3Dmigoto now open-source...
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DSS you are truly a leading star among us, I see lots of valuable stuff here, autoconvergence is a great feature!! THANK YOU so much, for all you do for the community :)
DSS you are truly a leading star among us, I see lots of valuable stuff here, autoconvergence is a great feature!!

THANK YOU so much, for all you do for the community :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 01/03/2019 04:44 PM   
[quote="DarkStarSword"][center][color="orange"][size="XL"]3Dmigoto 1.3.14[/size] [/color][/center][center][color="green"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/color][/center] [/quote] Thanks for the update, as always, but particularly for the frame analysis profiles which was a feature request I made (even though I'm rather out of the loop these days)
DarkStarSword said:
3Dmigoto 1.3.14



Thanks for the update, as always, but particularly for the frame analysis profiles which was a feature request I made (even though I'm rather out of the loop these days)

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 01/04/2019 12:33 AM   
The Resident Evil 2 Vignette mod via 3Dmigoto is mandatory! It even works with ReShade 4.1.1! Thank you for a great tool! 3Dmigoto has gone past "3D Vision" and can be used for good old 2D modding! Please try your best to make 3Dmigoto compatible with ReShade and/or ENB :D. Some games, like Assassin's Creed Odyssey, have great 3Dmigoto mods (such as removal of sword trails, etc.), but they won't work with ReShade combined.
The Resident Evil 2 Vignette mod via 3Dmigoto is mandatory! It even works with ReShade 4.1.1! Thank you for a great tool! 3Dmigoto has gone past "3D Vision" and can be used for good old 2D modding!

Please try your best to make 3Dmigoto compatible with ReShade and/or ENB :D. Some games, like Assassin's Creed Odyssey, have great 3Dmigoto mods (such as removal of sword trails, etc.), but they won't work with ReShade combined.

Intel Core i7 8700K @ 5Ghz @ 1.36v | Cryorig R1 Universal Dual Tower | Arctic Silver 5 | ASUS Z370 ROG Maximus Hero X WiFi | Corsair Dominator Platinum 16GB @ 3200Mhz | EVGA GeForce RTX 2080 Ti FTW3 @ 2055Mhz / 12000Mhz | ASUS Xonar DGX 5.1 | Logitech Z-680 Dolby Digital 5.1 | Samsung NVMe - 970 EVO 250GB, SATA - 850 EVO 512GB, 830 256GB | WD Black 2TB | LG WH12LS39 12x | Corsair Gold AX 850W | Corsair Graphite 760T | LG 32GK850G-B 1440p 32' G-Sync 165Hz VA | 4x Noctua NF-A14 140mm | Logitech G903 | SteelSeries QcK | Corsair K70 Rapidfire | Xbox One Afterglow & Dual Shock 4 | Windows 10 x64 LTSC 1809-17763

Posted 02/05/2019 05:29 AM   
[quote="MonarchX"]The Resident Evil 2 Vignette mod via 3Dmigoto is mandatory! It even works with ReShade 4.1.1! Thank you for a great tool! 3Dmigoto has gone past "3D Vision" and can be used for good old 2D modding![/quote] Hmm.. Resident Evil 2 just crashes for me when I try ReShade 4.1.1 and 3Dmigoto. Did you do anything in particular to make it work?
MonarchX said:The Resident Evil 2 Vignette mod via 3Dmigoto is mandatory! It even works with ReShade 4.1.1! Thank you for a great tool! 3Dmigoto has gone past "3D Vision" and can be used for good old 2D modding!


Hmm.. Resident Evil 2 just crashes for me when I try ReShade 4.1.1 and 3Dmigoto. Did you do anything in particular to make it work?

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 03/06/2019 08:34 PM   
[quote="DetectiveJohnKimble"]Hmm.. Resident Evil 2 just crashes for me when I try ReShade 4.1.1 and 3Dmigoto.[/quote]This will be fixed in the next release.
DetectiveJohnKimble said:Hmm.. Resident Evil 2 just crashes for me when I try ReShade 4.1.1 and 3Dmigoto.
This will be fixed in the next release.

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 03/07/2019 05:09 AM   
[center][color="orange"][size="XL"]3Dmigoto 1.3.15[/size] [/color][/center][center][color="green"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/color][/center] [center][size="L"][color="green"]New External Loader[/color][/size][/center] This release includes an external loader as an alternate means to load 3DMigoto into a game, intended for use with games that do not like the 3DMigoto DLL in the game directory, such as Dead or Alive 6. To use this, place the 3DMigoto Loader.exe, d3d11.dll and d3dx.ini all in the same directory (for most games this can be the game directory, but does not have to be - 3DMigoto will use it's ShaderFixes and so on from wherever the DLL is located), Edit the [Loader] section of the d3dx.ini to set the target executable, confirm what 3DMigoto is called ("d3d11.dll") and optionally how to launch the game once the loader is ready (only recommended if the game is available through Steam and Steam alone, or if the launcher is installed into the game directory), then run the loader and start the game. It is actually possible to use this loader with the 32bit loader version of Helix Mod by disabling the 3DMigoto version checks (check_version=0), but you do so at your own risk. This loader will not work with other tools that do not support the injection method it uses, but in some cases these tools may be able to piggy back into the game via 3DMigoto's proxy_d3d11 setting (this is confirmed working to load ReShade into DOA6). This is a polished version of the loader used in my Windows Store proof of concept last year, however the Windows Store support is not included in this release as there are still several missing pieces to make it work. [center][size="L"][color="green"]Vendor Extension Draw Calls (Resident Evil 2)[/color][/size][/center] I'd like to welcome Schwing who has officially joined the 3DMigito development team and his first contribution has been adding support for the vendor extension draw calls used in Resident Evil 2, enabling the game to render in both eyes. [center][size="L"][color="green"]Crash / Hang Fixes[/color][/size][/center] A major focus of this release has been fixing various bugs: [list] [.]Fixed crash when opening the news in DOAXVV if a mod performed a full resource copy from the [Constants] command list[/.] [.]Fixed occasional hang in multi-threaded games when the 3DMigoto overlay was displayed[/.] [.]Fixed occasional hang in multi-threaded games on config reload[/.] [.]Fixed occasional hang in multi-threaded games when ShaderRegex patched a shader[/.] [.]Fixed occasional hang in multi-threaded games when hunting and export_usage were both enabled[/.] [.]Fixed crash when decompiling certain hull shaders (export_hlsl or dumping)[/.] [.]Fixed a crash on non-nvidia systems that occurred when our nvapi wrapper was present[/.] [.]Fixed compatibility issue with ReShade[/.] [/list] [center][size="L"][color="green"]Assembler[/color][/size][/center] The assembler will now catch some typos and display a warning and will no longer produce a corrupt shader making it much harder for a typo to crash the game. This is far from fool-proof, but should make it much nicer to work with the assembler now. The kinds of typos it will detect are unknown instructions, incorrect number of arguments to an instruction and unknown operands. There are cases where it will still parse incorrect assembly without throwing a warning (such as missing the 'r' from a register), which will not do good things. There may be additional improvements in this area in the future. For backwards compatibility, parse errors found on initial load and from ShaderRegex are not treated as fatal and the warning will be hidden in release mode - the bad instructions will be silently dropped. Parse errors encountered during F10 shader reload are always considered fatal and 3DMigoto will not use the shader until the typo has been fixed. [list] [.]Add support for minimum precision tags[/.] [.]Add support for double precision literals (including precision fixup during disassembly)[/.] [.]Add support for globally coherent UAVs[/.] [.]Add support for 1D Texture Array UAVs[/.] [.]Precision fixup now runs on shaders that include debug info[/.] [.]Match samplepos instruction bytecode length to fxc[/.] [/list] cmd_Decompiler has been updated to 1.3.15 with these same updates. [center][size="L"][color="green"]Misc[/color][/size][/center] [list] [.]If the d3dx_user.ini contains any invalid settings it will be re-written on the next F10/exit to remove them[/.] [.]cmd_Decompiler will no longer add StereoParams & IniParams to decompiled shaders - add them manually if you want them (my Unity scripts have been updated to work with this change)[/.] [.]cmd_Decompiler now has a --disassemble-hexdump option[/.] [.]cmd_Decompiler's disassembly validation mode will now show the hexdump of any bad instructions[/.] [.]Backported some major updates from HLSLCrossCompiler used internally by our HLSL decompiler[/.] [.][Constants] command list will no longer be re-run if the game creates a new DirectX device/context[/.] [.]Fixed [Key] "condition" setting incorrectly being case sensitive[/.] [.]Custom shaders are now cached if cache_shaders=1 is set, making for much faster config reload times (esp. if you are using any text shaders)[/.] [.]Debug log doesn't stall the game for anywhere near as long if there are many command list commands[/.] [.]Added a locking dependency checker (inspired by lockdep), to help locate rare hangs[/.] [/list]
3Dmigoto 1.3.15


New External Loader

This release includes an external loader as an alternate means to load 3DMigoto into a game, intended for use with games that do not like the 3DMigoto DLL in the game directory, such as Dead or Alive 6.

To use this, place the 3DMigoto Loader.exe, d3d11.dll and d3dx.ini all in the same directory (for most games this can be the game directory, but does not have to be - 3DMigoto will use it's ShaderFixes and so on from wherever the DLL is located), Edit the [Loader] section of the d3dx.ini to set the target executable, confirm what 3DMigoto is called ("d3d11.dll") and optionally how to launch the game once the loader is ready (only recommended if the game is available through Steam and Steam alone, or if the launcher is installed into the game directory), then run the loader and start the game.

It is actually possible to use this loader with the 32bit loader version of Helix Mod by disabling the 3DMigoto version checks (check_version=0), but you do so at your own risk. This loader will not work with other tools that do not support the injection method it uses, but in some cases these tools may be able to piggy back into the game via 3DMigoto's proxy_d3d11 setting (this is confirmed working to load ReShade into DOA6).

This is a polished version of the loader used in my Windows Store proof of concept last year, however the Windows Store support is not included in this release as there are still several missing pieces to make it work.


Vendor Extension Draw Calls (Resident Evil 2)

I'd like to welcome Schwing who has officially joined the 3DMigito development team and his first contribution has been adding support for the vendor extension draw calls used in Resident Evil 2, enabling the game to render in both eyes.

Crash / Hang Fixes

A major focus of this release has been fixing various bugs:

  • Fixed crash when opening the news in DOAXVV if a mod performed a full resource copy from the [Constants] command list
  • Fixed occasional hang in multi-threaded games when the 3DMigoto overlay was displayed
  • Fixed occasional hang in multi-threaded games on config reload
  • Fixed occasional hang in multi-threaded games when ShaderRegex patched a shader
  • Fixed occasional hang in multi-threaded games when hunting and export_usage were both enabled
  • Fixed crash when decompiling certain hull shaders (export_hlsl or dumping)
  • Fixed a crash on non-nvidia systems that occurred when our nvapi wrapper was present
  • Fixed compatibility issue with ReShade

Assembler

The assembler will now catch some typos and display a warning and will no longer produce a corrupt shader making it much harder for a typo to crash the game. This is far from fool-proof, but should make it much nicer to work with the assembler now.

The kinds of typos it will detect are unknown instructions, incorrect number of arguments to an instruction and unknown operands. There are cases where it will still parse incorrect assembly without throwing a warning (such as missing the 'r' from a register), which will not do good things. There may be additional improvements in this area in the future.

For backwards compatibility, parse errors found on initial load and from ShaderRegex are not treated as fatal and the warning will be hidden in release mode - the bad instructions will be silently dropped. Parse errors encountered during F10 shader reload are always considered fatal and 3DMigoto will not use the shader until the typo has been fixed.
  • Add support for minimum precision tags
  • Add support for double precision literals (including precision fixup during disassembly)
  • Add support for globally coherent UAVs
  • Add support for 1D Texture Array UAVs
  • Precision fixup now runs on shaders that include debug info
  • Match samplepos instruction bytecode length to fxc

cmd_Decompiler has been updated to 1.3.15 with these same updates.

Misc

  • If the d3dx_user.ini contains any invalid settings it will be re-written on the next F10/exit to remove them
  • cmd_Decompiler will no longer add StereoParams & IniParams to decompiled shaders - add them manually if you want them (my Unity scripts have been updated to work with this change)
  • cmd_Decompiler now has a --disassemble-hexdump option
  • cmd_Decompiler's disassembly validation mode will now show the hexdump of any bad instructions
  • Backported some major updates from HLSLCrossCompiler used internally by our HLSL decompiler
  • [Constants] command list will no longer be re-run if the game creates a new DirectX device/context
  • Fixed [Key] "condition" setting incorrectly being case sensitive
  • Custom shaders are now cached if cache_shaders=1 is set, making for much faster config reload times (esp. if you are using any text shaders)
  • Debug log doesn't stall the game for anywhere near as long if there are many command list commands
  • Added a locking dependency checker (inspired by lockdep), to help locate rare hangs

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 03/10/2019 06:48 PM   
[quote="DarkStarSword"]It is actually possible to use this loader with Helix Mod by disabling the 3DMigoto version checks (check_version=0), but you do so at your own risk. [/quote] Does this mean what I think it does? Users that have used the 3Dmigoto SbS and OU options can leverage this option on dx9 games? In some cases might the 3Dmigoto ini Force Fullscreen, Resolution and Stereo options work for dx9 games as well? You guys are awesome. Many Thanks to all contributors.
DarkStarSword said:It is actually possible to use this loader with Helix Mod by disabling the 3DMigoto version checks (check_version=0), but you do so at your own risk.


Does this mean what I think it does?

Users that have used the 3Dmigoto SbS and OU options can leverage this option on dx9 games?

In some cases might the 3Dmigoto ini Force Fullscreen, Resolution and Stereo options work for dx9 games as well?

You guys are awesome. Many Thanks to all contributors.

Posted 03/10/2019 09:12 PM   
    Thanks! This release is al dente [img]http://u.cubeupload.com/Schwing/EmojiOK.png[/img]. I've had a hard time getting RE2 to hang. I tried using proxy_d3d11 for Reshade 4.2.1 and RE2 crashes for me. I renamed dxgi.dll before doing that and that version was released a few days ago. If I leave it as dxgi.dll, both overlays appear as expected.
    Thanks! This release is al dente Image. I've had a hard time getting RE2 to hang. I tried using proxy_d3d11 for Reshade 4.2.1 and RE2 crashes for me. I renamed dxgi.dll before doing that and that version was released a few days ago. If I leave it as dxgi.dll, both overlays appear as expected.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 03/11/2019 12:06 AM   
[quote="D-Man11"][quote="DarkStarSword"]It is actually possible to use this loader with Helix Mod by disabling the 3DMigoto version checks (check_version=0), but you do so at your own risk. [/quote] Does this mean what I think it does? Users that have used the 3Dmigoto SbS and OU options can leverage this option on dx9 games? In some cases might the 3Dmigoto ini Force Fullscreen, Resolution and Stereo options work for dx9 games as well? You guys are awesome. Many Thanks to all contributors.[/quote] No - if you use the loader to load Helix Mod it will load... Helix Mod. This loader can be used in place of HeliXmodLauncher.exe with the loader version of Helix Mod (32bit only unfortunately...) to gain the features to launch the game automatically and shut down the loader once the game is running and the loader is able to verify that it was successful.
D-Man11 said:
DarkStarSword said:It is actually possible to use this loader with Helix Mod by disabling the 3DMigoto version checks (check_version=0), but you do so at your own risk.


Does this mean what I think it does?

Users that have used the 3Dmigoto SbS and OU options can leverage this option on dx9 games?

In some cases might the 3Dmigoto ini Force Fullscreen, Resolution and Stereo options work for dx9 games as well?

You guys are awesome. Many Thanks to all contributors.

No - if you use the loader to load Helix Mod it will load... Helix Mod. This loader can be used in place of HeliXmodLauncher.exe with the loader version of Helix Mod (32bit only unfortunately...) to gain the features to launch the game automatically and shut down the loader once the game is running and the loader is able to verify that it was successful.

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 03/11/2019 02:05 AM   
[quote="Schwing."]I tried using proxy_d3d11 for Reshade 4.2.1 and RE2 crashes for me.[/quote]Were you trying to piggy back ReShade in from inside or outside the game directory? I'm able to load it into DOA6 from outside, but I don't think I tried it from inside since ReShade would already load in that case (and DOA6 would detect it and shut down).
Schwing. said:I tried using proxy_d3d11 for Reshade 4.2.1 and RE2 crashes for me.
Were you trying to piggy back ReShade in from inside or outside the game directory? I'm able to load it into DOA6 from outside, but I don't think I tried it from inside since ReShade would already load in that case (and DOA6 would detect it and shut down).

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 03/11/2019 02:07 AM   
It was from inside the game directory.
It was from inside the game directory.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 03/11/2019 02:13 AM   
[quote="DarkStarSword"][center][color="orange"][size="XL"]3Dmigoto 1.3.15[/size] [/color][/center][center][color="green"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/color][/center] [/quote] Cheers mate, works with RE2 and Reshade now.
DarkStarSword said:
3Dmigoto 1.3.15



Cheers mate, works with RE2 and Reshade now.

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 03/11/2019 06:05 AM   
Hey Great job on the new version if Migoto.. I just tried it with DCS world and it worked unlike some previous builds did.. I am trying to get the Software mouse to work and I uncommented the line in the ini. and when ingame the mouse disappears but then there is no software mouse cursor ingame in its place?? Am I missing something perhaps?
Hey Great job on the new version if Migoto.. I just tried it with DCS world and it worked unlike some previous builds did.. I am trying to get the Software mouse to work and I uncommented the line in the ini. and when ingame the mouse disappears but then there is no software mouse cursor ingame in its place??

Am I missing something perhaps?

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

Posted 03/11/2019 07:33 AM   
[quote="Th3_N3philim"]Hey Great job on the new version if Migoto.. I just tried it with DCS world and it worked unlike some previous builds did..[/quote] One of the problem of DCS with 3dvision is the Hud depth and the way to avoid the Hud changes to be applied to MFD. I found a better way than in my previous mod to handle that. It was based on some texture Hud component, but I did not remember which one...
Th3_N3philim said:Hey Great job on the new version if Migoto.. I just tried it with DCS world and it worked unlike some previous builds did..


One of the problem of DCS with 3dvision is the Hud depth and the way to avoid the Hud changes to be applied to MFD. I found a better way than in my previous mod to handle that. It was based on some texture Hud component, but I did not remember which one...

Posted 03/11/2019 07:57 PM   
Any tutorial for how to use 3DMigoto? I can run it with DOA6, but what's next? How to use ReShade with it? And how to disable those useless texts on the screen?
Any tutorial for how to use 3DMigoto? I can run it with DOA6, but what's next? How to use ReShade with it? And how to disable those useless texts on the screen?

Posted 03/14/2019 08:07 AM   
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