How to fix/disable shaders in games(DLL,guide and fixes).
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Could anyone of you try to fix dead island? I would appreciate it so much, would be very grateful.

Thanks in advance, Sam
Could anyone of you try to fix dead island? I would appreciate it so much, would be very grateful.



Thanks in advance, Sam

Posted 02/10/2012 12:31 PM   
@Helix:
Thanks a lot for the updates and for the fix of Amalur! The lighting issue is significantly reduced. Unfortunately now I have two bars at the side of the screen where lighting disappears. See: http://photos.3dvisionlive.com/3d4dd/image/4f34f33f378501537e0000c0/ Changing frustum removes these bars by strechting the image or making them completely black. But both solutions are not very satisfying. Changing depth or convergence has no effect on the size of the bars. Disabling the fixed shader for the lighting removes these bars (and the lighting!). Any idea what could cause these bars? I'm playing with 1680x1050 if the resolution does matter.

It is great to see that You can even solve issues with water reflections or halos! These issues are very common and solving them would make a lot of games more enjoyable. It is interesting that the iZ3D driver also uses a method to prevent halos and issues with water surfaces. Until now I've played Amalur using the iZ3D driver as it offered a flawless S3D with shadows turned off and lighting disabled with Your debug dll.
I've also had a look at "Hunted The Daemon's Forge" as it is a UR3 game that suffers from numerous halos caused by fog or water surfaces. Unfortunately removing these issues by disabling pixel shaders also removed the complete objects like water or fog. If I play the same game using the iZ3D diver I don't have any issues with halos. So there must be a way to handle these shaders that they are correctly presented in S3D without causing halos.
Do You think it is possible to fix the common halo issues in UR3 games using fixed shaders? Disabling these problematic halo shaders is a workaround suitable for some redundant fog effects. But disabling complete water surfaces turns some landscapes into floating islands like in Avatar /blink.gif' class='bbc_emoticon' alt=':blink:' />
It would be great if You can find a way to fix these "halo shaders" and if possible could teach us noobs how to do that /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' />

BTW if I use Your debug dll in combination with iZ3D the saved shaders in the SingleShaders dump folder have another CRC32 filename than the one that is displayed in the debug HUD. The CRC32 displayed in the HUD is the correct one to use later for the file in the override folder. So if I note down the correct CRC32 shown in the HUD it is no problem. The content of the wrong named shader is the same as the content of the correct named shader I can find in the AllShaders folder.

Depth and convergence presets would be extremly usefull. Amalur is a good example. Using iZ3D I can switch between two completely different settings that both are perfect for gameplay on the one hand or cutscenes on the other hand.Would love to also do that with 3DVision and not having to find a compromise for both situations.

@eqzitara:
Thank You for the fix for Alpha Protocol and the other games!
As You I'm also excited to discover what can be done with shaders and learning not only to disable but fix then.

Disabling shaders only makes sense to games that only have a few issues and the game and visuals don't suffer too much when removing these elements. Removing all the issues in Hunted ruined many sceneries so I gave up to fix it. It didn't make sense as iZ3D allows me to play it without issues.
A good example for fixing games by disabling shaders is

[b]Wheelman[/b]
It's an UR3 game that works good with 3DVision. There only are issues with some light effects around certain street lamps and smoking wheels during full braking. My fix simply removes these issues without vitiating the graphics as You won't miss these effects.
@Helix:

Thanks a lot for the updates and for the fix of Amalur! The lighting issue is significantly reduced. Unfortunately now I have two bars at the side of the screen where lighting disappears. See: http://photos.3dvisionlive.com/3d4dd/image/4f34f33f378501537e0000c0/ Changing frustum removes these bars by strechting the image or making them completely black. But both solutions are not very satisfying. Changing depth or convergence has no effect on the size of the bars. Disabling the fixed shader for the lighting removes these bars (and the lighting!). Any idea what could cause these bars? I'm playing with 1680x1050 if the resolution does matter.



It is great to see that You can even solve issues with water reflections or halos! These issues are very common and solving them would make a lot of games more enjoyable. It is interesting that the iZ3D driver also uses a method to prevent halos and issues with water surfaces. Until now I've played Amalur using the iZ3D driver as it offered a flawless S3D with shadows turned off and lighting disabled with Your debug dll.

I've also had a look at "Hunted The Daemon's Forge" as it is a UR3 game that suffers from numerous halos caused by fog or water surfaces. Unfortunately removing these issues by disabling pixel shaders also removed the complete objects like water or fog. If I play the same game using the iZ3D diver I don't have any issues with halos. So there must be a way to handle these shaders that they are correctly presented in S3D without causing halos.

Do You think it is possible to fix the common halo issues in UR3 games using fixed shaders? Disabling these problematic halo shaders is a workaround suitable for some redundant fog effects. But disabling complete water surfaces turns some landscapes into floating islands like in Avatar /blink.gif' class='bbc_emoticon' alt=':blink:' />

It would be great if You can find a way to fix these "halo shaders" and if possible could teach us noobs how to do that /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' />



BTW if I use Your debug dll in combination with iZ3D the saved shaders in the SingleShaders dump folder have another CRC32 filename than the one that is displayed in the debug HUD. The CRC32 displayed in the HUD is the correct one to use later for the file in the override folder. So if I note down the correct CRC32 shown in the HUD it is no problem. The content of the wrong named shader is the same as the content of the correct named shader I can find in the AllShaders folder.



Depth and convergence presets would be extremly usefull. Amalur is a good example. Using iZ3D I can switch between two completely different settings that both are perfect for gameplay on the one hand or cutscenes on the other hand.Would love to also do that with 3DVision and not having to find a compromise for both situations.



@eqzitara:

Thank You for the fix for Alpha Protocol and the other games!

As You I'm also excited to discover what can be done with shaders and learning not only to disable but fix then.



Disabling shaders only makes sense to games that only have a few issues and the game and visuals don't suffer too much when removing these elements. Removing all the issues in Hunted ruined many sceneries so I gave up to fix it. It didn't make sense as iZ3D allows me to play it without issues.

A good example for fixing games by disabling shaders is



Wheelman

It's an UR3 game that works good with 3DVision. There only are issues with some light effects around certain street lamps and smoking wheels during full braking. My fix simply removes these issues without vitiating the graphics as You won't miss these effects.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/10/2012 12:37 PM   
@3d4dd:

This happens because of how the game draws lights.
For clipping it uses flat squares at which doesn't contain any dept information(i.e. depth always 1 - 2D image).
After build a square game calculates light destination and projecting light on the destination image by using geometry sampler and clip all lights in destination squares.
It works for mono image, but in stereo mode lights always clips with using flat squares and in this case we get incorrect lights clipped and positioned by flat square.

As I said it doesn't contain any depth information which is necessary for fixing vertex position in stereo, so i just move those squares deeper (-1 depth) at scene and fix texture position(base on that offset).
It's work good in this case, but when i moved those squares they leave a blank line at opposite screen side, because game doesn't know anything about stereo offset.
Such kind of effect hard to adapt for stereo by using shaders only.

Maybe it'll be possible to check vertex position for such cases, but i don't know if it'll work.
I've attached 2 screenshots to make my explanation more clear.
@3d4dd:



This happens because of how the game draws lights.

For clipping it uses flat squares at which doesn't contain any dept information(i.e. depth always 1 - 2D image).

After build a square game calculates light destination and projecting light on the destination image by using geometry sampler and clip all lights in destination squares.

It works for mono image, but in stereo mode lights always clips with using flat squares and in this case we get incorrect lights clipped and positioned by flat square.



As I said it doesn't contain any depth information which is necessary for fixing vertex position in stereo, so i just move those squares deeper (-1 depth) at scene and fix texture position(base on that offset).

It's work good in this case, but when i moved those squares they leave a blank line at opposite screen side, because game doesn't know anything about stereo offset.

Such kind of effect hard to adapt for stereo by using shaders only.



Maybe it'll be possible to check vertex position for such cases, but i don't know if it'll work.

I've attached 2 screenshots to make my explanation more clear.

Posted 02/10/2012 02:33 PM   
[quote name='-=HeliX=-' date='10 February 2012 - 08:33 AM' timestamp='1328884405' post='1367734']
@3d4dd:

This happens because of how the game draws lights.
For clipping it uses flat squares at which doesn't contain any dept information(i.e. depth always 1 - 2D image).
After build a square game calculates light destination and projecting light on the destination image by using geometry sampler and clip all lights in destination squares.
It works for mono image, but in stereo mode lights always clips with using flat squares and in this case we get incorrect lights clipped and positioned by flat square.

As I said it doesn't contain any depth information which is necessary for fixing vertex position in stereo, so i just move those squares deeper (-1 depth) at scene and fix texture position(base on that offset).
It's work good in this case, but when i moved those squares they leave a blank line at opposite screen side, because game doesn't know anything about stereo offset.
Such kind of effect hard to adapt for stereo by using shaders only.

Maybe it'll be possible to check vertex position for such cases, but i don't know if it'll work.
I've attached 2 screenshots to make my explanation more clear.
[/quote]

This is a huge improvement over what we have to suffer through without any tweaking. If you can fix the fulstrum issue great, if not, it is still very playable at its current state.
[quote name='-=HeliX=-' date='10 February 2012 - 08:33 AM' timestamp='1328884405' post='1367734']

@3d4dd:



This happens because of how the game draws lights.

For clipping it uses flat squares at which doesn't contain any dept information(i.e. depth always 1 - 2D image).

After build a square game calculates light destination and projecting light on the destination image by using geometry sampler and clip all lights in destination squares.

It works for mono image, but in stereo mode lights always clips with using flat squares and in this case we get incorrect lights clipped and positioned by flat square.



As I said it doesn't contain any depth information which is necessary for fixing vertex position in stereo, so i just move those squares deeper (-1 depth) at scene and fix texture position(base on that offset).

It's work good in this case, but when i moved those squares they leave a blank line at opposite screen side, because game doesn't know anything about stereo offset.

Such kind of effect hard to adapt for stereo by using shaders only.



Maybe it'll be possible to check vertex position for such cases, but i don't know if it'll work.

I've attached 2 screenshots to make my explanation more clear.





This is a huge improvement over what we have to suffer through without any tweaking. If you can fix the fulstrum issue great, if not, it is still very playable at its current state.

Posted 02/10/2012 02:52 PM   
@Helix: I see. Thank You for the explanation!
@Helix: I see. Thank You for the explanation!

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/10/2012 03:04 PM   
Overlord2:
This game has about 1200 pixel shaders and about 300 vertex shaders, but I found a couple that solve some of the main issues I had with the game. Included here is the main one that stopped me playing it whereby lighting and shadow meshes (or whatever they are) are not aligned with the geometry so you get the wierd double/triple imaging thing. The fix below deletes *one* of the pixel shaders that seems to be uniquely and universally responsible for this. There are other pixel shaders that mess with other lights but they did not seem to be consistent across different types of scene. Also, the game needs shadows turning off but this can be done in the Settings of the game. The downside of removing this pixel shader is that lights 'pop in and out' as you get closer to things or change the angle of viewing - but at least its stereo viewable and quite playable in my mind.

Shift 2 Unleashed:
Game will not launch with the debug dll in the exe directory.

X3TC and X3AP (these are the same):
Spent ages looking for the shader that might have some effect on the star/nebula background that is rendered to close, but could not identify one :-( Really hope someone else has more luck.
Overlord2:

This game has about 1200 pixel shaders and about 300 vertex shaders, but I found a couple that solve some of the main issues I had with the game. Included here is the main one that stopped me playing it whereby lighting and shadow meshes (or whatever they are) are not aligned with the geometry so you get the wierd double/triple imaging thing. The fix below deletes *one* of the pixel shaders that seems to be uniquely and universally responsible for this. There are other pixel shaders that mess with other lights but they did not seem to be consistent across different types of scene. Also, the game needs shadows turning off but this can be done in the Settings of the game. The downside of removing this pixel shader is that lights 'pop in and out' as you get closer to things or change the angle of viewing - but at least its stereo viewable and quite playable in my mind.



Shift 2 Unleashed:

Game will not launch with the debug dll in the exe directory.



X3TC and X3AP (these are the same):

Spent ages looking for the shader that might have some effect on the star/nebula background that is rendered to close, but could not identify one :-( Really hope someone else has more luck.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/10/2012 03:40 PM   
Astonished this is not stickied!

How did people get on with the Steam Deadspace fix?
Astonished this is not stickied!



How did people get on with the Steam Deadspace fix?

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

Posted 02/10/2012 04:04 PM   
@andysonofbob: I'll take look at Steam version of Dead space if some one send me a shaders dump from this version.

[b]Small update for "Kingdoms of Amalur Reckoning" ![/b]
I've fixed shadows completely.
Check [url="http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365864"]this post[/url] for update.
@andysonofbob: I'll take look at Steam version of Dead space if some one send me a shaders dump from this version.



Small update for "Kingdoms of Amalur Reckoning" !

I've fixed shadows completely.

Check this post for update.

Posted 02/10/2012 06:30 PM   
[quote name='-=HeliX=-' date='10 February 2012 - 03:52 AM' timestamp='1328863964' post='1367646']
"F: " means file name , I'm too lazy sometime to write full description :)
By your log i see that all files from override directory found, but shader crc's from your version of the game doesn't match with mine.

Do you have iZ3D driver or others DirecX wrappers/programs ?
Could you attach "Dumps\AllShaders"(whole folder with all shaders) I'll take a look at shaders from your version of the game ?
[/quote]
Ah that makes sense with F: lol.

I don't use any other drivers or wrappers like iZ3D, just Steam version which I verified again just to make sure it was fully updated with vanilla 3D Vision (not 3DTV Play). Here's the dump of all the shaders though, thanks again for looking into it.

[attachment=24210:Dumps.zip]
[quote name='-=HeliX=-' date='10 February 2012 - 03:52 AM' timestamp='1328863964' post='1367646']

"F: " means file name , I'm too lazy sometime to write full description :)

By your log i see that all files from override directory found, but shader crc's from your version of the game doesn't match with mine.



Do you have iZ3D driver or others DirecX wrappers/programs ?

Could you attach "Dumps\AllShaders"(whole folder with all shaders) I'll take a look at shaders from your version of the game ?



Ah that makes sense with F: lol.



I don't use any other drivers or wrappers like iZ3D, just Steam version which I verified again just to make sure it was fully updated with vanilla 3D Vision (not 3DTV Play). Here's the dump of all the shaders though, thanks again for looking into it.



[attachment=24210:Dumps.zip]

-=HeliX=- Mod 3DV Game Fixes
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Posted 02/10/2012 06:41 PM   
[quote name='-=HeliX=-' date='10 February 2012 - 12:30 PM' timestamp='1328898657' post='1367808']
@andysonofbob: I'll take look at Steam version of Dead space if some one send me a shaders dump from this version.

[b]Small update for "Kingdoms of Amalur Reckoning" ![/b]
I've fixed shadows completely.
Check [url="http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365864"]this post[/url] for update.
[/quote]

Holy Smokes - I can't believe this is the same game I first played a few days ago. The 3D Effect works so well now that it rivals some of the so-called official 3D Vision ready games.
[quote name='-=HeliX=-' date='10 February 2012 - 12:30 PM' timestamp='1328898657' post='1367808']

@andysonofbob: I'll take look at Steam version of Dead space if some one send me a shaders dump from this version.



Small update for "Kingdoms of Amalur Reckoning" !

I've fixed shadows completely.

Check this post for update.





Holy Smokes - I can't believe this is the same game I first played a few days ago. The 3D Effect works so well now that it rivals some of the so-called official 3D Vision ready games.

Posted 02/10/2012 07:25 PM   
[quote name='Arioch' date='10 February 2012 - 07:25 PM' timestamp='1328901932' post='1367827']
Holy Smokes - I can't believe this is the same game I first played a few days ago. The 3D Effect works so well now that it rivals some of the so-called official 3D Vision ready games.
[/quote]

"That's one small step for a man, a giant leap for Stereoscopic gaming"
[quote name='Arioch' date='10 February 2012 - 07:25 PM' timestamp='1328901932' post='1367827']

Holy Smokes - I can't believe this is the same game I first played a few days ago. The 3D Effect works so well now that it rivals some of the so-called official 3D Vision ready games.





"That's one small step for a man, a giant leap for Stereoscopic gaming"

Posted 02/10/2012 07:35 PM   
[quote name='-=HeliX=-' date='10 February 2012 - 01:30 PM' timestamp='1328898657' post='1367808']
@andysonofbob: I'll take look at Steam version of Dead space if some one send me a shaders dump from this version.

[b]Small update for "Kingdoms of Amalur Reckoning" ![/b]
I've fixed shadows completely.
Check [url="http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365864"]this post[/url] for update.
[/quote]

Fully operational now? Holy ****. It's always a good day when games of this genre end up having great 3D.
[quote name='-=HeliX=-' date='10 February 2012 - 01:30 PM' timestamp='1328898657' post='1367808']

@andysonofbob: I'll take look at Steam version of Dead space if some one send me a shaders dump from this version.



Small update for "Kingdoms of Amalur Reckoning" !

I've fixed shadows completely.

Check this post for update.





Fully operational now? Holy ****. It's always a good day when games of this genre end up having great 3D.

Posted 02/10/2012 07:37 PM   
@chiz:
Try this fix for steam version of Dead Space, it should work now.

@Osobari:
Almost, maybe i miss something who knows :)
@chiz:

Try this fix for steam version of Dead Space, it should work now.



@Osobari:

Almost, maybe i miss something who knows :)

Posted 02/10/2012 07:58 PM   
[quote name='-=HeliX=-' date='10 February 2012 - 07:58 PM' timestamp='1328903894' post='1367838']
@chiz:
Try this fix for steam version of Dead Space, it should work now.

@Osobari:
Almost, maybe i miss something who knows :)
[/quote]

OMG tried with steam version.... AMAZING ! Nvidia should include this hacks at driver level if it's possible. Toy effect. Just a little problem with flares, np disabling it.... finally i can play that game (bought it years ago never played cuz shadow problems). You are the man Helix!
[quote name='-=HeliX=-' date='10 February 2012 - 07:58 PM' timestamp='1328903894' post='1367838']

@chiz:

Try this fix for steam version of Dead Space, it should work now.



@Osobari:

Almost, maybe i miss something who knows :)





OMG tried with steam version.... AMAZING ! Nvidia should include this hacks at driver level if it's possible. Toy effect. Just a little problem with flares, np disabling it.... finally i can play that game (bought it years ago never played cuz shadow problems). You are the man Helix!

Posted 02/10/2012 08:09 PM   
Helix, you sir have just entered the Hall of Fame of awesome PC gaming icons !
Your technical know how and desire to help other people deserves praise.

Amalur is absolutely awesome with your fix.

You rock !
Helix, you sir have just entered the Hall of Fame of awesome PC gaming icons !

Your technical know how and desire to help other people deserves praise.



Amalur is absolutely awesome with your fix.



You rock !

Posted 02/10/2012 08:09 PM   
  8 / 167    
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