

[Device]

; (0) - disable upscaling
; (1) - enable upscaling and allows the game to disable and enable fullscreen mode
; (2) - enable upscaling and don't allow the game to switch fullscreen mode (always force fullscreen)
; Note if you enable upscaling please do not forget to:
; 1) Uncomment CustomUpscaleShader in the [Present] section, otherwise you will see
; only a black window (with game sound).
; 2) Set a custom resolution here for width and height that the game will see.
; 3) Uncomment upscale_mode here.
upscaling = 1

; Force override the screen resolution.
; If upscaling is on, the resizing functionality is disabled.
; If upscaling is on, then you MUST specify the resolution the game will be upscaled to.
; To achieve the best visual result use the native resolution of your tv or monitor.
width=3840
height=2160

; upscale_mode = 0: 3Dmigoto creates a texture and pushes it as the back buffer for the game.
; Seems to work with only few games but everything seems to run a bit smoother.
; upscale_mode = 1: 3Dmigoto creates a second swap chain and pushes the game to use it.
; Seems to work with most games. dont forget to activate upscaling shader in [present] section
upscale_mode = 1

[Present]

; Uncomment to enable a custom shader that allows the stereo output mode to be
; upscaled. NOTE: uncomment only if 'upscaling' and resolution are not zero.
run = CustomShaderUpscale

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Posted 07/11/2017 12:39 PM   
@lacuna You should always update dxd11.dll [u]AND[/u] nvapi.dll (or nvapi64.dll). If you only copy-replace dxd11.dll in the first attempt, probably something get busted. And in this particular case you also need to copy 2 shaders (.hlsl) in the shaderfixes folder...the ones that handle the upscasling.
@lacuna
You should always update dxd11.dll AND nvapi.dll (or nvapi64.dll).
If you only copy-replace dxd11.dll in the first attempt, probably something get busted.

And in this particular case you also need to copy 2 shaders (.hlsl) in the shaderfixes folder...the ones that handle the upscasling.

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Posted 07/11/2017 02:54 PM   
Edit for the edit: "And in this particular case you also need to copy 2 shaders (.hlsl) in the shaderfixes folder...the ones that handle the upscasling. " Will try this now. I copied both d3d11.dll and Nvapi64.dll and added the lines that are in my previous message. I also tried adding these lines below in my third try. After this game doesn't start just a splash screen and close itself. ; The following custom shader can be used to perform upscaling to arbitrary resolutions, ; specifically useful for 4K 3D TVs or for DSR. To enable, uncomment the ; ";run = CustomShaderUpscale" in the Present section, set the custom resolution and ; enable "upscaling=1" in the Device section. ; If you uncomment upscale shader without actually enabling the upscaling in [Device] ; you might have wrong screen resolution or the game will not be able to enter the fullscreen mode. ; Both Upscaling and SBS can be used at the same time. [Resource3DVisionUpscaleBackupTexture] [CustomShaderUpscale] ; Load a custom vertex + pixel shader: vs = ShaderFixes/upscalevs.hlsl ps = ShaderFixes/upscaleps.hlsl ; Explicitly unbind other shader types for safety: hs = null ds = null gs = null ; Disable the OM blend stage that could interfere with the shader: blend = disable ; Disable front/back face culling so the vertices can be in any rotation: cull = none ; enable sampler with the filter: anisotropic_filter, linear_filter, point_filter sampler = anisotropic_filter ; Use a triangle strip topology so we only have to output four vertices: topology = triangle_strip ; Clear all render + depth targets to avoid compatibility issues: o1 = null o2 = null o3 = null o4 = null o5 = null o6 = null o7 = null oD = null ; Bind the back buffer as a render target. set_viewport ensures that the view ; port is the size of the buffer so the draw call will work. No no_view_cache ; seems to make some games crash. Just play around with it if something is not working ; is necessary for a few games like Mad Max: o0 = set_viewport bb ; Back up any textures that were in the ps-t100 slot. The CustomResource ; section will already back up a lot of state, including shaders, render ; targets, depth targets, UAVs, viewports, blend state, rasterizer state, ; primitive topology, etc. but it does not back up textures: Resource3DVisionUpscaleBackupTexture = reference ps-t101 ; Use faked bb to give the shader access to the back buffers of ; both eyes: ; f_bb is the faked swap chain that has the game resolution ps-t101 = f_bb ; Some rare games (e.g. Onechanbara Z2) use MSAA back buffers, which cannot be ; directly used with the reverse stereo blit and must be resolved to non MSAA ; versions first. The symptoms will be a black screen after enabling this ; shader with F11. In that case, replace the above line with these two: ; upscaling with msaa swap chain is currently only avialable if upscale_mode = 1 ; ps-t100 = resolve_msaa f_bb ; Draw four vertices. The vertex shader will construct coordinates to cover the ; full screen using the SV_VertexID semantic so we don't need vertex buffers: draw = 4, 0 ; Restore the original texture from the ps-t100 slot: post ps-t101 = reference Resource3DVisionUpscaleBackupTexture
Edit for the edit: "And in this particular case you also need to copy 2 shaders (.hlsl) in the shaderfixes folder...the ones that handle the upscasling. "

Will try this now.




I copied both d3d11.dll and Nvapi64.dll and added the lines that are in my previous message.

I also tried adding these lines below in my third try. After this game doesn't start just a splash screen and close itself.

; The following custom shader can be used to perform upscaling to arbitrary resolutions,
; specifically useful for 4K 3D TVs or for DSR. To enable, uncomment the
; ";run = CustomShaderUpscale" in the Present section, set the custom resolution and
; enable "upscaling=1" in the Device section.
; If you uncomment upscale shader without actually enabling the upscaling in [Device]
; you might have wrong screen resolution or the game will not be able to enter the fullscreen mode.
; Both Upscaling and SBS can be used at the same time.

[Resource3DVisionUpscaleBackupTexture]
[CustomShaderUpscale]
; Load a custom vertex + pixel shader:
vs = ShaderFixes/upscalevs.hlsl
ps = ShaderFixes/upscaleps.hlsl
; Explicitly unbind other shader types for safety:
hs = null
ds = null
gs = null
; Disable the OM blend stage that could interfere with the shader:
blend = disable
; Disable front/back face culling so the vertices can be in any rotation:
cull = none
; enable sampler with the filter: anisotropic_filter, linear_filter, point_filter
sampler = anisotropic_filter
; Use a triangle strip topology so we only have to output four vertices:
topology = triangle_strip
; Clear all render + depth targets to avoid compatibility issues:
o1 = null
o2 = null
o3 = null
o4 = null
o5 = null
o6 = null
o7 = null
oD = null
; Bind the back buffer as a render target. set_viewport ensures that the view
; port is the size of the buffer so the draw call will work. No no_view_cache
; seems to make some games crash. Just play around with it if something is not working
; is necessary for a few games like Mad Max:
o0 = set_viewport bb
; Back up any textures that were in the ps-t100 slot. The CustomResource
; section will already back up a lot of state, including shaders, render
; targets, depth targets, UAVs, viewports, blend state, rasterizer state,
; primitive topology, etc. but it does not back up textures:
Resource3DVisionUpscaleBackupTexture = reference ps-t101
; Use faked bb to give the shader access to the back buffers of
; both eyes:
; f_bb is the faked swap chain that has the game resolution
ps-t101 = f_bb
; Some rare games (e.g. Onechanbara Z2) use MSAA back buffers, which cannot be
; directly used with the reverse stereo blit and must be resolved to non MSAA
; versions first. The symptoms will be a black screen after enabling this
; shader with F11. In that case, replace the above line with these two:
; upscaling with msaa swap chain is currently only avialable if upscale_mode = 1
; ps-t100 = resolve_msaa f_bb
; Draw four vertices. The vertex shader will construct coordinates to cover the
; full screen using the SV_VertexID semantic so we don't need vertex buffers:
draw = 4, 0
; Restore the original texture from the ps-t100 slot:
post ps-t101 = reference Resource3DVisionUpscaleBackupTexture

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Posted 07/11/2017 03:10 PM   
Probably the reason for 1440p window in fullscreen was absence of those .hlsl files. Thanks DHR. Unfortunately game now opens with black screen, 3DV overlay and sound works but just black screen and I also see the black ingame mouse cursor. If I did everything right, then two possibilities: - My system causing the black screen with the updated fix. - Game is not compatible with the updated fix. Can someone with a 4K TV try Watch Dogs 2 with updating it's 3DV fix and enabling uspcaling for 1440p to 4K? Below is my settings: upscaling = 1 width=3840 height=2160 upscale_mode = 1 run = CustomShaderUpscale
Probably the reason for 1440p window in fullscreen was absence of those .hlsl files. Thanks DHR.

Unfortunately game now opens with black screen, 3DV overlay and sound works but just black screen and I also see the black ingame mouse cursor.

If I did everything right, then two possibilities:

- My system causing the black screen with the updated fix.

- Game is not compatible with the updated fix.

Can someone with a 4K TV try Watch Dogs 2 with updating it's 3DV fix and enabling uspcaling for 1440p to 4K?

Below is my settings:

upscaling = 1

width=3840
height=2160

upscale_mode = 1

run = CustomShaderUpscale

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Posted 07/11/2017 03:42 PM   
@lacuna Install the original fix. Then: 1) Replace the dxd11.dll and nvapi64.dll 2) Copy upscalevs.hlsl and upscaleps.hlsl in ShaderFixes folder. 3) Copy the lines related to upscaling in the d3dx.ini 4) Setup the lines for upscaling method. If for some reason you ear a "boop" sound when you start the game....something in the d3dx.ini is wrong and need attention. If you install the 3Dmigoto 1.2.63 with those settings...without the fix...the upscaling works?
@lacuna

Install the original fix. Then:
1) Replace the dxd11.dll and nvapi64.dll
2) Copy upscalevs.hlsl and upscaleps.hlsl in ShaderFixes folder.
3) Copy the lines related to upscaling in the d3dx.ini
4) Setup the lines for upscaling method.

If for some reason you ear a "boop" sound when you start the game....something in the d3dx.ini is wrong and need attention.


If you install the 3Dmigoto 1.2.63 with those settings...without the fix...the upscaling works?

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Posted 07/11/2017 04:21 PM   
-Install the original fix - Done, multiple times. 1) Replace the dxd11.dll and nvapi64.dll - Done, twice 2) Copy upscalevs.hlsl and upscaleps.hlsl in ShaderFixes folder. - Done, twice 3) Copy the lines related to upscaling in the d3dx.ini - Done, multiple times. 4) Setup the lines for upscaling method. - Done, every time. I heard the "boop" sound before adding .hlsl files and before adding this very long line which starting with"; The following custom shader can be used to perform upscaling " After doing everything right (or hoping right) no "boop" sound, just black screen with visible black ingame mouse cursor, 3DV overlay and sound. As I said in my first message with just 3DMigoto 1.2.63 (without the fix) game works right and upscales right from 1440p to 2160p. If somebody else can get upscaling work with a 4K TV then my system is guilty or I'm still doing something wrong. :) If somebody manages to work it, please share your d3dx.ini file fpr Watch Dogs 2.
-Install the original fix - Done, multiple times.
1) Replace the dxd11.dll and nvapi64.dll - Done, twice
2) Copy upscalevs.hlsl and upscaleps.hlsl in ShaderFixes folder. - Done, twice
3) Copy the lines related to upscaling in the d3dx.ini - Done, multiple times.
4) Setup the lines for upscaling method. - Done, every time.

I heard the "boop" sound before adding .hlsl files and before adding this very long line which starting with"; The following custom shader can be used to perform upscaling "

After doing everything right (or hoping right) no "boop" sound, just black screen with visible black ingame mouse cursor, 3DV overlay and sound.

As I said in my first message with just 3DMigoto 1.2.63 (without the fix) game works right and upscales right from 1440p to 2160p.

If somebody else can get upscaling work with a 4K TV then my system is guilty or I'm still doing something wrong. :) If somebody manages to work it, please share your d3dx.ini file fpr Watch Dogs 2.

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Posted 07/11/2017 05:05 PM   
  95 / 143    
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