3Dmigoto now open-source...
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[quote="DarkStarSword"][quote="masterotaku"]1- Something weird must be going on with hunting mode, because fps tank HARD even when the overlay is not visible. Like 23-30 fps in Grim Dawn. I tried disabling all kinds of logging, including "dump_usage=0". Setting "hunting=0" was the only solution I found.[/quote] Bugger :( <snip> [/quote] We've identified that this is due to extra work the hash contamination detection code is now doing since it is now checking buffers as well as textures. 1.2.67 will disable detection for buffers, and I might add an option to disable it altogether for when we know hash contamination isn't a problem. We may actually need this in the future if hash contamination proves to be a real problem for index buffers... but I really would like to try to come up with a fundamentally different solution to this problem that doesn't cost as much as track_texture_updates.
DarkStarSword said:
masterotaku said:1- Something weird must be going on with hunting mode, because fps tank HARD even when the overlay is not visible. Like 23-30 fps in Grim Dawn. I tried disabling all kinds of logging, including "dump_usage=0". Setting "hunting=0" was the only solution I found.

Bugger :(

<snip>

We've identified that this is due to extra work the hash contamination detection code is now doing since it is now checking buffers as well as textures. 1.2.67 will disable detection for buffers, and I might add an option to disable it altogether for when we know hash contamination isn't a problem. We may actually need this in the future if hash contamination proves to be a real problem for index buffers... but I really would like to try to come up with a fundamentally different solution to this problem that doesn't cost as much as track_texture_updates.

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Posted 10/26/2017 05:56 PM   
[quote="mx-2"][quote="bo3b"]Just pushed up a fix for this lost object problem, although I don't have access to an example to test it. Also added a fix for the crash on null device, when platform_update=1. New build will depend upon what DarkStarSword has in progress, I'll let him post the build when he's ready.[/quote]I just tried it but unfortunately it doesn't work for me because typeid(this) == "class HackerUnknown * __ptr64" and typeid(*ppvObject) is "void * __ptr64". Below is a really ugly hack which uses the logging string output. With that hack hunting and overlay works. [code] string thisName = type_name(this); if (thisName.find("class Hacker", 0) == 0) thisName.erase(0, 12); // leading "class Hacker" string riidName = NameFromIID(riid); riidName.erase(0, 1); // leading "I" if (thisName == riidName) *ppvObject = this; [/code] Edit: Attachment deleted[/quote] This is fixed cleanly now in top-of-tree, and will be included in 1.2.67. If you get a chance, you can build and try this. I don't have any games that use this path, so it would be good if you can verify I got this right.
mx-2 said:
bo3b said:Just pushed up a fix for this lost object problem, although I don't have access to an example to test it.

Also added a fix for the crash on null device, when platform_update=1.


New build will depend upon what DarkStarSword has in progress, I'll let him post the build when he's ready.
I just tried it but unfortunately it doesn't work for me because
typeid(this) == "class HackerUnknown * __ptr64" and typeid(*ppvObject) is "void * __ptr64".

Below is a really ugly hack which uses the logging string output. With that hack hunting and overlay works.
string thisName = type_name(this);
if (thisName.find("class Hacker", 0) == 0)
thisName.erase(0, 12); // leading "class Hacker"
string riidName = NameFromIID(riid);
riidName.erase(0, 1); // leading "I"

if (thisName == riidName)
*ppvObject = this;


Edit: Attachment deleted

This is fixed cleanly now in top-of-tree, and will be included in 1.2.67.

If you get a chance, you can build and try this. I don't have any games that use this path, so it would be good if you can verify I got this right.

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Posted 10/26/2017 09:50 PM   
@DarkStarSword The 1.2.66 introduce a bug: When you use this kind of presets...the SBS Custom shaders is disabled when you use the preset. [code][Key_Cinematics] Key = XB_DPAD_UP convergence = 0.7 type = hold[/code] This not happens in 1.2.65....just tested.
@DarkStarSword

The 1.2.66 introduce a bug:

When you use this kind of presets...the SBS Custom shaders is disabled when you use the preset.

[Key_Cinematics]
Key = XB_DPAD_UP
convergence = 0.7
type = hold


This not happens in 1.2.65....just tested.

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Posted 10/26/2017 11:26 PM   
Yep, ok, I see the bug - this one caused it: [quote="DarkStarSword"] [size="S"][color="green"]Ini Parser[/color][/size] - Minor logging fixes [/quote]It's always the minor fixes we should be suspicious of... :-p This bug will clear all IniParams any time a [Key] binding is activated (aside from those set by that key). This is pretty serious - I might pull 1.2.66 from github and do a 1.2.67 release to fix this ASAP, as soon as I've had a chance to profile Grim Dawn to check what's going on with the performance.
Yep, ok, I see the bug - this one caused it:

DarkStarSword said:
Ini Parser
- Minor logging fixes
It's always the minor fixes we should be suspicious of... :-p

This bug will clear all IniParams any time a [Key] binding is activated (aside from those set by that key).

This is pretty serious - I might pull 1.2.66 from github and do a 1.2.67 release to fix this ASAP, as soon as I've had a chance to profile Grim Dawn to check what's going on with the performance.

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Posted 10/27/2017 02:41 AM   
Hehe, I knew it had to be something like that :p. For Grim Dawn, remember to check the game thread. I posted a new WIP fix yesterday to stereoize the reflections render target at lower settings. Remember to not use post processing and that ambient occlusion fixes itself after wiggling the mouse or running around. Also, the F8 and numpad hotkeys I made are the best way to play. I suspect that maybe post processing can be correct for SLI setups... I haven't found a profile setting that can fix that yet, Kaimasta style.
Hehe, I knew it had to be something like that :p.

For Grim Dawn, remember to check the game thread. I posted a new WIP fix yesterday to stereoize the reflections render target at lower settings. Remember to not use post processing and that ambient occlusion fixes itself after wiggling the mouse or running around. Also, the F8 and numpad hotkeys I made are the best way to play.

I suspect that maybe post processing can be correct for SLI setups... I haven't found a profile setting that can fix that yet, Kaimasta style.

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Posted 10/27/2017 06:48 AM   
[quote="DarkStarSword"]This bug will clear all IniParams any time a [Key] binding is activated (aside from those set by that key).[/quote] OK! Thanks!! Also i think you should enable ShaderRegex in HLSL...normally when a decompiler issue is present is really obvious, so we can clearly not use in HLSL. I think this will add a lot more possibilities to "on the fly" fixing. I just test the ShaderRegex with a game and works great! Amazing feature!
DarkStarSword said:This bug will clear all IniParams any time a [Key] binding is activated (aside from those set by that key).

OK! Thanks!!

Also i think you should enable ShaderRegex in HLSL...normally when a decompiler issue is present is really obvious, so we can clearly not use in HLSL. I think this will add a lot more possibilities to "on the fly" fixing.

I just test the ShaderRegex with a game and works great! Amazing feature!

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Posted 10/27/2017 11:42 AM   
[quote="bo3b"][quote="mx-2"][quote="bo3b"]Just pushed up a fix for this lost object problem, although I don't have access to an example to test it. Also added a fix for the crash on null device, when platform_update=1. New build will depend upon what DarkStarSword has in progress, I'll let him post the build when he's ready.[/quote]I just tried it but unfortunately it doesn't work for me because typeid(this) == "class HackerUnknown * __ptr64" and typeid(*ppvObject) is "void * __ptr64". Below is a really ugly hack which uses the logging string output. With that hack hunting and overlay works. [code] string thisName = type_name(this); if (thisName.find("class Hacker", 0) == 0) thisName.erase(0, 12); // leading "class Hacker" string riidName = NameFromIID(riid); riidName.erase(0, 1); // leading "I" if (thisName == riidName) *ppvObject = this; [/code] Edit: Attachment deleted[/quote] This is fixed cleanly now in top-of-tree, and will be included in 1.2.67. If you get a chance, you can build and try this. I don't have any games that use this path, so it would be good if you can verify I got this right.[/quote] Just tested it, it works now :)
bo3b said:
mx-2 said:
bo3b said:Just pushed up a fix for this lost object problem, although I don't have access to an example to test it.

Also added a fix for the crash on null device, when platform_update=1.


New build will depend upon what DarkStarSword has in progress, I'll let him post the build when he's ready.
I just tried it but unfortunately it doesn't work for me because
typeid(this) == "class HackerUnknown * __ptr64" and typeid(*ppvObject) is "void * __ptr64".

Below is a really ugly hack which uses the logging string output. With that hack hunting and overlay works.
string thisName = type_name(this);
if (thisName.find("class Hacker", 0) == 0)
thisName.erase(0, 12); // leading "class Hacker"
string riidName = NameFromIID(riid);
riidName.erase(0, 1); // leading "I"

if (thisName == riidName)
*ppvObject = this;


Edit: Attachment deleted

This is fixed cleanly now in top-of-tree, and will be included in 1.2.67.

If you get a chance, you can build and try this. I don't have any games that use this path, so it would be good if you can verify I got this right.

Just tested it, it works now :)
I need to do a quick survey of all shaderhackers using 3DMigoto - how many of you are using the per-shader scissor clipping overrides - that is, who is using the relatively new disable_scissor=0/1 feature in a [ShaderOverride] section? [color="orange"](This question is *NOT* about the global rasterizer_disable_scissor feature we've had forever)[/color] The reason I ask is because profiling is pointing to it as being one of our largest performance issues at present (costing 2% CPU time in Grim Dawn and masterotaku confirms that this is a very significant fps hit) and is paid whether or not the feature is in use. Now, I could optimise it, but this feature was already possible to achieve as a consequence of existing features we've had for close to two years, like so: [code] [ShaderOverrideFoo] hash = foo run = CustomShaderDisableScissorClipping [CustomShaderDisableScissorClipping] scissor_enable = false rasterizer_state_merge = true draw = from_caller handling = skip [/code] [code] [ShaderOverrideBar] hash = bar run = CustomShaderEnableScissorClipping [CustomShaderEnableScissorClipping] scissor_enable = true rasterizer_state_merge = true draw = from_caller handling = skip [/code] Essentially, that uses a [CustomShader] section to modify the render state and a combination of 'draw=from_caller' and 'handling=skip' to transfer the draw call from the game to our modified environment with the overridden scissor clipping. rasterizer_state_merge is the only relatively new thing here, and this can be done without it as well (in fact, performance is slightly better without it, but you may have to specify one or two extra game specific things in some cases). This method has the advantage that it only has a cost for the shaders that actually use it, and supports modifying a lot more render state beyond scissor clipping (e.g. in WATCH_DOGS2 I use this same technique to disable face culling to fix a strange full screen blue glitch that appears whenever the camera passes through the boundary of a light volume). The disadvantage is that it is less obvious (uses a custom shader section without any custom shaders), and a few extra lines in the d3dx.ini, but this is something we got for free thanks to other features. This puts me at a dilemma - see, normally if I'm going to remove a feature from 3DMigoto I like to give everyone a lot of advance warning first, but in this case this is actively harming us and while I could fix it, that's a waste of my time given that we have a superior alternative and I'd rather just scrap it altogether. I may be able to compromise here and use the "disable_scissor" option as a shorthand for the above, but I need a few pieces in to make that work which might take some time, but I'd like to get 1.2.67 out in the next day or so... So, who's using this and what are people's thoughts?
I need to do a quick survey of all shaderhackers using 3DMigoto - how many of you are using the per-shader scissor clipping overrides - that is, who is using the relatively new disable_scissor=0/1 feature in a [ShaderOverride] section?

(This question is *NOT* about the global rasterizer_disable_scissor feature we've had forever)

The reason I ask is because profiling is pointing to it as being one of our largest performance issues at present (costing 2% CPU time in Grim Dawn and masterotaku confirms that this is a very significant fps hit) and is paid whether or not the feature is in use.

Now, I could optimise it, but this feature was already possible to achieve as a consequence of existing features we've had for close to two years, like so:

[ShaderOverrideFoo]
hash = foo
run = CustomShaderDisableScissorClipping

[CustomShaderDisableScissorClipping]
scissor_enable = false
rasterizer_state_merge = true
draw = from_caller
handling = skip


[ShaderOverrideBar]
hash = bar
run = CustomShaderEnableScissorClipping

[CustomShaderEnableScissorClipping]
scissor_enable = true
rasterizer_state_merge = true
draw = from_caller
handling = skip


Essentially, that uses a [CustomShader] section to modify the render state and a combination of 'draw=from_caller' and 'handling=skip' to transfer the draw call from the game to our modified environment with the overridden scissor clipping. rasterizer_state_merge is the only relatively new thing here, and this can be done without it as well (in fact, performance is slightly better without it, but you may have to specify one or two extra game specific things in some cases). This method has the advantage that it only has a cost for the shaders that actually use it, and supports modifying a lot more render state beyond scissor clipping (e.g. in WATCH_DOGS2 I use this same technique to disable face culling to fix a strange full screen blue glitch that appears whenever the camera passes through the boundary of a light volume).

The disadvantage is that it is less obvious (uses a custom shader section without any custom shaders), and a few extra lines in the d3dx.ini, but this is something we got for free thanks to other features.

This puts me at a dilemma - see, normally if I'm going to remove a feature from 3DMigoto I like to give everyone a lot of advance warning first, but in this case this is actively harming us and while I could fix it, that's a waste of my time given that we have a superior alternative and I'd rather just scrap it altogether.

I may be able to compromise here and use the "disable_scissor" option as a shorthand for the above, but I need a few pieces in to make that work which might take some time, but I'd like to get 1.2.67 out in the next day or so...

So, who's using this and what are people's thoughts?

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 10/27/2017 04:25 PM   
As DarkStarSword said, it makes a difference in Grim Dawn. In a specific location in the first town where the game is easily CPU limited (battles are too chaotic and variable to compare fps), a testing build he gave me showed a ~6% fps improvement. 48fps instead of 45fps (all pets summoned), and 55fps instead of 52fps (no pets). That place where I now get 48fps with all pets runs at 56fps without 3Dmigoto (with no pets it reaches 60fps, but I don't know at how many it would run without the fps limit + vsync I'm using). So there is still some performance jump to overcome in the future. By the way, now it looks like my fixed shaders don't have any performance impact either. Maybe that's part of the performance increase due to the same scissor problem, or because some of the other improvements from this version. Before, they had a 1 or 2 fps penalty.
As DarkStarSword said, it makes a difference in Grim Dawn. In a specific location in the first town where the game is easily CPU limited (battles are too chaotic and variable to compare fps), a testing build he gave me showed a ~6% fps improvement. 48fps instead of 45fps (all pets summoned), and 55fps instead of 52fps (no pets).

That place where I now get 48fps with all pets runs at 56fps without 3Dmigoto (with no pets it reaches 60fps, but I don't know at how many it would run without the fps limit + vsync I'm using). So there is still some performance jump to overcome in the future.

By the way, now it looks like my fixed shaders don't have any performance impact either. Maybe that's part of the performance increase due to the same scissor problem, or because some of the other improvements from this version. Before, they had a 1 or 2 fps penalty.

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Posted 10/27/2017 05:10 PM   
[quote="DarkStarSword"]I need to do a quick survey of all shaderhackers using 3DMigoto - how many of you are using the per-shader scissor clipping overrides - that is, who is using the relatively new disable_scissor=0/1 feature in a [ShaderOverride] section?[/quote] Haven't touched it in the one game I've fixed since, and really didn't expect that to become a significant part of my toolkit when I mulled over the release notes. Given that you mentioned there are other workarounds, I wholly support the idea of nixxing the latest iteration if it has a significant impact on performance (could even possibly be related to the performance loss experienced in my FFXIV fix, since that's a heavily CPU bound game, and would be happy to report back if 1.2.67 does provide performance gains)
DarkStarSword said:I need to do a quick survey of all shaderhackers using 3DMigoto - how many of you are using the per-shader scissor clipping overrides - that is, who is using the relatively new disable_scissor=0/1 feature in a [ShaderOverride] section?


Haven't touched it in the one game I've fixed since, and really didn't expect that to become a significant part of my toolkit when I mulled over the release notes. Given that you mentioned there are other workarounds, I wholly support the idea of nixxing the latest iteration if it has a significant impact on performance (could even possibly be related to the performance loss experienced in my FFXIV fix, since that's a heavily CPU bound game, and would be happy to report back if 1.2.67 does provide performance gains)

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Posted 10/27/2017 07:02 PM   
I haven't used the per-shader scissor clipping either. Normally, I use the global one. If that one works fine, if it doesn't fine by me again:) It's a nice to have feature, but maybe a little "too pedantic" for my taste;)
I haven't used the per-shader scissor clipping either. Normally, I use the global one. If that one works fine, if it doesn't fine by me again:)

It's a nice to have feature, but maybe a little "too pedantic" for my taste;)

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Posted 10/27/2017 09:53 PM   
[quote="Andyy"][quote="DarkStarSword"]Comment out this line in the d3dx.ini: [code]run = CustomShader3DVision2SBS[/code] @All Shaderhackers, please don't ship any fixes with this enabled - leave that to users to enable it if they want it. The SBS output modes rely on using the reverse stereo blit (stereo2mono), which doesn't scale well in SLI at resolutions above 1920x1080 because we hit the bandwidth limit on the SLI bus, and this performance hit will be incurred if the shader is enabled, even if the output mode is set to normal. A future version of 3DMigoto will improve this so the performance hit is only incurred when an alternate output mode is enabled, and the performance hit will be halved (eliminating it entirely is not possible), but for now keep the option off when shipping fixes.[/quote] This works! Thank you very much. Now running in 3D Surround 6000x1080 with 3D fix and Ultra settings with 45-60 fps and SLI Scaling 90-99%. Thank you "DarkStarSword". [/quote] A little update: It does not work really... The SLI Scaling is 90-99% but after a few minutes there are two different situations. Situation 1: the picture freezes but the game keeps running. I can still hear the sound and my movmements. Situation 2: the picture freezes and the game keeps running for max. 5 seconds before crash to desktop with error: "shadow of mordor.exe does not work anymore". Maybe a Win10 issue?
Andyy said:
DarkStarSword said:Comment out this line in the d3dx.ini:
run = CustomShader3DVision2SBS


@All Shaderhackers, please don't ship any fixes with this enabled - leave that to users to enable it if they want it. The SBS output modes rely on using the reverse stereo blit (stereo2mono), which doesn't scale well in SLI at resolutions above 1920x1080 because we hit the bandwidth limit on the SLI bus, and this performance hit will be incurred if the shader is enabled, even if the output mode is set to normal.

A future version of 3DMigoto will improve this so the performance hit is only incurred when an alternate output mode is enabled, and the performance hit will be halved (eliminating it entirely is not possible), but for now keep the option off when shipping fixes.


This works! Thank you very much. Now running in 3D Surround 6000x1080 with 3D fix and Ultra settings with 45-60 fps and SLI Scaling 90-99%. Thank you "DarkStarSword".


A little update: It does not work really... The SLI Scaling is 90-99% but after a few minutes there are two different situations.
Situation 1:
the picture freezes but the game keeps running. I can still hear the sound and my movmements.
Situation 2:
the picture freezes and the game keeps running for max. 5 seconds before crash to desktop with error:
"shadow of mordor.exe does not work anymore".

Maybe a Win10 issue?

Posted 10/28/2017 10:06 AM   
@DSS Never use per-shader scissor clipping overrides...only global. And if we have an alternative...not problem from my side.
@DSS
Never use per-shader scissor clipping overrides...only global.
And if we have an alternative...not problem from my side.

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Posted 10/28/2017 11:07 AM   
@DSS If i want to use the ShaderRegex in an VS, i need to use this: [code]shader_model = vs_4_0 vs_5_0[/code] instead the ps_XX. Or i need to use other things? Thanks!! Amazing feature and easy to use...i alredy been using Regex with the sw Textcrawler for batch fixing :) Now i can use it "on the fly".
@DSS
If i want to use the ShaderRegex in an VS, i need to use this:

shader_model = vs_4_0 vs_5_0


instead the ps_XX.
Or i need to use other things?

Thanks!!
Amazing feature and easy to use...i alredy been using Regex with the sw Textcrawler for batch fixing :) Now i can use it "on the fly".

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 10/28/2017 02:44 PM   
[quote="DHR"]@DSS If i want to use the ShaderRegex in an VS, i need to use this: [code]shader_model = vs_4_0 vs_5_0[/code][/quote]Yep, that will work :)
DHR said:@DSS
If i want to use the ShaderRegex in an VS, i need to use this:

shader_model = vs_4_0 vs_5_0
Yep, that will work :)

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 10/28/2017 05:07 PM   
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