[quote="The_Nephilim"]Yes We been testing and debugging I was just trying to find out about what fix we can use for SLI issues..
The One user said he had the exact same setting I use and still got the Shadows. Besides possibly different drivers we had the same settings but he was getting shadows and I can't see why he would besides maybe SLI causing wierd issues that is why I am here asking about SLI..
I will load the game up and try and go through all the shaders again on different settings..[/quote]
This is a DX11 fix right? (Sorry, don't know the game)
If this is the case, then it means, most likely the hash/crc for the shaders is the same. I don't know why it wouldn't work on his machine using the exact same in-game settings, driver, and nvidia game profile as you... :(
The_Nephilim said:Yes We been testing and debugging I was just trying to find out about what fix we can use for SLI issues..
The One user said he had the exact same setting I use and still got the Shadows. Besides possibly different drivers we had the same settings but he was getting shadows and I can't see why he would besides maybe SLI causing wierd issues that is why I am here asking about SLI..
I will load the game up and try and go through all the shaders again on different settings..
This is a DX11 fix right? (Sorry, don't know the game)
If this is the case, then it means, most likely the hash/crc for the shaders is the same. I don't know why it wouldn't work on his machine using the exact same in-game settings, driver, and nvidia game profile as you... :(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Yes it is a DX11 Game and I made the fix.. I am trying to track his problem. I am going to reupload the current fix I have and have them test this fix..
I do not see shadows ingame when I play it is really wierd buty I am sure something is being overlooked..
Thank you for the help ;)
Yes it is a DX11 Game and I made the fix.. I am trying to track his problem. I am going to reupload the current fix I have and have them test this fix..
I do not see shadows ingame when I play it is really wierd buty I am sure something is being overlooked..
WEll he is using the newest driver and I use an older one, could that possibly have an effect somehow or no chance??
He is also on Win 10 64 bit not sure which version of windows 10 he uses but I am using a vanilla flavor Win 10..
I just uploaded the current fix I am using which does not have any shadows in it.. so we shall see from there I am going to debug from here thnx for the help and guidance..
WEll he is using the newest driver and I use an older one, could that possibly have an effect somehow or no chance??
He is also on Win 10 64 bit not sure which version of windows 10 he uses but I am using a vanilla flavor Win 10..
I just uploaded the current fix I am using which does not have any shadows in it.. so we shall see from there I am going to debug from here thnx for the help and guidance..
OK I just found out the Soft shadow of the characters is still showing for some wierd reason.. I will post a screenshot he shared with me..
Now I am thinking this has something to do with SLI as I don't get it and I hunted until I found the offending shader and noted it is in fact disabled in the INI file..
I am going to see if he can hunt the shader for me to see if it is different for some wierd reason on a SLI setup..
OK I just found out the Soft shadow of the characters is still showing for some wierd reason.. I will post a screenshot he shared with me..
Now I am thinking this has something to do with SLI as I don't get it and I hunted until I found the offending shader and noted it is in fact disabled in the INI file..
I am going to see if he can hunt the shader for me to see if it is different for some wierd reason on a SLI setup..
[quote="bo3b"][quote="helifax"]Bo3b, I have a very weird question;)
In this CS (pasted above)
https://pastebin.com/XJBshjip
If I simply add this:
[code]
dcl_temps 60
// 3DMigoto StereoParams:
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r41.xyzw, l(0, 0, 0, 0), t120.xyzw
[/code]
The whole shader FREAKS out. All the tiles start to be wrong! r41 is free and not used! t120 again not used. I even changed it from t120 to t210 and other values (both here and in the ini file) and it doesn't work!
I am confused. Is only doing this weirdness in these tiles lighting shaders. In all other shaders works perfectly fine!
Could this be a hint that something is going wrong here? Maybe the driver is doing something wrong? I have no idea how to debug this further...
Any ideas?[/quote]
Most likely this is a problem with the Assembler. It's super fragile about code that is slightly off, and might have generated bad code.
Try running with Debug enabled in the log, and see if you get any errors when that is loaded. The Assembler also has essentially no error checking also, but there are some consistency checks that wrap it.
dcl_temps 60 seems high. It looks like it starts at 11. I don't see anything wrong with the code there however. Worth trying to narrow it down by removing all, then add one by one.
I've seen the time-out of the good to bad CS in ME:A, and that's really interesting. I'm going to take a look at the shaders in Catalyst.
I agree with you that it goes from fine to bad, but your internal clock speed is different than mine, as I see it happen in maybe 0.25 seconds. :->
Here's a snagged image right after it was good (screen depth, no fix or 3Dmigoto here.)
[img]http://sg.bo3b.net/mea/MassEffectAndromeda04_85.jps[/img]
After reading their siggraph papers on CS, this definitely seems like a culling or cache problem that only happens because the eye location is different. Something about the code is trying to speed things up. If we can kill that, it will work.
[/quote]
Hi Bo3b,
I've tried that one. Unfortunately the log tells me that it found my shader and replaced it with success.
I know older version of 3DMigoto used to generate the file to show the recompiled ASM. Is there a way to still do this?
I would want to see what the assembler generates for the new ASM shader as opposed to the original!
Thank you!
The whole shader FREAKS out. All the tiles start to be wrong! r41 is free and not used! t120 again not used. I even changed it from t120 to t210 and other values (both here and in the ini file) and it doesn't work!
I am confused. Is only doing this weirdness in these tiles lighting shaders. In all other shaders works perfectly fine!
Could this be a hint that something is going wrong here? Maybe the driver is doing something wrong? I have no idea how to debug this further...
Any ideas?
Most likely this is a problem with the Assembler. It's super fragile about code that is slightly off, and might have generated bad code.
Try running with Debug enabled in the log, and see if you get any errors when that is loaded. The Assembler also has essentially no error checking also, but there are some consistency checks that wrap it.
dcl_temps 60 seems high. It looks like it starts at 11. I don't see anything wrong with the code there however. Worth trying to narrow it down by removing all, then add one by one.
I've seen the time-out of the good to bad CS in ME:A, and that's really interesting. I'm going to take a look at the shaders in Catalyst.
I agree with you that it goes from fine to bad, but your internal clock speed is different than mine, as I see it happen in maybe 0.25 seconds. :->
Here's a snagged image right after it was good (screen depth, no fix or 3Dmigoto here.)
After reading their siggraph papers on CS, this definitely seems like a culling or cache problem that only happens because the eye location is different. Something about the code is trying to speed things up. If we can kill that, it will work.
Hi Bo3b,
I've tried that one. Unfortunately the log tells me that it found my shader and replaced it with success.
I know older version of 3DMigoto used to generate the file to show the recompiled ASM. Is there a way to still do this?
I would want to see what the assembler generates for the new ASM shader as opposed to the original!
Thank you!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Hi Guys,
I am reworking the fix for Black Desert and I ran into a stumper.. I unknowingly disabled lights in caves and dark areas from the torches.. Well I found the offending PS and it controls a few things..
Now I do not want to disable the lights in dark areas I have a pic to show what it looks like darkened which is unacceptable..
I was looking to disable the Puddles that have water and shadow reflections that is part of this PS
https://pastebin.com/xH0RZFnE
I am reworking the fix for Black Desert and I ran into a stumper.. I unknowingly disabled lights in caves and dark areas from the torches.. Well I found the offending PS and it controls a few things..
Now I do not want to disable the lights in dark areas I have a pic to show what it looks like darkened which is unacceptable..
I was looking to disable the Puddles that have water and shadow reflections that is part of this PS
https://pastebin.com/xH0RZFnE
The above shader is INCOMPLETE
also use the [ code ] [ /code ] if you paste code (remove the spaces before/after brackets.
If the code is to long paste it on pastebin.com or somewhere else;)
The above shader is INCOMPLETE
also use the [ code ] [ /code ] if you paste code (remove the spaces before/after brackets.
If the code is to long paste it on pastebin.com or somewhere else;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
OK guys I do believ I am still infectedx with a very nasty something.. I uploaded my pics and they where removed as it says it was infected how is that even possible..
OK guys I do believ I am still infectedx with a very nasty something.. I uploaded my pics and they where removed as it says it was infected how is that even possible..
is anyone having issues uploading JPS Pics?? the website keeps deleting mine saying they are infected..
I just did Full scans with Kaspersky and Malewarebytes it says I am clean?? I am unsure what is going on..
[quote="helifax"]Hi Bo3b,
I've tried that one. Unfortunately the log tells me that it found my shader and replaced it with success.
I know older version of 3DMigoto used to generate the file to show the recompiled ASM. Is there a way to still do this?
I would want to see what the assembler generates for the new ASM shader as opposed to the original!
Thank you![/quote]
I removed that _reasm.txt mechanism because we thought it was mostly validated, and it was causing a lot of confusion for ShaderHackers as to which was correct.
You can find that in older versions of 3Dmigoto, 1.2.33 or before still has it.
More likely: use the cmd_decompiler standalone tool, also found in the releases. This is a standalone tool to decompile binary shaders. If you have the game generate the .bin files, you can then run that through the cmd_decompiler to do a --disassemble for Flugan's disassembler, or --disassemble-ms for MSFT version.
(I think, not positive, because I've not used these.)
I've tried that one. Unfortunately the log tells me that it found my shader and replaced it with success.
I know older version of 3DMigoto used to generate the file to show the recompiled ASM. Is there a way to still do this?
I would want to see what the assembler generates for the new ASM shader as opposed to the original!
Thank you!
I removed that _reasm.txt mechanism because we thought it was mostly validated, and it was causing a lot of confusion for ShaderHackers as to which was correct.
You can find that in older versions of 3Dmigoto, 1.2.33 or before still has it.
More likely: use the cmd_decompiler standalone tool, also found in the releases. This is a standalone tool to decompile binary shaders. If you have the game generate the .bin files, you can then run that through the cmd_decompiler to do a --disassemble for Flugan's disassembler, or --disassemble-ms for MSFT version.
(I think, not positive, because I've not used these.)
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="The_Nephilim"]Yes We been testing and debugging I was just trying to find out about what fix we can use for SLI issues..
The One user said he had the exact same setting I use and still got the Shadows. Besides possibly different drivers we had the same settings but he was getting shadows and I can't see why he would besides maybe SLI causing wierd issues that is why I am here asking about SLI..
I will load the game up and try and go through all the shaders again on different settings..[/quote]
I don't think the shader CRCs will change from SLI to non-SLI, at least for a non-SLI aware game.
We've had a lot of weirdness with SLI setups though, it seems to be a different code path in the driver for Automatic, and some things work differently. So not a CRC problem, but a driver level problem. For example, we could only ever fix SR4 in SLI mode, not in single card mode.
This is most likely an SLI driver problem that we have little insight into.
Just added a picture to the last post, and it scanned without a virus warning.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/72458/[/img]
The_Nephilim said:Yes We been testing and debugging I was just trying to find out about what fix we can use for SLI issues..
The One user said he had the exact same setting I use and still got the Shadows. Besides possibly different drivers we had the same settings but he was getting shadows and I can't see why he would besides maybe SLI causing wierd issues that is why I am here asking about SLI..
I will load the game up and try and go through all the shaders again on different settings..
I don't think the shader CRCs will change from SLI to non-SLI, at least for a non-SLI aware game.
We've had a lot of weirdness with SLI setups though, it seems to be a different code path in the driver for Automatic, and some things work differently. So not a CRC problem, but a driver level problem. For example, we could only ever fix SR4 in SLI mode, not in single card mode.
This is most likely an SLI driver problem that we have little insight into.
Just added a picture to the last post, and it scanned without a virus warning.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"][quote="helifax"]Hi Bo3b,
I've tried that one. Unfortunately the log tells me that it found my shader and replaced it with success.
I know older version of 3DMigoto used to generate the file to show the recompiled ASM. Is there a way to still do this?
I would want to see what the assembler generates for the new ASM shader as opposed to the original!
Thank you![/quote]
I removed that _reasm.txt mechanism because we thought it was mostly validated, and it was causing a lot of confusion for ShaderHackers as to which was correct.
You can find that in older versions of 3Dmigoto, 1.2.33 or before still has it.
More likely: use the cmd_decompiler standalone tool, also found in the releases. This is a standalone tool to decompile binary shaders. If you have the game generate the .bin files, you can then run that through the cmd_decompiler to do a --disassemble for Flugan's disassembler, or --disassemble-ms for MSFT version.
(I think, not positive, because I've not used these.)[/quote]
Yes! Thank you! I remembered last night and used it. The generated code was OK in most places. I had a few Tabs here and there and as a result those instructions where cut-out.
I also managed to figure why it wouldn't work:
- I had to put the declares in the declare section (apparently it didn't like it if I declared them later)
- I had to sample t120 just before using it and not at the top of the header and also not inside loops ;)
Thank you again!
I digged some more into the one eye problem and believe more and more that is actually a 3D Vision driver problem. The obvious hint would be the 3D Vision overlay which only appears in one eye (you guessed it, the right eye where everything is working perfectly).
The engine definitely cheats when is making the FBOs or rendertargets or something and this gets the 3D Vision Automatic driver confused on a fundamental level. As a result I think this is why we are missing some information in one eye.
I found one master CS shader and hacking around I found:
- I could replicate stuff that I see in the incomplete eye (left eye) by commenting different sections
- This lead me to believe that code is never executed (or the buffer is zero) for the left eye.
- I narrowed it down to g1-g4 buffers.
- No matter what I tried didn't put new things back on the left eye, but removing stuff from the right eye.
So, I think this is a driver problem fundamentally.
Have you been able to find anything new on this front?
Thank you again!
I've tried that one. Unfortunately the log tells me that it found my shader and replaced it with success.
I know older version of 3DMigoto used to generate the file to show the recompiled ASM. Is there a way to still do this?
I would want to see what the assembler generates for the new ASM shader as opposed to the original!
Thank you!
I removed that _reasm.txt mechanism because we thought it was mostly validated, and it was causing a lot of confusion for ShaderHackers as to which was correct.
You can find that in older versions of 3Dmigoto, 1.2.33 or before still has it.
More likely: use the cmd_decompiler standalone tool, also found in the releases. This is a standalone tool to decompile binary shaders. If you have the game generate the .bin files, you can then run that through the cmd_decompiler to do a --disassemble for Flugan's disassembler, or --disassemble-ms for MSFT version.
(I think, not positive, because I've not used these.)
Yes! Thank you! I remembered last night and used it. The generated code was OK in most places. I had a few Tabs here and there and as a result those instructions where cut-out.
I also managed to figure why it wouldn't work:
- I had to put the declares in the declare section (apparently it didn't like it if I declared them later)
- I had to sample t120 just before using it and not at the top of the header and also not inside loops ;)
Thank you again!
I digged some more into the one eye problem and believe more and more that is actually a 3D Vision driver problem. The obvious hint would be the 3D Vision overlay which only appears in one eye (you guessed it, the right eye where everything is working perfectly).
The engine definitely cheats when is making the FBOs or rendertargets or something and this gets the 3D Vision Automatic driver confused on a fundamental level. As a result I think this is why we are missing some information in one eye.
I found one master CS shader and hacking around I found:
- I could replicate stuff that I see in the incomplete eye (left eye) by commenting different sections
- This lead me to believe that code is never executed (or the buffer is zero) for the left eye.
- I narrowed it down to g1-g4 buffers.
- No matter what I tried didn't put new things back on the left eye, but removing stuff from the right eye.
So, I think this is a driver problem fundamentally.
Have you been able to find anything new on this front?
Thank you again!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Something is definitely very wrong with Frostbite 3 + 3D Vision drivers.
Made a quick test:
[code]
float4 stereo = StereoParams.Load(0);
if (stereo.z > 0)
// Do something A
else if (stereo.z < 0)
// Do something B
[/code]
Guess what.. stereo.z is ALWAYS positive! Right Eye. It never gets negative! Which explains why everything is fine in Right Eye but left eye has major issues. Not all the shaders are not being called for both eyes!
Something is definitely very wrong with Frostbite 3 + 3D Vision drivers.
Made a quick test:
float4 stereo = StereoParams.Load(0);
if (stereo.z > 0)
// Do something A
else if (stereo.z < 0)
// Do something B
Guess what.. stereo.z is ALWAYS positive! Right Eye. It never gets negative! Which explains why everything is fine in Right Eye but left eye has major issues. Not all the shaders are not being called for both eyes!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
bo3b I got it seems it was Kaspersky addon for IE that caused the glitch the file now was I infected..
I did get the post upodated #1116, If someone could have a lookt I would appreciate it as I have no idea but been experimenting with it so far no luck disabling the puddle effect there..
bo3b I got it seems it was Kaspersky addon for IE that caused the glitch the file now was I infected..
I did get the post upodated #1116, If someone could have a lookt I would appreciate it as I have no idea but been experimenting with it so far no luck disabling the puddle effect there..
This is a DX11 fix right? (Sorry, don't know the game)
If this is the case, then it means, most likely the hash/crc for the shaders is the same. I don't know why it wouldn't work on his machine using the exact same in-game settings, driver, and nvidia game profile as you... :(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I do not see shadows ingame when I play it is really wierd buty I am sure something is being overlooked..
Thank you for the help ;)
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
He is also on Win 10 64 bit not sure which version of windows 10 he uses but I am using a vanilla flavor Win 10..
I just uploaded the current fix I am using which does not have any shadows in it.. so we shall see from there I am going to debug from here thnx for the help and guidance..
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
Now I am thinking this has something to do with SLI as I don't get it and I hunted until I found the offending shader and noted it is in fact disabled in the INI file..
I am going to see if he can hunt the shader for me to see if it is different for some wierd reason on a SLI setup..
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
Hi Bo3b,
I've tried that one. Unfortunately the log tells me that it found my shader and replaced it with success.
I know older version of 3DMigoto used to generate the file to show the recompiled ASM. Is there a way to still do this?
I would want to see what the assembler generates for the new ASM shader as opposed to the original!
Thank you!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I am reworking the fix for Black Desert and I ran into a stumper.. I unknowingly disabled lights in caves and dark areas from the torches.. Well I found the offending PS and it controls a few things..
Now I do not want to disable the lights in dark areas I have a pic to show what it looks like darkened which is unacceptable..
I was looking to disable the Puddles that have water and shadow reflections that is part of this PS
https://pastebin.com/xH0RZFnE
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
also use the [ code ] [ /code ] if you paste code (remove the spaces before/after brackets.
If the code is to long paste it on pastebin.com or somewhere else;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
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
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
I just did Full scans with Kaspersky and Malewarebytes it says I am clean?? I am unsure what is going on..
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
I removed that _reasm.txt mechanism because we thought it was mostly validated, and it was causing a lot of confusion for ShaderHackers as to which was correct.
You can find that in older versions of 3Dmigoto, 1.2.33 or before still has it.
More likely: use the cmd_decompiler standalone tool, also found in the releases. This is a standalone tool to decompile binary shaders. If you have the game generate the .bin files, you can then run that through the cmd_decompiler to do a --disassemble for Flugan's disassembler, or --disassemble-ms for MSFT version.
(I think, not positive, because I've not used these.)
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I don't think the shader CRCs will change from SLI to non-SLI, at least for a non-SLI aware game.
We've had a lot of weirdness with SLI setups though, it seems to be a different code path in the driver for Automatic, and some things work differently. So not a CRC problem, but a driver level problem. For example, we could only ever fix SR4 in SLI mode, not in single card mode.
This is most likely an SLI driver problem that we have little insight into.
Just added a picture to the last post, and it scanned without a virus warning.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Yes! Thank you! I remembered last night and used it. The generated code was OK in most places. I had a few Tabs here and there and as a result those instructions where cut-out.
I also managed to figure why it wouldn't work:
- I had to put the declares in the declare section (apparently it didn't like it if I declared them later)
- I had to sample t120 just before using it and not at the top of the header and also not inside loops ;)
Thank you again!
I digged some more into the one eye problem and believe more and more that is actually a 3D Vision driver problem. The obvious hint would be the 3D Vision overlay which only appears in one eye (you guessed it, the right eye where everything is working perfectly).
The engine definitely cheats when is making the FBOs or rendertargets or something and this gets the 3D Vision Automatic driver confused on a fundamental level. As a result I think this is why we are missing some information in one eye.
I found one master CS shader and hacking around I found:
- I could replicate stuff that I see in the incomplete eye (left eye) by commenting different sections
- This lead me to believe that code is never executed (or the buffer is zero) for the left eye.
- I narrowed it down to g1-g4 buffers.
- No matter what I tried didn't put new things back on the left eye, but removing stuff from the right eye.
So, I think this is a driver problem fundamentally.
Have you been able to find anything new on this front?
Thank you again!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Made a quick test:
Guess what.. stereo.z is ALWAYS positive! Right Eye. It never gets negative! Which explains why everything is fine in Right Eye but left eye has major issues. Not all the shaders are not being called for both eyes!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I did get the post upodated #1116, If someone could have a lookt I would appreciate it as I have no idea but been experimenting with it so far no luck disabling the puddle effect there..
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