How to fix/disable shaders in games(DLL,guide and fixes).
53 / 167
Ok its good then most likely. For example when you left oFog and OPos in it.
log would say
error
oFog Not valid vs_3_0 term or something like that
oPos Not valid vs_3_0 term or something like that
Great! Now I'll just wait for Mana to help with changing the UI depth so it doesn't split off the screen when I increase the convergence to something that's actually reasonable.
You guys are helping me with something that's bigger than just me enjoying playing Vampire in S3D. I can't tell you what that is yet, but both of you will be given recognition for your patience and efforts in helping me.
Great! Now I'll just wait for Mana to help with changing the UI depth so it doesn't split off the screen when I increase the convergence to something that's actually reasonable.
You guys are helping me with something that's bigger than just me enjoying playing Vampire in S3D. I can't tell you what that is yet, but both of you will be given recognition for your patience and efforts in helping me.
ok I've found the previous error! :) When you've written the correction for vertex position, you've used "r0" in place of "r1"! So it's normal that you couldn't see anything before becouse r0 doesn't contains the final vertex position but it's used in previous matrix calculations.
that should be the correct code:
[code]// VertexShader#8: Menus and HUD
vs_3_0
def c220, 0, 0, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dcl_fog o3.x
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
texldl r11, c220.z, s0
mov r1.w, c220.w
mul r11.x, r11.x, c220.x
add r1.x, r1.x, r11.x
mov o0, r1
mad o3.x, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38[/code]
make me know if it works, meantime I'll try to fix dark messiah
another thing: if you cannot see the hud with this code too, I believe that '1' is not the right depth for the hud... if you remove the "mov o0, r1" line, the hud should reappear. That becouse that fix worked for a paticular game but not for all.. I'll make you know how it goes with dark messiah.
ok I've found the previous error! :) When you've written the correction for vertex position, you've used "r0" in place of "r1"! So it's normal that you couldn't see anything before becouse r0 doesn't contains the final vertex position but it's used in previous matrix calculations.
that should be the correct code:
// VertexShader#8: Menus and HUD
vs_3_0
def c220, 0, 0, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dcl_fog o3.x
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
texldl r11, c220.z, s0
mov r1.w, c220.w
mul r11.x, r11.x, c220.x
add r1.x, r1.x, r11.x
mov o0, r1
mad o3.x, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38
make me know if it works, meantime I'll try to fix dark messiah
another thing: if you cannot see the hud with this code too, I believe that '1' is not the right depth for the hud... if you remove the "mov o0, r1" line, the hud should reappear. That becouse that fix worked for a paticular game but not for all.. I'll make you know how it goes with dark messiah.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Nope, the UI still splits when convergence is increased or decreased. No errors in the log.txt.
Good that you're looking at Dark Messiah. That was the first game I encountered that has this UI problem. There are several old games that require playing at super-low convergence to prevent the UI from going off the screen.
If we could find a way to fix this, it would make a lot of these old games worth playing in S3D. They have few/no other rendering anomalies. The hilarious thing is that nVidia rated these games "Excellent" despite the fact that the games look flat due to low convergence!
Nope, the UI still splits when convergence is increased or decreased. No errors in the log.txt.
Good that you're looking at Dark Messiah. That was the first game I encountered that has this UI problem. There are several old games that require playing at super-low convergence to prevent the UI from going off the screen.
If we could find a way to fix this, it would make a lot of these old games worth playing in S3D. They have few/no other rendering anomalies. The hilarious thing is that nVidia rated these games "Excellent" despite the fact that the games look flat due to low convergence!
[b]For Mass Effect 3:[/b]
[b]
[/b]
Made a "fix" to the driver so the "fix" from Helix can be used properly.
All the info is here:
http://forums.nvidia.com/index.php?showtopic=226003&view=findpost&p=1388716
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Will test in a few hours. But in theory if that works Helifax.
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
Or just created a fresh one?
Will test in a few hours. But in theory if that works Helifax.
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
[quote name='eqzitara' date='27 March 2012 - 11:54 PM' timestamp='1332885290' post='1388727']
Will test in a few hours. But in theory if that works Helifax.
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
Or just created a fresh one?
[/quote]
That is correct! You can load the Prototype2 profile if you hardcode MassEffect3.exe to Prototype 2 profile. HOWEVER take into consideration that not only 3D Vision is affected by the profile. Also SLI and rendering methods are also taken into consideration here. This is the global profile for a game;)) What I provided is an optimized ME3 profile (based on official Nvidia calculations) and I just removed the 3D Vision bits from the driver;)) but you still have all the other benefits like SLI and other stuff;))
[quote name='eqzitara' date='27 March 2012 - 11:54 PM' timestamp='1332885290' post='1388727']
Will test in a few hours. But in theory if that works Helifax.
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
Or just created a fresh one?
That is correct! You can load the Prototype2 profile if you hardcode MassEffect3.exe to Prototype 2 profile. HOWEVER take into consideration that not only 3D Vision is affected by the profile. Also SLI and rendering methods are also taken into consideration here. This is the global profile for a game;)) What I provided is an optimized ME3 profile (based on official Nvidia calculations) and I just removed the 3D Vision bits from the driver;)) but you still have all the other benefits like SLI and other stuff;))
Best Regards,
Helifax
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Well you could save prototype. Then set it all for default stuff. Then put masseffect3.exe. Try it out, if it doesnt look better try next profile. Reload the old prototype profile rinse wash repeat.
I will explore it and see if I can find the variable in charge of profiles maybe can just change one thing.... You gave me something new to play with. Not sure if its good or bad lol.
Update:
I am pretty sure its one of the "undefined"
Exploring it has gave me some curious ideas though. I ran into some people who say that left eye is right eye and vice versa in games. I wonder is stereo swap eyes will work.
Also wtf. Checkerboard is listed as an option for 3d and stereo mirror(http://3dvision-blog.com/forum/viewtopic.php?f=24&t=716) I wonder if since they overlap will dual projectors work the same way. I really want to see if people with these displays can test this stuff.
Well you could save prototype. Then set it all for default stuff. Then put masseffect3.exe. Try it out, if it doesnt look better try next profile. Reload the old prototype profile rinse wash repeat.
I will explore it and see if I can find the variable in charge of profiles maybe can just change one thing.... You gave me something new to play with. Not sure if its good or bad lol.
Update:
I am pretty sure its one of the "undefined"
Exploring it has gave me some curious ideas though. I ran into some people who say that left eye is right eye and vice versa in games. I wonder is stereo swap eyes will work.
Also wtf. Checkerboard is listed as an option for 3d and stereo mirror(http://3dvision-blog.com/forum/viewtopic.php?f=24&t=716) I wonder if since they overlap will dual projectors work the same way. I really want to see if people with these displays can test this stuff.
ok I've found it! :) ...it was way more difficult than I thought. I've discovered that the hud was at depth 1 but other objects were at depth greater than 20 so if you increased convergence to make the sword be nearer to the screen depth, the hud was too much behind and slitted up. So that's basically what I've done to fix it (the practical result is that now I can obtain more depth/convergence without messing up the hud) is:
notice that you should find what value is fine for your game (the bolded "25")... it's a sort of "manual" fix...
I've no time anymore cause I have to go bed now... I'll finish to fix dark messiah tomorrow, make me know if that code helps you for now /wink.gif' class='bbc_emoticon' alt=';)' />
ok I've found it! :) ...it was way more difficult than I thought. I've discovered that the hud was at depth 1 but other objects were at depth greater than 20 so if you increased convergence to make the sword be nearer to the screen depth, the hud was too much behind and slitted up. So that's basically what I've done to fix it (the practical result is that now I can obtain more depth/convergence without messing up the hud) is:
// VertexShader#8: Menus and HUD
vs_3_0
def c220, 0, 25, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dcl_fog o3.x
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
mov r1.w, c220.y // move the vertex at a certain depth
mul r1.xy, r1.xy, c220.y // rescale vertex
mov o0, r1
mad o3.x, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38
notice that you should find what value is fine for your game (the bolded "25")... it's a sort of "manual" fix...
I've no time anymore cause I have to go bed now... I'll finish to fix dark messiah tomorrow, make me know if that code helps you for now /wink.gif' class='bbc_emoticon' alt=';)' />
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Mana, this solution works! This is the second option I mentioned in my original post when I said:
[quote]"I don't know what form a fix would take, but if it's not possible to make this simply render in the same location in both eyes as a 2D object, then a way to adjust the depth would allow me to use trial and error until I find a depth that brings the UI back on screen."[/quote]
So if I understand this correctly, by changing c220.y's value, I can modify where the UI appears after I get the game-world depth/convergence settings I want?
I'll try to adapt this fix to the UI text and other shaders related to the UI/menus. I might need your help again though, heh.
Great job figuring this out, this is a big solution that applies to many games.
Mana, this solution works! This is the second option I mentioned in my original post when I said:
"I don't know what form a fix would take, but if it's not possible to make this simply render in the same location in both eyes as a 2D object, then a way to adjust the depth would allow me to use trial and error until I find a depth that brings the UI back on screen."
So if I understand this correctly, by changing c220.y's value, I can modify where the UI appears after I get the game-world depth/convergence settings I want?
I'll try to adapt this fix to the UI text and other shaders related to the UI/menus. I might need your help again though, heh.
Great job figuring this out, this is a big solution that applies to many games.
[quote name='eqzitara' date='27 March 2012 - 07:16 PM' timestamp='1332890179' post='1388753']
Message me when ready to post a fix eincrou with your email address and an account/password you want I will hook you up with a blogspot account/ftp.
[/quote]
Sure thing. Right now, I'm sitting here with my finger on Num5 going through 1300+ shaders trying to find the rest of the UI elements....
Good day folks. While I get better at this, here's a non-fix for Sonic Generations. It disables the character shadows. For some reason, while these shadows render at proper depth, they are duplicated and split apart as you increase 3D depth, as you can see in the screenshots. The shader code is very complicated, no way I'll be able to fix it, let alone understand it, for a while (if even possible). But in the mean time, the main annoyance in the game is removed, and one can say it looks... old school, after all Sonic was born without a shadow at all /cool.gif' class='bbc_emoticon' alt=':cool:' />
Good day folks. While I get better at this, here's a non-fix for Sonic Generations. It disables the character shadows. For some reason, while these shadows render at proper depth, they are duplicated and split apart as you increase 3D depth, as you can see in the screenshots. The shader code is very complicated, no way I'll be able to fix it, let alone understand it, for a while (if even possible). But in the mean time, the main annoyance in the game is removed, and one can say it looks... old school, after all Sonic was born without a shadow at all /cool.gif' class='bbc_emoticon' alt=':cool:' />
/haha.gif' class='bbc_emoticon' alt=':haha:' /> no there's no relation in fact, it's a medical term, and my artist name, in my branch of urban music we like scientific terms a lot.
I'll go ahead with a quick question. I have a pixel shader I want to add depth to (most information so far covers VS and not PS). It's text basically. In the code there is already a dcl_2d s0, should I make another dcl_2d called s1, or try to modify what's below the current dcl_2d (there's a texld_pp in there which I can't find much info on)?
edit: oh ok, figured as much, the code is very different. thanks.
/haha.gif' class='bbc_emoticon' alt=':haha:' /> no there's no relation in fact, it's a medical term, and my artist name, in my branch of urban music we like scientific terms a lot.
I'll go ahead with a quick question. I have a pixel shader I want to add depth to (most information so far covers VS and not PS). It's text basically. In the code there is already a dcl_2d s0, should I make another dcl_2d called s1, or try to modify what's below the current dcl_2d (there's a texld_pp in there which I can't find much info on)?
edit: oh ok, figured as much, the code is very different. thanks.
log would say
error
oFog Not valid vs_3_0 term or something like that
oPos Not valid vs_3_0 term or something like that
log would say
error
oFog Not valid vs_3_0 term or something like that
oPos Not valid vs_3_0 term or something like that
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
You guys are helping me with something that's bigger than just me enjoying playing Vampire in S3D. I can't tell you what that is yet, but both of you will be given recognition for your patience and efforts in helping me.
You guys are helping me with something that's bigger than just me enjoying playing Vampire in S3D. I can't tell you what that is yet, but both of you will be given recognition for your patience and efforts in helping me.
that should be the correct code:
[code]// VertexShader#8: Menus and HUD
vs_3_0
def c220, 0, 0, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dcl_fog o3.x
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
texldl r11, c220.z, s0
mov r1.w, c220.w
mul r11.x, r11.x, c220.x
add r1.x, r1.x, r11.x
mov o0, r1
mad o3.x, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38[/code]
make me know if it works, meantime I'll try to fix dark messiah
another thing: if you cannot see the hud with this code too, I believe that '1' is not the right depth for the hud... if you remove the "mov o0, r1" line, the hud should reappear. That becouse that fix worked for a paticular game but not for all.. I'll make you know how it goes with dark messiah.
that should be the correct code:
make me know if it works, meantime I'll try to fix dark messiah
another thing: if you cannot see the hud with this code too, I believe that '1' is not the right depth for the hud... if you remove the "mov o0, r1" line, the hud should reappear. That becouse that fix worked for a paticular game but not for all.. I'll make you know how it goes with dark messiah.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Nope, the UI still splits when convergence is increased or decreased. No errors in the log.txt.
Good that you're looking at Dark Messiah. That was the first game I encountered that has this UI problem. There are several old games that require playing at super-low convergence to prevent the UI from going off the screen.
If we could find a way to fix this, it would make a lot of these old games worth playing in S3D. They have few/no other rendering anomalies. The hilarious thing is that nVidia rated these games "Excellent" despite the fact that the games look flat due to low convergence!
Good luck with Dark Messiah.
Nope, the UI still splits when convergence is increased or decreased. No errors in the log.txt.
Good that you're looking at Dark Messiah. That was the first game I encountered that has this UI problem. There are several old games that require playing at super-low convergence to prevent the UI from going off the screen.
If we could find a way to fix this, it would make a lot of these old games worth playing in S3D. They have few/no other rendering anomalies. The hilarious thing is that nVidia rated these games "Excellent" despite the fact that the games look flat due to low convergence!
Good luck with Dark Messiah.
[b]
[/b]
Made a "fix" to the driver so the "fix" from Helix can be used properly.
All the info is here:
http://forums.nvidia.com/index.php?showtopic=226003&view=findpost&p=1388716
Best Regards,
Helifax
Made a "fix" to the driver so the "fix" from Helix can be used properly.
All the info is here:
http://forums.nvidia.com/index.php?showtopic=226003&view=findpost&p=1388716
Best Regards,
Helifax
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
Or just created a fresh one?
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
Or just created a fresh one?
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Will test in a few hours. But in theory if that works Helifax.
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
Or just created a fresh one?
[/quote]
That is correct! You can load the Prototype2 profile if you hardcode MassEffect3.exe to Prototype 2 profile. HOWEVER take into consideration that not only 3D Vision is affected by the profile. Also SLI and rendering methods are also taken into consideration here. This is the global profile for a game;)) What I provided is an optimized ME3 profile (based on official Nvidia calculations) and I just removed the 3D Vision bits from the driver;)) but you still have all the other benefits like SLI and other stuff;))
Best Regards,
Helifax
Will test in a few hours. But in theory if that works Helifax.
If I open a game like mass effect 3 with inspector. I delete out masseffect3's profile(or remove the masseffect3.exe). I open a different profile like prototype 2 in inspector and I put masseffect3.exe in the name category. I wonder if masseffect3 will launch with prototypes 3d vision profile.
Did you find the setting in inspector that controls the profile? I didnt see it.
Or just created a fresh one?
That is correct! You can load the Prototype2 profile if you hardcode MassEffect3.exe to Prototype 2 profile. HOWEVER take into consideration that not only 3D Vision is affected by the profile. Also SLI and rendering methods are also taken into consideration here. This is the global profile for a game;)) What I provided is an optimized ME3 profile (based on official Nvidia calculations) and I just removed the 3D Vision bits from the driver;)) but you still have all the other benefits like SLI and other stuff;))
Best Regards,
Helifax
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I will explore it and see if I can find the variable in charge of profiles maybe can just change one thing.... You gave me something new to play with. Not sure if its good or bad lol.
Update:
I am pretty sure its one of the "undefined"
Exploring it has gave me some curious ideas though. I ran into some people who say that left eye is right eye and vice versa in games. I wonder is stereo swap eyes will work.
Also wtf. Checkerboard is listed as an option for 3d and stereo mirror(http://3dvision-blog.com/forum/viewtopic.php?f=24&t=716) I wonder if since they overlap will dual projectors work the same way. I really want to see if people with these displays can test this stuff.
I will explore it and see if I can find the variable in charge of profiles maybe can just change one thing.... You gave me something new to play with. Not sure if its good or bad lol.
Update:
I am pretty sure its one of the "undefined"
Exploring it has gave me some curious ideas though. I ran into some people who say that left eye is right eye and vice versa in games. I wonder is stereo swap eyes will work.
Also wtf. Checkerboard is listed as an option for 3d and stereo mirror(http://3dvision-blog.com/forum/viewtopic.php?f=24&t=716) I wonder if since they overlap will dual projectors work the same way. I really want to see if people with these displays can test this stuff.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
// VertexShader#8: Menus and HUD
vs_3_0
def c220, 0, [b]25[/b], 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dcl_fog o3.x
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
[b] mov r1.w, c220.y[/b] // move the vertex at a certain depth
[b] mul r1.xy, r1.xy, c220.y[/b] // rescale vertex
mov o0, r1
mad o3.x, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38
notice that you should find what value is fine for your game (the bolded "25")... it's a sort of "manual" fix...
I've no time anymore cause I have to go bed now... I'll finish to fix dark messiah tomorrow, make me know if that code helps you for now
// VertexShader#8: Menus and HUD
vs_3_0
def c220, 0, 25, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dcl_fog o3.x
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
mov r1.w, c220.y // move the vertex at a certain depth
mul r1.xy, r1.xy, c220.y // rescale vertex
mov o0, r1
mad o3.x, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38
notice that you should find what value is fine for your game (the bolded "25")... it's a sort of "manual" fix...
I've no time anymore cause I have to go bed now... I'll finish to fix dark messiah tomorrow, make me know if that code helps you for now
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
[quote]"I don't know what form a fix would take, but if it's not possible to make this simply render in the same location in both eyes as a 2D object, then a way to adjust the depth would allow me to use trial and error until I find a depth that brings the UI back on screen."[/quote]
So if I understand this correctly, by changing c220.y's value, I can modify where the UI appears after I get the game-world depth/convergence settings I want?
I'll try to adapt this fix to the UI text and other shaders related to the UI/menus. I might need your help again though, heh.
Great job figuring this out, this is a big solution that applies to many games.
So if I understand this correctly, by changing c220.y's value, I can modify where the UI appears after I get the game-world depth/convergence settings I want?
I'll try to adapt this fix to the UI text and other shaders related to the UI/menus. I might need your help again though, heh.
Great job figuring this out, this is a big solution that applies to many games.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Message me when ready to post a fix eincrou with your email address and an account/password you want I will hook you up with a blogspot account/ftp.
[/quote]
Sure thing. Right now, I'm sitting here with my finger on Num5 going through 1300+ shaders trying to find the rest of the UI elements....
Message me when ready to post a fix eincrou with your email address and an account/password you want I will hook you up with a blogspot account/ftp.
Sure thing. Right now, I'm sitting here with my finger on Num5 going through 1300+ shaders trying to find the rest of the UI elements....
P.S I thought your name having sotonic and you liking sonic was coincedence.... after second game I guess not lol.
P.S I thought your name having sotonic and you liking sonic was coincedence.... after second game I guess not lol.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I'll go ahead with a quick question. I have a pixel shader I want to add depth to (most information so far covers VS and not PS). It's text basically. In the code there is already a dcl_2d s0, should I make another dcl_2d called s1, or try to modify what's below the current dcl_2d (there's a texld_pp in there which I can't find much info on)?
edit: oh ok, figured as much, the code is very different. thanks.
I'll go ahead with a quick question. I have a pixel shader I want to add depth to (most information so far covers VS and not PS). It's text basically. In the code there is already a dcl_2d s0, should I make another dcl_2d called s1, or try to modify what's below the current dcl_2d (there's a texld_pp in there which I can't find much info on)?
edit: oh ok, figured as much, the code is very different. thanks.