[quote="masterotaku"]Do this:
- With numpad 4 and 5 navigate vertex shaders until geometry disappears.
- Press numpad 6 to dump the shader.
- Go to ShaderFixes, open the new generated txt file and post the contents here.
Then I'll fix it for you. Also you'll have to tell me the name of the file.[/quote]
do you need the name of the TXT file generated...did I get it right?
the name: 62d37c85c08263df-vs_replace
- With numpad 4 and 5 navigate vertex shaders until geometry disappears.
- Press numpad 6 to dump the shader.
- Go to ShaderFixes, open the new generated txt file and post the contents here.
Then I'll fix it for you. Also you'll have to tell me the name of the file.
do you need the name of the TXT file generated...did I get it right?
the name: 62d37c85c08263df-vs_replace
It has to be another. You probably caught a shader that just controls the final image. There are usually around 4 vertex shaders, so you should find it soon :).
Edit: I'll show you mine in an hour when I'm home, if you don't find the correct one.
It has to be another. You probably caught a shader that just controls the final image. There are usually around 4 vertex shaders, so you should find it soon :).
Edit: I'll show you mine in an hour when I'm home, if you don't find the correct one.
navigating with the num pads 4 and 5 ... I have four possible screens, regex 1,2 3 and a black screen where there is no geometry ... and I have published the log file of this black screen ... I don't understand where I'm wrong ....
navigating with the num pads 4 and 5 ... I have four possible screens, regex 1,2 3 and a black screen where there is no geometry ... and I have published the log file of this black screen ... I don't understand where I'm wrong ....
OK, your shader is exactly like mine, but the name is different. In d3dx.ini, go to this block:
[code]
[ShaderOverrideRegex1VS]
Hash=6d64bfd710f98b05
x3=0
w3=0
w5=ps-t0
[/code]
And change "6d64bfd710f98b05" to "33168014181c98b9". Then delete your dumped shader (mandatory for the regex to work).
Just in case, check the hash of your regex 2 and 3 too, in case they are different from mine.
[s]I think it was a recent change I made that made this more restricted than before. I check that "w5=ps-t0" to not move to depth render targets when the HUD depth key is used, but that in turn made the exact hash of the shaders mandatory, not only for shaderoverrides but for basic 3D too.[/s] Oops, no. I just checked. The shader overrides aren't mandatory for 3D. Are you sure you aren't pressing the "j" key by accident? Our shaders are literally the same, so the regex 1 pattern should catch it. Are you using my latest fix?
And change "6d64bfd710f98b05" to "33168014181c98b9". Then delete your dumped shader (mandatory for the regex to work).
Just in case, check the hash of your regex 2 and 3 too, in case they are different from mine.
I think it was a recent change I made that made this more restricted than before. I check that "w5=ps-t0" to not move to depth render targets when the HUD depth key is used, but that in turn made the exact hash of the shaders mandatory, not only for shaderoverrides but for basic 3D too. Oops, no. I just checked. The shader overrides aren't mandatory for 3D. Are you sure you aren't pressing the "j" key by accident? Our shaders are literally the same, so the regex 1 pattern should catch it. Are you using my latest fix?
from tonight and all weekend, I find it difficult to control, however, I will try to press the "j" key ..... always with "hunting" enabled ... right? I will check as soon as I can also the version of your fix ... in the meantime thank you so much
from tonight and all weekend, I find it difficult to control, however, I will try to press the "j" key ..... always with "hunting" enabled ... right? I will check as soon as I can also the version of your fix ... in the meantime thank you so much
So you were accidentally pressing them? For Time Crisis 2, the HUD is fixed when I press "l", shadows seem fixed with "k", but the "j" key needs to not be touched.
So you were accidentally pressing them? For Time Crisis 2, the HUD is fixed when I press "l", shadows seem fixed with "k", but the "j" key needs to not be touched.
Fix updated with an extra hotkey, "u" (a different black frame insertion hotkey). Use it if you want to play in 2D with low motion blur at 120Hz. 3D Vision is mandatory, so you'll most likely want to play in 3D anyway. It's just an extra feature.
Fix updated with an extra hotkey, "u" (a different black frame insertion hotkey). Use it if you want to play in 2D with low motion blur at 120Hz. 3D Vision is mandatory, so you'll most likely want to play in 3D anyway. It's just an extra feature.
[quote="masterotaku"]So you were accidentally pressing them? For Time Crisis 2, the HUD is fixed when I press "l", shadows seem fixed with "k", but the "j" key needs to not be touched.[/quote]
Hello! thanks again ... now the 3D works well, however, the white fog remains and the 3D produces a further drop of framerate, so it all depends on the power of your cpu, I own an old i7 920 first generation, overclocked to 3.00GHZ, but unfortunately not enough ... anyway a question: when you tried "Time Crisis II", did you have the white fog problem?
masterotaku said:So you were accidentally pressing them? For Time Crisis 2, the HUD is fixed when I press "l", shadows seem fixed with "k", but the "j" key needs to not be touched.
Hello! thanks again ... now the 3D works well, however, the white fog remains and the 3D produces a further drop of framerate, so it all depends on the power of your cpu, I own an old i7 920 first generation, overclocked to 3.00GHZ, but unfortunately not enough ... anyway a question: when you tried "Time Crisis II", did you have the white fog problem?
Yes, I saw the white fog. And it is a pixel shader that you can disable with a ShaderOverride, using "Handling=skip". Using numpad 1 and 2. 3 if you want to dump the pixel shader.
Do it like how I did it for Devil May Cry, for example. I think that in the latest versions of my fix I left the verbose overlay enabled, so you can see the name of shaders without dumping them.
Yes, I saw the white fog. And it is a pixel shader that you can disable with a ShaderOverride, using "Handling=skip". Using numpad 1 and 2. 3 if you want to dump the pixel shader.
Do it like how I did it for Devil May Cry, for example. I think that in the latest versions of my fix I left the verbose overlay enabled, so you can see the name of shaders without dumping them.
[quote="masterotaku"]Yes, I saw the white fog. And it is a pixel shader that you can disable with a ShaderOverride, using "Handling=skip". Using numpad 1 and 2. 3 if you want to dump the pixel shader.
Do it like how I did it for Devil May Cry, for example. I think that in the latest versions of my fix I left the verbose overlay enabled, so you can see the name of shaders without dumping them.[/quote]
let's see if I understand ... I have to edit a section of the d3dx file again?
masterotaku said:Yes, I saw the white fog. And it is a pixel shader that you can disable with a ShaderOverride, using "Handling=skip". Using numpad 1 and 2. 3 if you want to dump the pixel shader.
Do it like how I did it for Devil May Cry, for example. I think that in the latest versions of my fix I left the verbose overlay enabled, so you can see the name of shaders without dumping them.
let's see if I understand ... I have to edit a section of the d3dx file again?
do you need the name of the TXT file generated...did I get it right?
the name: 62d37c85c08263df-vs_replace
Edit: I'll show you mine in an hour when I'm home, if you don't find the correct one.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Mine is like this if I dump it (remember that regexes can't affect dumped shaders, so the fix won't apply to what you dump):
Your regex 1 shader should be similar, but no the same (because if it were the same it would work as is).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
cbuffer cb0 : register(b0)
{
float4 VertexScale : packoffset(c0);
float4 VertexOffset : packoffset(c1);
float4 Texture_Scale_Offset : packoffset(c2);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float2 v0 : TEXCOORD0,
float4 v1 : COLOR0,
float v2 : TEXCOORD1,
uint2 v3 : POSITION0,
uint v4 : POSITION1,
uint2 v5 : TEXCOORD2,
float4 v6 : COLOR1,
out float4 o0 : SV_Position0,
out float4 o1 : TEXCOORD0,
out float4 o2 : COLOR0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
r0.xy = (uint2)v3.xy;
r0.z = (uint)v4.x;
r0.xyz = float3(-0.0500000007,-0.0500000007,-0) + r0.xyz;
r0.w = 0;
o0.xyzw = r0.xyzw * VertexScale.xyzw + -VertexOffset.xyzw;
o1.xy = -Texture_Scale_Offset.zw + v0.xy;
o1.z = v6.x;
o1.w = v2.x;
o2.xyzw = v1.xyzw;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.18611
//
// using 3Dmigoto v1.3.11 on Fri Sep 07 17:26:03 2018
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
// float4 VertexScale; // Offset: 0 Size: 16
// float4 VertexOffset; // Offset: 16 Size: 16
// float4 Texture_Scale_Offset; // Offset: 32 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb0 cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 1 x 2 NONE float x
// POSITION 0 xy 3 NONE uint xy
// POSITION 1 x 4 NONE uint x
// TEXCOORD 2 xy 5 NONE uint
// COLOR 1 xyzw 6 NONE float x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// COLOR 0 xyzw 2 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[3], immediateIndexed
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.x
dcl_input v3.xy
dcl_input v4.x
dcl_input v6.x
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 1
utof r0.xy, v3.xyxx
utof r0.z, v4.x
add r0.xyz, r0.xyzx, l(-0.050000, -0.050000, -0.000000, 0.000000)
mov r0.w, l(0)
mad o0.xyzw, r0.xyzw, cb0[0].xyzw, -cb0[1].xyzw
add o1.xy, v0.xyxx, -cb0[2].zwzz
mov o1.z, v6.x
mov o1.w, v2.x
mov o2.xyzw, v1.xyzw
ret
// Approximately 10 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
And change "6d64bfd710f98b05" to "33168014181c98b9". Then delete your dumped shader (mandatory for the regex to work).
Just in case, check the hash of your regex 2 and 3 too, in case they are different from mine.
I think it was a recent change I made that made this more restricted than before. I check that "w5=ps-t0" to not move to depth render targets when the HUD depth key is used, but that in turn made the exact hash of the shaders mandatory, not only for shaderoverrides but for basic 3D too.Oops, no. I just checked. The shader overrides aren't mandatory for 3D. Are you sure you aren't pressing the "j" key by accident? Our shaders are literally the same, so the regex 1 pattern should catch it. Are you using my latest fix?CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Hello! thanks again ... now the 3D works well, however, the white fog remains and the 3D produces a further drop of framerate, so it all depends on the power of your cpu, I own an old i7 920 first generation, overclocked to 3.00GHZ, but unfortunately not enough ... anyway a question: when you tried "Time Crisis II", did you have the white fog problem?
Do it like how I did it for Devil May Cry, for example. I think that in the latest versions of my fix I left the verbose overlay enabled, so you can see the name of shaders without dumping them.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
let's see if I understand ... I have to edit a section of the d3dx file again?