[quote="The_Nephilim"]OK guys it seems using the VS and o0 registers it fixed the night sky perfectly.. I could not believe how good the sky looked it was almost as realistic as a real sky..
I just need to know what is best for clouds in fair skies, I think to set at depth would work best.. but I will try both but was wondering what the experts had too say..[/quote]
Yes, set the clouds to depth. For our vision, anything past about 250 meters has no stereo component, they are all at max. You might need to add a *0.99 factor like o0.x += depth*convergence*0.99 to bring them slightly in front of stars or other skybox. Some games draw them in the wrong order, and you get flicker as they fight over the position (called z-fighting).
The_Nephilim said:OK guys it seems using the VS and o0 registers it fixed the night sky perfectly.. I could not believe how good the sky looked it was almost as realistic as a real sky..
I just need to know what is best for clouds in fair skies, I think to set at depth would work best.. but I will try both but was wondering what the experts had too say..
Yes, set the clouds to depth. For our vision, anything past about 250 meters has no stereo component, they are all at max. You might need to add a *0.99 factor like o0.x += depth*convergence*0.99 to bring them slightly in front of stars or other skybox. Some games draw them in the wrong order, and you get flicker as they fight over the position (called z-fighting).
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OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch??
In other words does the txt file saved under win 7 are they the same in the win 10 game?
OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch??
In other words does the txt file saved under win 7 are they the same in the win 10 game?
// Nameplates to screen depth
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
v0.x+=stereo.x*params.z;
OK Quick question bo3b that is the code I am currently using for the clouds but it is not working.. I read your fix I am supposed to add to the existing code so that would be a 4 line of code or remove the 3rd line and replce it with your line " o0.x += depth*convergence*0.99 "
so the new line of code looks like this:
// Nameplates to screen depth
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x += depth*convergence*0.99;
Well I tried a few different combos while I was testing I did notice the clouds seem to be offset in each eye.. and that causes it too look funky.. Even with the original code it did not seem to set anything at depth even tho I am using the VS for the clouds..
Maybe they are not fixable with conventional ways?? I will just omit them for now until I can find a solution thnx again.. ;)
OK Quick question bo3b that is the code I am currently using for the clouds but it is not working.. I read your fix I am supposed to add to the existing code so that would be a 4 line of code or remove the 3rd line and replce it with your line " o0.x += depth*convergence*0.99 "
Well I tried a few different combos while I was testing I did notice the clouds seem to be offset in each eye.. and that causes it too look funky.. Even with the original code it did not seem to set anything at depth even tho I am using the VS for the clouds..
Maybe they are not fixable with conventional ways?? I will just omit them for now until I can find a solution thnx again.. ;)
[quote="The_Nephilim"]OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch??
In other words does the txt file saved under win 7 are they the same in the win 10 game?[/quote]
It depends upon what Windows 10 does to the game. The game might do something different if it sees it running on Win10. However, if it's using the same shaders, they'll have the same CRCs/Hash code, which is the name/number of a given shader. Assuming the Hash is the same, just reusing d3dx.ini and \ShaderFixes will work. Give it a try, it's an easy experiment.
For the nameplates, that seems good, you can then choose a different depth based on params.z, and allow people to set what they like.
For the clouds, it doesn't make sense to use that, because no one has any desire to move their clouds to different depths, and it just adds unneeded complexity.
I like to make the code more clear, rather than this cryptic stereo.x junk, so use this code for example:
[code]// Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*0.99;
[/code]
The_Nephilim said:OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch??
In other words does the txt file saved under win 7 are they the same in the win 10 game?
It depends upon what Windows 10 does to the game. The game might do something different if it sees it running on Win10. However, if it's using the same shaders, they'll have the same CRCs/Hash code, which is the name/number of a given shader. Assuming the Hash is the same, just reusing d3dx.ini and \ShaderFixes will work. Give it a try, it's an easy experiment.
For the nameplates, that seems good, you can then choose a different depth based on params.z, and allow people to set what they like.
For the clouds, it doesn't make sense to use that, because no one has any desire to move their clouds to different depths, and it just adds unneeded complexity.
I like to make the code more clear, rather than this cryptic stereo.x junk, so use this code for example:
// Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*0.99;
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Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left??
I also tried a few different numbers it did not seem to do anything??
Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left??
I also tried a few different numbers it did not seem to do anything??
[quote="The_Nephilim"]Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left??
I also tried a few different numbers it did not seem to do anything?? [/quote]
Post a picture of what it looks like with no fix installed, so we can see what you are looking at.
And post the VS for the clouds.
We can't really debug stuff we are just guessing at. I also added some notes that Mike gave me awhile back, look at the SkyBox section for more detail. [url]http://wiki.bo3b.net/index.php?title=Mike_notes[/url]
The_Nephilim said:Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left??
I also tried a few different numbers it did not seem to do anything??
Post a picture of what it looks like with no fix installed, so we can see what you are looking at.
And post the VS for the clouds.
We can't really debug stuff we are just guessing at. I also added some notes that Mike gave me awhile back, look at the SkyBox section for more detail. http://wiki.bo3b.net/index.php?title=Mike_notes
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here is one VS for the clouds. this is during the day and trhe bigger chunk of clouds.. the uploader at NVidia live was not working I will try and get a screenshot later as for now it seems broke..
// ---- Created with 3Dmigoto v1.2.43 on Wed Aug 24 21:16:24 2016
I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right..
then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed??
'
It does not make sence but I am sure it is something easy to fix it..
I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right..
then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed??
'
It does not make sence but I am sure it is something easy to fix it..
[quote="The_Nephilim"]I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right..
then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed??
'
It does not make sence but I am sure it is something easy to fix it..[/quote]
Yes, the problem with the cloud right there is that it is at screen-depth. Compare its location with the mini-map top left for example. It can sometimes be hard to see, but if you look for it relative to stuff like the HUD, it becomes more clear.
That one is a little weird because of the warped book effect there too, which may be impacting it somehow.
As a general rule, fixing a screen-depth cloud like this should be straightforward, and use the code we specified above.
For the o0 there, I don't see anything weird happening with the location, so I'd expect that work. You said that it seems shifted way left behind the trees, which suggests that the skybox is probably at a stupid low depth instead of infinity like it should be.
Try using some of the other techniques in Mike's notes there to see what might work. We don't always get to use normal techniques, because games tend to be hacked together by insane people, not people who like things to make sense.
In particular, try to use the first one, of o0.x += depth*0.80; or something.
The_Nephilim said:I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right..
then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed??
'
It does not make sence but I am sure it is something easy to fix it..
Yes, the problem with the cloud right there is that it is at screen-depth. Compare its location with the mini-map top left for example. It can sometimes be hard to see, but if you look for it relative to stuff like the HUD, it becomes more clear.
That one is a little weird because of the warped book effect there too, which may be impacting it somehow.
As a general rule, fixing a screen-depth cloud like this should be straightforward, and use the code we specified above.
For the o0 there, I don't see anything weird happening with the location, so I'd expect that work. You said that it seems shifted way left behind the trees, which suggests that the skybox is probably at a stupid low depth instead of infinity like it should be.
Try using some of the other techniques in Mike's notes there to see what might work. We don't always get to use normal techniques, because games tend to be hacked together by insane people, not people who like things to make sense.
In particular, try to use the first one, of o0.x += depth*0.80; or something.
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Well that is the thing no matter what I do it does not seem to move off screendepth.. I tried this code but am confused about Mikes code.. here is what I tried first:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*1.0;
I also added that last line like you said to use also like this:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*0.80;
now Mikes code I have no idea what to do with that. but would I do this to what he stated to use:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
r10.x += stereoParams.x * .95;
now of those 3 none seemed to have done anything.. I also tried different variables on the last digit.. I tried .75,.80,.85,.95 and 1?? it did not seem to move the clouds at all.. I will keep trying different but it seems pointless as I am not even getting a result..
As for the screenshot don't mine the warping that is nThusim doing somethong funky to the screenshot try and look past that.. when I say it looks funkly that is probally because it is at screen depth and the rest is not.. ;)
Well that is the thing no matter what I do it does not seem to move off screendepth.. I tried this code but am confused about Mikes code.. here is what I tried first:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*1.0;
I also added that last line like you said to use also like this:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*0.80;
now Mikes code I have no idea what to do with that. but would I do this to what he stated to use:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
r10.x += stereoParams.x * .95;
now of those 3 none seemed to have done anything.. I also tried different variables on the last digit.. I tried .75,.80,.85,.95 and 1?? it did not seem to move the clouds at all.. I will keep trying different but it seems pointless as I am not even getting a result..
As for the screenshot don't mine the warping that is nThusim doing somethong funky to the screenshot try and look past that.. when I say it looks funkly that is probally because it is at screen depth and the rest is not.. ;)
Ah, OK, the reason this is not working is because there is a syntax error in the code. That makes it not load, and of course nothing happens to change the image.
When you are trying these out, the best way to do it is to use the F10 key to reload the ShaderFixes from the folder. So, you can edit the file while the game is running, and then when ready hit F10 in game to have it recompile everything. This makes it easy to incrementally try things and experiment, without having to relaunch all the time.
Now when you hit F10, in this case, you should have heard a low 'boop' sound, indicated it failed. A high 'beep' sound indicates that it succeeded.
Also, these errors will be logged. Again, if you get some weird problem like this, be sure to check the log first.
When you get weird problems like these, it's also worth checking with other stuff disabled like nThusim. It's not supposed to matter of course, except when it does.
As a way to debug a problem like this, you can also inject deliberate syntax errors. Like, just put asdfasdf into a line the code, knowing that it will fail. That's how you know whether it's loading at all or not. If you can tell it's loading, then try simple stuff first, like o0=0; to kill the effect altogether. If that doesn't work, then it's clearly not being executed for whatever reason.
We don't get these with 3Dmigoto, because we put in other help like the sound effects and good logging. On HelixMod you can get silent failures, so you have to some back and forth like that to narrow down a problem.
On line 69, there is a "g_CameraParameter.g_CameraParameter" which is wrong, it cannot be doubled like that, it needs to be just "g_CameraParameter.". When I change it to that, the file compiles with FXC.
Make that change, and experiment with that.
For Mikes code, you'll need to translate a bit, not copy verbatim. The stereoParams.x == stereo.x == depth. We used stereoParams as the variable name long ago, then shortened it to stereo. It's whatever is set from the StereoParams.Load(0) command.
Ah, OK, the reason this is not working is because there is a syntax error in the code. That makes it not load, and of course nothing happens to change the image.
When you are trying these out, the best way to do it is to use the F10 key to reload the ShaderFixes from the folder. So, you can edit the file while the game is running, and then when ready hit F10 in game to have it recompile everything. This makes it easy to incrementally try things and experiment, without having to relaunch all the time.
Now when you hit F10, in this case, you should have heard a low 'boop' sound, indicated it failed. A high 'beep' sound indicates that it succeeded.
Also, these errors will be logged. Again, if you get some weird problem like this, be sure to check the log first.
When you get weird problems like these, it's also worth checking with other stuff disabled like nThusim. It's not supposed to matter of course, except when it does.
As a way to debug a problem like this, you can also inject deliberate syntax errors. Like, just put asdfasdf into a line the code, knowing that it will fail. That's how you know whether it's loading at all or not. If you can tell it's loading, then try simple stuff first, like o0=0; to kill the effect altogether. If that doesn't work, then it's clearly not being executed for whatever reason.
We don't get these with 3Dmigoto, because we put in other help like the sound effects and good logging. On HelixMod you can get silent failures, so you have to some back and forth like that to narrow down a problem.
On line 69, there is a "g_CameraParameter.g_CameraParameter" which is wrong, it cannot be doubled like that, it needs to be just "g_CameraParameter.". When I change it to that, the file compiles with FXC.
Make that change, and experiment with that.
For Mikes code, you'll need to translate a bit, not copy verbatim. The stereoParams.x == stereo.x == depth. We used stereoParams as the variable name long ago, then shortened it to stereo. It's whatever is set from the StereoParams.Load(0) command.
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Hi yes I am getting better at this but I did not write that code on line 69 3D migoto wrote it or it was an error from the developer.. I would of never of found that as I don't fully understand all that code yet.. I am wanting to understand it all a bit better but it is gonna trake some time and I appreciate your Patience in all these dumb questions I pose..
I am still unsure which one to remove as after the CameraParamater is a Letter one has a G the other has an M. now which one am I supposed to omit and what is more important how would I know which one to omit??
From what I can tell the Camera "M" Seems to be repeated a few times in the code as I would think to keep the M Paramater?? IF I got it then it was part luck but either way I will try both and do the reload trick like you said thnx for that info will cut down on the log in every time ..
As for the code part I just copied as I don't get it yet and have no idea about what to write in.. I am willing to leasrn and just thought If I was given the code just to copy that into the file.. I have read mikes notes that you linked..
I did not fully understand what to write in as it looked kinda cryptic too me.. Rememeber I am a Gamer not a coder at all.. I had a very basic introduction into codein a few years ago and only did the initial couple of code writing..
I was not getting any help and with code it is best to have a mentor or at least that is what I read in the book I bought.. Now of course it also pays to keep writing and reading but when I don't understand fully that makes it difficult to understand what to do..
Thank you for all your help and I will get to some more reading but is there somewhere I can read on what codes I should be familiar with for fixing skyboxes and clouds and such..
I would love to fix the shadows in this game too but as you are propally aware that is a bit more difficult.. But I will just concentrate on the code for cluds and nameplates..
This is really cool and I feel I am actually doing something useful for a change ;)
Hi yes I am getting better at this but I did not write that code on line 69 3D migoto wrote it or it was an error from the developer.. I would of never of found that as I don't fully understand all that code yet.. I am wanting to understand it all a bit better but it is gonna trake some time and I appreciate your Patience in all these dumb questions I pose..
I am still unsure which one to remove as after the CameraParamater is a Letter one has a G the other has an M. now which one am I supposed to omit and what is more important how would I know which one to omit??
From what I can tell the Camera "M" Seems to be repeated a few times in the code as I would think to keep the M Paramater?? IF I got it then it was part luck but either way I will try both and do the reload trick like you said thnx for that info will cut down on the log in every time ..
As for the code part I just copied as I don't get it yet and have no idea about what to write in.. I am willing to leasrn and just thought If I was given the code just to copy that into the file.. I have read mikes notes that you linked..
I did not fully understand what to write in as it looked kinda cryptic too me.. Rememeber I am a Gamer not a coder at all.. I had a very basic introduction into codein a few years ago and only did the initial couple of code writing..
I was not getting any help and with code it is best to have a mentor or at least that is what I read in the book I bought.. Now of course it also pays to keep writing and reading but when I don't understand fully that makes it difficult to understand what to do..
Thank you for all your help and I will get to some more reading but is there somewhere I can read on what codes I should be familiar with for fixing skyboxes and clouds and such..
I would love to fix the shadows in this game too but as you are propally aware that is a bit more difficult.. But I will just concentrate on the code for cluds and nameplates..
This is really cool and I feel I am actually doing something useful for a change ;)
Ahh I had succeded with finding the error code for my Cloud Shader.. here is the message what does it mean. I will also post the code I am using for it..
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement HLSL code from 661aff5ef8512fd6-ps_replace.txt
Reload source code loaded. Size = 6426
compiling replacement HLSL code with shader model ps_5_0
compile result for replacement HLSL shader: 80004005
--------------------------------------------- BEGIN ---------------------------------------------
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\661aff5ef8512fd6-ps_replace.txt(21,24): error X3000: syntax error: unexpected token '.'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
// ---- Created with 3Dmigoto v1.2.43 on Sun Aug 28 20:11:31 2016
//Clouds Clear skies..
cbuffer g_CommonParameter : register(b0)
{
OK Ignore the above ramblings was basically thinking outloud.. I did try a new combo I will input the code into tags and I changed the number up and down the file reloaded fine with F10 I got the high beep and when it loaded the clouds looked the same..
// ---- Created with 3Dmigoto v1.2.43 on Wed Aug 24 19:39:15 2016
//clouds at dusk far back remmed out d3dx.ini..
cbuffer g_CameraParameter : register(b0)
{
Yes, set the clouds to depth. For our vision, anything past about 250 meters has no stereo component, they are all at max. You might need to add a *0.99 factor like o0.x += depth*convergence*0.99 to bring them slightly in front of stars or other skybox. Some games draw them in the wrong order, and you get flicker as they fight over the position (called z-fighting).
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In other words does the txt file saved under win 7 are they the same in the win 10 game?
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float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
v0.x+=stereo.x*params.z;
OK Quick question bo3b that is the code I am currently using for the clouds but it is not working.. I read your fix I am supposed to add to the existing code so that would be a 4 line of code or remove the 3rd line and replce it with your line " o0.x += depth*convergence*0.99 "
so the new line of code looks like this:
// Nameplates to screen depth
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x += depth*convergence*0.99;
Well I tried a few different combos while I was testing I did notice the clouds seem to be offset in each eye.. and that causes it too look funky.. Even with the original code it did not seem to set anything at depth even tho I am using the VS for the clouds..
Maybe they are not fixable with conventional ways?? I will just omit them for now until I can find a solution thnx again.. ;)
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It depends upon what Windows 10 does to the game. The game might do something different if it sees it running on Win10. However, if it's using the same shaders, they'll have the same CRCs/Hash code, which is the name/number of a given shader. Assuming the Hash is the same, just reusing d3dx.ini and \ShaderFixes will work. Give it a try, it's an easy experiment.
For the nameplates, that seems good, you can then choose a different depth based on params.z, and allow people to set what they like.
For the clouds, it doesn't make sense to use that, because no one has any desire to move their clouds to different depths, and it just adds unneeded complexity.
I like to make the code more clear, rather than this cryptic stereo.x junk, so use this code for example:
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Bo3b's School for ShaderHackers
I also tried a few different numbers it did not seem to do anything??
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Post a picture of what it looks like with no fix installed, so we can see what you are looking at.
And post the VS for the clouds.
We can't really debug stuff we are just guessing at. I also added some notes that Mike gave me awhile back, look at the SkyBox section for more detail. http://wiki.bo3b.net/index.php?title=Mike_notes
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Bo3b's School for ShaderHackers
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then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed??
'
It does not make sence but I am sure it is something easy to fix it..
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Yes, the problem with the cloud right there is that it is at screen-depth. Compare its location with the mini-map top left for example. It can sometimes be hard to see, but if you look for it relative to stuff like the HUD, it becomes more clear.
That one is a little weird because of the warped book effect there too, which may be impacting it somehow.
As a general rule, fixing a screen-depth cloud like this should be straightforward, and use the code we specified above.
For the o0 there, I don't see anything weird happening with the location, so I'd expect that work. You said that it seems shifted way left behind the trees, which suggests that the skybox is probably at a stupid low depth instead of infinity like it should be.
Try using some of the other techniques in Mike's notes there to see what might work. We don't always get to use normal techniques, because games tend to be hacked together by insane people, not people who like things to make sense.
In particular, try to use the first one, of o0.x += depth*0.80; or something.
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// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*1.0;
I also added that last line like you said to use also like this:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*0.80;
now Mikes code I have no idea what to do with that. but would I do this to what he stated to use:
// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
r10.x += stereoParams.x * .95;
now of those 3 none seemed to have done anything.. I also tried different variables on the last digit.. I tried .75,.80,.85,.95 and 1?? it did not seem to move the clouds at all.. I will keep trying different but it seems pointless as I am not even getting a result..
As for the screenshot don't mine the warping that is nThusim doing somethong funky to the screenshot try and look past that.. when I say it looks funkly that is probally because it is at screen depth and the rest is not.. ;)
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When you are trying these out, the best way to do it is to use the F10 key to reload the ShaderFixes from the folder. So, you can edit the file while the game is running, and then when ready hit F10 in game to have it recompile everything. This makes it easy to incrementally try things and experiment, without having to relaunch all the time.
Now when you hit F10, in this case, you should have heard a low 'boop' sound, indicated it failed. A high 'beep' sound indicates that it succeeded.
Also, these errors will be logged. Again, if you get some weird problem like this, be sure to check the log first.
When you get weird problems like these, it's also worth checking with other stuff disabled like nThusim. It's not supposed to matter of course, except when it does.
As a way to debug a problem like this, you can also inject deliberate syntax errors. Like, just put asdfasdf into a line the code, knowing that it will fail. That's how you know whether it's loading at all or not. If you can tell it's loading, then try simple stuff first, like o0=0; to kill the effect altogether. If that doesn't work, then it's clearly not being executed for whatever reason.
We don't get these with 3Dmigoto, because we put in other help like the sound effects and good logging. On HelixMod you can get silent failures, so you have to some back and forth like that to narrow down a problem.
On line 69, there is a "g_CameraParameter.g_CameraParameter" which is wrong, it cannot be doubled like that, it needs to be just "g_CameraParameter.". When I change it to that, the file compiles with FXC.
Make that change, and experiment with that.
For Mikes code, you'll need to translate a bit, not copy verbatim. The stereoParams.x == stereo.x == depth. We used stereoParams as the variable name long ago, then shortened it to stereo. It's whatever is set from the StereoParams.Load(0) command.
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Bo3b's School for ShaderHackers
I am still unsure which one to remove as after the CameraParamater is a Letter one has a G the other has an M. now which one am I supposed to omit and what is more important how would I know which one to omit??
From what I can tell the Camera "M" Seems to be repeated a few times in the code as I would think to keep the M Paramater?? IF I got it then it was part luck but either way I will try both and do the reload trick like you said thnx for that info will cut down on the log in every time ..
As for the code part I just copied as I don't get it yet and have no idea about what to write in.. I am willing to leasrn and just thought If I was given the code just to copy that into the file.. I have read mikes notes that you linked..
I did not fully understand what to write in as it looked kinda cryptic too me.. Rememeber I am a Gamer not a coder at all.. I had a very basic introduction into codein a few years ago and only did the initial couple of code writing..
I was not getting any help and with code it is best to have a mentor or at least that is what I read in the book I bought.. Now of course it also pays to keep writing and reading but when I don't understand fully that makes it difficult to understand what to do..
Thank you for all your help and I will get to some more reading but is there somewhere I can read on what codes I should be familiar with for fixing skyboxes and clouds and such..
I would love to fix the shadows in this game too but as you are propally aware that is a bit more difficult.. But I will just concentrate on the code for cluds and nameplates..
This is really cool and I feel I am actually doing something useful for a change ;)
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> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement HLSL code from 661aff5ef8512fd6-ps_replace.txt
Reload source code loaded. Size = 6426
compiling replacement HLSL code with shader model ps_5_0
compile result for replacement HLSL shader: 80004005
--------------------------------------------- BEGIN ---------------------------------------------
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\661aff5ef8512fd6-ps_replace.txt(21,24): error X3000: syntax error: unexpected token '.'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
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