The Elder Scrolls V: Skyrim Special Edition
  9 / 17    
Never mind: found it. I would've said so in an edit, but the edit button doesn't do anything.
Never mind: found it. I would've said so in an edit, but the edit button doesn't do anything.

Posted 11/10/2016 02:08 AM   
Hey, sorry for the triple post, and I hope that my breach of etiquette has not been too great, but I can't seem to get ca59d67a3055d825-ps_replace.txt to compile. The code, as far as I can tell, doesn't have any syntax errors, but this is the only file that doesn't generate a corresponding .bin when the game runs. Does it need to be included somewhere? I was thinking of tinkering with it.
Hey, sorry for the triple post, and I hope that my breach of etiquette has not been too great, but I can't seem to get ca59d67a3055d825-ps_replace.txt to compile. The code, as far as I can tell, doesn't have any syntax errors, but this is the only file that doesn't generate a corresponding .bin when the game runs. Does it need to be included somewhere? I was thinking of tinkering with it.

Posted 11/10/2016 08:09 AM   
Don't worry about that shader, nothing was actually modified in that one (yet). Even if there was something modified in it, 3DMigoto can use the .txt files to replace shaders, compiling to .bin files just makes it read them a little bit faster, so unless you noticed something actually looking broken or not working as described then there wouldn't be an issue.
Don't worry about that shader, nothing was actually modified in that one (yet). Even if there was something modified in it, 3DMigoto can use the .txt files to replace shaders, compiling to .bin files just makes it read them a little bit faster, so unless you noticed something actually looking broken or not working as described then there wouldn't be an issue.

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

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Posted 11/10/2016 08:43 AM   
So I really don't need the .bin file? Because it seems to make no difference no matter what I assign to the output.
So I really don't need the .bin file? Because it seems to make no difference no matter what I assign to the output.

Posted 11/10/2016 11:20 AM   
What does the first lime of that shader say? I won't be able to use my PC for a few hours. If it's about the snow dots, there are two shaders depending on your ambient occlusion and screen space reflections options. Or maybe it only depends on ambient occlusion. I don't remember.
What does the first lime of that shader say? I won't be able to use my PC for a few hours.

If it's about the snow dots, there are two shaders depending on your ambient occlusion and screen space reflections options. Or maybe it only depends on ambient occlusion. I don't remember.

CPU: Intel Core i7 7700K @ 4.9GHz
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Monitor: Asus PG278QR
Speakers: Logitech Z506
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Posted 11/10/2016 02:29 PM   
Thank you again Masterotaku and DJ-RK, fix is awesome. Just wanted to ask if there is a particular reason for which you are using this SLI comptatibility bits: 0x780020F5. In SLI mode it gives me issues with antialiasing and flickering menu. I tried this one: 0x080000F5 (Killing Floor 2, Catzilla, Dragon Age 2...) and to me it works better, does this make sense? Is any of you using SLI + 3D vision? (my specs: evga 780 SC SLI, i5-4670k, win10) Also do you know if it's possible to run also Reshade or an ENB? I've successfully used the proxylib solution in Old Skyrim ([url]http://helixmod.blogspot.it/2012/08/guidehow-to-install-helixmod-game-fixes.html[/url]), but I don't find an equivalent to the dx9settings in your fix, and if it is d3dx.ini, i don't find the [GENERAL] section
Thank you again Masterotaku and DJ-RK, fix is awesome. Just wanted to ask if there is a particular reason for which you are using this SLI comptatibility bits: 0x780020F5. In SLI mode it gives me issues with antialiasing and flickering menu. I tried this one: 0x080000F5 (Killing Floor 2, Catzilla, Dragon Age 2...) and to me it works better, does this make sense? Is any of you using SLI + 3D vision? (my specs: evga 780 SC SLI, i5-4670k, win10)

Also do you know if it's possible to run also Reshade or an ENB? I've successfully used the proxylib solution in Old Skyrim (http://helixmod.blogspot.it/2012/08/guidehow-to-install-helixmod-game-fixes.html), but I don't find an equivalent to the dx9settings in your fix, and if it is d3dx.ini, i don't find the [GENERAL] section

Posted 11/10/2016 03:06 PM   
No real reason for the SLI compatibility bits. I just copied the Witcher 3 profile and changed a pair of settings to make the game work right in 3D. I don't use SLI, so if those compatibility bits work for you amd everyone, I'll change the profile I told people to use.
No real reason for the SLI compatibility bits. I just copied the Witcher 3 profile and changed a pair of settings to make the game work right in 3D.

I don't use SLI, so if those compatibility bits work for you amd everyone, I'll change the profile I told people to use.

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

Posted 11/10/2016 04:59 PM   
@masterotaku: That shader was the one you dumped for God rays @X_Parasite: So yes, you don't need it. Again, is there a particular reason why you are investigating these files so closely?
@masterotaku: That shader was the one you dumped for God rays

@X_Parasite: So yes, you don't need it. Again, is there a particular reason why you are investigating these files so closely?

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
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Posted 11/10/2016 06:05 PM   
Okay, I figured it out: the relevant shader was actually 792411d1f66c81de-ps_replace.txt. I'm gonna try throwing math at it till it looks good.
Okay, I figured it out: the relevant shader was actually 792411d1f66c81de-ps_replace.txt. I'm gonna try throwing math at it till it looks good.

Posted 11/10/2016 06:51 PM   
Ok, but why? That shader also is just a dump, nothing changed in it. Why exactly are you asking about these? I'm not understanding if you are actually having some sort of issue, or just being paranoid about it not compiling for some reason.
Ok, but why? That shader also is just a dump, nothing changed in it. Why exactly are you asking about these? I'm not understanding if you are actually having some sort of issue, or just being paranoid about it not compiling for some reason.

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 11/10/2016 08:17 PM   
Okay, so t0 is an already-rendered god ray effect that comes from...somewhere. It doesn't appear to be either of the existing files marked as god rays, since changing them does nothing. I think that it's coming from 48562b535ceda3a7-ps_replace.txt, which was not included. Not sure whether it dumped properly, since it looks wrong in a few places. [code]// ---- Created with 3Dmigoto v1.2.45 on Thu Nov 10 15:37:39 2016 Texture2D<float4> t6 : register(t6); Texture2D<float4> t5 : register(t5); Texture2D<float4> t4 : register(t4); Texture3D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s6_s : register(s6); SamplerState s5_s : register(s5); SamplerState s4_s : register(s4); SamplerState s3_s : register(s3); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb2 : register(b2) { float4 cb2[1]; } cbuffer cb12 : register(b12) { float4 cb12[45]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, out float o0 : SV_Target0) { // Needs manual fix for instruction: // unknown dcl_: dcl_resource_texture1d (float,float,float,float) t3 float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; r0.xy = cb12[43].xy * v1.xy; r0.xy = max(float2(0,0), r0.xy); r1.x = min(cb12[44].z, r0.x); r1.y = min(cb12[43].y, r0.y); r0.x = t0.Sample(s0_s, r1.xy).x; float4 zpos4 = .SampleLevel(s3_s, r0.x, 0); float zTex = zpos4.Ë; float zpos = ; float wpos = 1.0 / zpos; r0.y = .SampleLevel(s3_s, r0.x, 0).x; r0.y = max(0, r0.y); r2.z = min(0.999899983, r0.y); r2.xy = v1.xy; r0.y = t2.SampleLevel(s2_s, r2.xyz, 0).x; r0.y = cb2[0].x * r0.y; r0.zw = float2(0.125,0.125) * v0.xy; r0.z = t4.Sample(s4_s, r0.zw).x; r0.y = r0.z * 0.03125 + r0.y; r0.y = -0.0078125 + r0.y; r0.z = cmp(0.00100000005 < cb2[0].y); if (r0.z != 0) { r0.zw = t5.Sample(s5_s, r1.xy).xy; r0.zw = v1.xy + r0.zw; r1.xy = cb12[43].zw * r0.zw; r1.xy = max(float2(0,0), r1.xy); r2.x = min(cb12[44].w, r1.x); r2.y = min(cb12[43].w, r1.y); r1.x = t1.Sample(s1_s, r2.xy).x; r1.y = t6.Sample(s6_s, r2.xy).x; r0.x = -r1.y + r0.x; r0.x = 100 * abs(r0.x); r0.x = min(1, r0.x); r1.y = r0.x * -2 + 3; r0.x = r0.x * r0.x; r0.x = -r1.y * r0.x + 1; r0.x = cb2[0].y * r0.x; r1.yz = cmp(r0.zw >= float2(0,0)); r0.zw = cmp(r0.zw < float2(1,1)); r0.zw = r0.zw ? r1.yz : 0; r0.z = r0.w ? r0.z : 0; r0.z = r0.z ? 1.000000 : 0; r0.x = r0.x * r0.z; r0.z = r1.x + -r0.y; o0.x = r0.x * r0.z + r0.y; } else { o0.x = r0.y; } return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.45 on Thu Nov 10 15:37:39 2016 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xy // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 x 0 TARGET float x // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb12[45], immediateIndexed dcl_constantbuffer cb2[1], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_sampler s4, mode_default dcl_sampler s5, mode_default dcl_sampler s6, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture3d (float,float,float,float) t2 dcl_resource_texture1d (float,float,float,float) t3 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture2d (float,float,float,float) t6 dcl_input_ps_siv linear noperspective v0.xy, position dcl_input_ps linear v1.xy dcl_output o0.x dcl_temps 3 mul r0.xy, v1.xyxx, cb12[43].xyxx max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) min r1.x, r0.x, cb12[44].z min r1.y, r0.y, cb12[43].y sample_indexable(texture2d)(float,float,float,float) r0.x, r1.xyxx, t0.xyzw, s0 sample_l_indexable(texture1d)(float,float,float,float) r0.y, r0.x, t3.yxzw, s3, l(0.000000) max r0.y, r0.y, l(0.000000) min r2.z, r0.y, l(0.999900) mov r2.xy, v1.xyxx sample_l_indexable(texture3d)(float,float,float,float) r0.y, r2.xyzx, t2.yxzw, s2, l(0.000000) mul r0.y, r0.y, cb2[0].x mul r0.zw, v0.xxxy, l(0.000000, 0.000000, 0.125000, 0.125000) sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t4.yzxw, s4 mad r0.y, r0.z, l(0.031250), r0.y add r0.y, r0.y, l(-0.00781250000) lt r0.z, l(0.001000), cb2[0].y if_nz r0.z sample_indexable(texture2d)(float,float,float,float) r0.zw, r1.xyxx, t5.zwxy, s5 add r0.zw, r0.zzzw, v1.xxxy mul r1.xy, r0.zwzz, cb12[43].zwzz max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) min r2.x, r1.x, cb12[44].w min r2.y, r1.y, cb12[43].w sample_indexable(texture2d)(float,float,float,float) r1.x, r2.xyxx, t1.xyzw, s1 sample_indexable(texture2d)(float,float,float,float) r1.y, r2.xyxx, t6.yxzw, s6 add r0.x, r0.x, -r1.y mul r0.x, |r0.x|, l(100.000000) min r0.x, r0.x, l(1.000000) mad r1.y, r0.x, l(-2.000000), l(3.000000) mul r0.x, r0.x, r0.x mad r0.x, -r1.y, r0.x, l(1.000000) mul r0.x, r0.x, cb2[0].y ge r1.yz, r0.zzwz, l(0.000000, 0.000000, 0.000000, 0.000000) lt r0.zw, r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) and r0.zw, r0.zzzw, r1.yyyz and r0.z, r0.w, r0.z and r0.z, r0.z, l(0x3f800000) mul r0.x, r0.z, r0.x add r0.z, -r0.y, r1.x mad o0.x, r0.x, r0.z, r0.y else mov o0.x, r0.y endif ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
Okay, so t0 is an already-rendered god ray effect that comes from...somewhere. It doesn't appear to be either of the existing files marked as god rays, since changing them does nothing. I think that it's coming from 48562b535ceda3a7-ps_replace.txt, which was not included. Not sure whether it dumped properly, since it looks wrong in a few places.
// ---- Created with 3Dmigoto v1.2.45 on Thu Nov 10 15:37:39 2016
Texture2D<float4> t6 : register(t6);

Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

Texture3D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s6_s : register(s6);

SamplerState s5_s : register(s5);

SamplerState s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
float4 cb2[1];
}

cbuffer cb12 : register(b12)
{
float4 cb12[45];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
out float o0 : SV_Target0)
{
// Needs manual fix for instruction:
// unknown dcl_: dcl_resource_texture1d (float,float,float,float) t3
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = cb12[43].xy * v1.xy;
r0.xy = max(float2(0,0), r0.xy);
r1.x = min(cb12[44].z, r0.x);
r1.y = min(cb12[43].y, r0.y);
r0.x = t0.Sample(s0_s, r1.xy).x;
float4 zpos4 = .SampleLevel(s3_s, r0.x, 0);
float zTex = zpos4.Ë;
float zpos = ;
float wpos = 1.0 / zpos;
r0.y = .SampleLevel(s3_s, r0.x, 0).x;
r0.y = max(0, r0.y);
r2.z = min(0.999899983, r0.y);
r2.xy = v1.xy;
r0.y = t2.SampleLevel(s2_s, r2.xyz, 0).x;
r0.y = cb2[0].x * r0.y;
r0.zw = float2(0.125,0.125) * v0.xy;
r0.z = t4.Sample(s4_s, r0.zw).x;
r0.y = r0.z * 0.03125 + r0.y;
r0.y = -0.0078125 + r0.y;
r0.z = cmp(0.00100000005 < cb2[0].y);
if (r0.z != 0) {
r0.zw = t5.Sample(s5_s, r1.xy).xy;
r0.zw = v1.xy + r0.zw;
r1.xy = cb12[43].zw * r0.zw;
r1.xy = max(float2(0,0), r1.xy);
r2.x = min(cb12[44].w, r1.x);
r2.y = min(cb12[43].w, r1.y);
r1.x = t1.Sample(s1_s, r2.xy).x;
r1.y = t6.Sample(s6_s, r2.xy).x;
r0.x = -r1.y + r0.x;
r0.x = 100 * abs(r0.x);
r0.x = min(1, r0.x);
r1.y = r0.x * -2 + 3;
r0.x = r0.x * r0.x;
r0.x = -r1.y * r0.x + 1;
r0.x = cb2[0].y * r0.x;
r1.yz = cmp(r0.zw >= float2(0,0));
r0.zw = cmp(r0.zw < float2(1,1));
r0.zw = r0.zw ? r1.yz : 0;
r0.z = r0.w ? r0.z : 0;
r0.z = r0.z ? 1.000000 : 0;
r0.x = r0.x * r0.z;
r0.z = r1.x + -r0.y;
o0.x = r0.x * r0.z + r0.y;
} else {
o0.x = r0.y;
}
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.45 on Thu Nov 10 15:37:39 2016
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xy
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 x 0 TARGET float x
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb12[45], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture3d (float,float,float,float) t2
dcl_resource_texture1d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.x
dcl_temps 3
mul r0.xy, v1.xyxx, cb12[43].xyxx
max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r1.x, r0.x, cb12[44].z
min r1.y, r0.y, cb12[43].y
sample_indexable(texture2d)(float,float,float,float) r0.x, r1.xyxx, t0.xyzw, s0
sample_l_indexable(texture1d)(float,float,float,float) r0.y, r0.x, t3.yxzw, s3, l(0.000000)
max r0.y, r0.y, l(0.000000)
min r2.z, r0.y, l(0.999900)
mov r2.xy, v1.xyxx
sample_l_indexable(texture3d)(float,float,float,float) r0.y, r2.xyzx, t2.yxzw, s2, l(0.000000)
mul r0.y, r0.y, cb2[0].x
mul r0.zw, v0.xxxy, l(0.000000, 0.000000, 0.125000, 0.125000)
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t4.yzxw, s4
mad r0.y, r0.z, l(0.031250), r0.y
add r0.y, r0.y, l(-0.00781250000)
lt r0.z, l(0.001000), cb2[0].y
if_nz r0.z
sample_indexable(texture2d)(float,float,float,float) r0.zw, r1.xyxx, t5.zwxy, s5
add r0.zw, r0.zzzw, v1.xxxy
mul r1.xy, r0.zwzz, cb12[43].zwzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r2.x, r1.x, cb12[44].w
min r2.y, r1.y, cb12[43].w
sample_indexable(texture2d)(float,float,float,float) r1.x, r2.xyxx, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r1.y, r2.xyxx, t6.yxzw, s6
add r0.x, r0.x, -r1.y
mul r0.x, |r0.x|, l(100.000000)
min r0.x, r0.x, l(1.000000)
mad r1.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mad r0.x, -r1.y, r0.x, l(1.000000)
mul r0.x, r0.x, cb2[0].y
ge r1.yz, r0.zzwz, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.zw, r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
and r0.zw, r0.zzzw, r1.yyyz
and r0.z, r0.w, r0.z
and r0.z, r0.z, l(0x3f800000)
mul r0.x, r0.z, r0.x
add r0.z, -r0.y, r1.x
mad o0.x, r0.x, r0.z, r0.y
else
mov o0.x, r0.y
endif
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Posted 11/10/2016 11:52 PM   
Indeed. I've been working on that shader you've located to fix god rays (congrats on being able to locate that, btw). You should see an update soon with that fix added, still just tweaking the formula to find a value that looks correct from all distances since it seems to be a post processing effect that's not relying on depth.
Indeed. I've been working on that shader you've located to fix god rays (congrats on being able to locate that, btw). You should see an update soon with that fix added, still just tweaking the formula to find a value that looks correct from all distances since it seems to be a post processing effect that's not relying on depth.

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Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 11/11/2016 12:20 AM   
This fix is awesome guys! Thank you sooo much for making SSE even better.
This fix is awesome guys! Thank you sooo much for making SSE even better.

Posted 11/13/2016 07:02 AM   
Yeah what to do now... in a previous post I was saying I would never get this game because I was upset as Bethesda for not even looking at fixing ANYTHING about 3D Vision on this SE they had all their time with, I mean seriously. Thanks to our community and great fixers it looks like they made it. What is your opinion? I mean what if they had at least one guy like you in your team to fix all the 3D issue? They could have come up with how you fixed it now guys and THAT would have been a nice welcome for Bethesda for all 3D Vision lovers by showing they actually care. Don't you think so? It's not like that would have cost them 10K$ to fix it just like you did, I'm sure one of you would have done it for 1K$ instead of free now. ;)
Yeah what to do now... in a previous post I was saying I would never get this game because I was upset as Bethesda for not even looking at fixing ANYTHING about 3D Vision on this SE they had all their time with, I mean seriously. Thanks to our community and great fixers it looks like they made it.

What is your opinion? I mean what if they had at least one guy like you in your team to fix all the 3D issue? They could have come up with how you fixed it now guys and THAT would have been a nice welcome for Bethesda for all 3D Vision lovers by showing they actually care. Don't you think so? It's not like that would have cost them 10K$ to fix it just like you did, I'm sure one of you would have done it for 1K$ instead of free now. ;)

3D Vision must live! NVIDIA, don't let us down!

Posted 11/13/2016 03:11 PM   
Tod howard has gone on record that he had no care or desire to see 3d working in his games. So, no. Another sad example of a developer having no idea how good correct 3d actually is, and perpetuating the misinformation about it.
Tod howard has gone on record that he had no care or desire to see 3d working in his games. So, no.

Another sad example of a developer having no idea how good correct 3d actually is, and perpetuating the misinformation about it.

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Obutto R3volution.
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Posted 11/14/2016 12:29 AM   
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