Great job, well done my friend. So far it seems people still are fresh with the feeling project being abandoned and hopes left dangled so yours has not been applauded as loud as it deserves as a result. But "Build it and they will come", at home I actually have been slapping my hands like nuts for your effort. Cheers.
Great job, well done my friend. So far it seems people still are fresh with the feeling project being abandoned and hopes left dangled so yours has not been applauded as loud as it deserves as a result. But "Build it and they will come", at home I actually have been slapping my hands like nuts for your effort. Cheers.
I believe the majority of Tridef's profiles are automatic fixes, but I'm not completely sure. That means they probably don't have shader information for the most part (though there are probably specific cases where shaders are fixed)
I believe the majority of Tridef's profiles are automatic fixes, but I'm not completely sure. That means they probably don't have shader information for the most part (though there are probably specific cases where shaders are fixed)
As far as I could tell they have a number of builtin lua based fixes.
You can toggle them on and off and the result is printed as a tridef specific profile.
Basically you can only apply ssearch pattitions builtin to tridef and some games require a newer runtime to support required fixes.
The AC3 profile worked fairly well in AC4 because the games are very similar using the same Engine.
Hi,
It's suggestion time again:
Currently the workflow is far from ideal. It is pretty much dumping all shaders passing through.
You can modify shaders and replace the original shaders at runtime.
Most of the processing occurs offline as it would be too slow to do at runtime at this point.
With the exception of rounding errors the files dissassembles/assembles perfectly with dumps from 6 dx11 games.
Lua can be used during offline processing.
I've started a prototype in c# with the goal of simplify editing huge number of shaders.
My wrapper hooks very shallow at the moment and would need to Place itself so that it runs once per frame to handle a keyboard interface.
Going from enabling fixing dx11 games to actually perform the fix is still a long way to go.
I've had far too many crash to desktop scenarios when using 3Dmigoto to feel that it's stable.
Helix dll is clearly stable enough to run compatible fixes but there is really no way to create a fix at this moment.
At this Point Helix is still far ahead having configuration options I can't handle.
He also has a checksum I'm unable to reproduce unless I reverse engineer it.
Getting Helix Bioshock Infinity fix up and running on top my wrapper exposes the limitations of my wrapper at this point.
With dx11 being pretty stable I've distracted myself with dumping dx10 and dx9,
Getting human readable shaders from dx9 has proven itself harder than I thought.
Helix imports assemble and disassemble functions from dx9x.h which is deprecated in Win 8.
If I can get the last standalone DirectX sdk working I should be able to import dx9x.
As you can probably tell I'm outside my comfort zone diving into areas I have limited experience with.
If I get stuck I move to a different problem for a while to try to understand DirectX better.
Currently the workflow is far from ideal. It is pretty much dumping all shaders passing through.
You can modify shaders and replace the original shaders at runtime.
Most of the processing occurs offline as it would be too slow to do at runtime at this point.
With the exception of rounding errors the files dissassembles/assembles perfectly with dumps from 6 dx11 games.
Lua can be used during offline processing.
I've started a prototype in c# with the goal of simplify editing huge number of shaders.
My wrapper hooks very shallow at the moment and would need to Place itself so that it runs once per frame to handle a keyboard interface.
Going from enabling fixing dx11 games to actually perform the fix is still a long way to go.
I've had far too many crash to desktop scenarios when using 3Dmigoto to feel that it's stable.
Helix dll is clearly stable enough to run compatible fixes but there is really no way to create a fix at this moment.
At this Point Helix is still far ahead having configuration options I can't handle.
He also has a checksum I'm unable to reproduce unless I reverse engineer it.
Getting Helix Bioshock Infinity fix up and running on top my wrapper exposes the limitations of my wrapper at this point.
With dx11 being pretty stable I've distracted myself with dumping dx10 and dx9,
Getting human readable shaders from dx9 has proven itself harder than I thought.
Helix imports assemble and disassemble functions from dx9x.h which is deprecated in Win 8.
If I can get the last standalone DirectX sdk working I should be able to import dx9x.
As you can probably tell I'm outside my comfort zone diving into areas I have limited experience with.
If I get stuck I move to a different problem for a while to try to understand DirectX better.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
I've decided that the code is stable enough to be released as beta.
Beta v1: http://sdrv.ms/1dB7BeQ
Don't hesitate to contact me if there are any questions.
and all the best to those breaking the Champagne bottle across Project Flugan's bows! :)
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Congrats, Flugan. I hope your efforts will open new avenues of community-driven fixes. Always better to have more options and to motivate all the other code wizzards out there to try their hand at wrappers and such. I really love 3D but I'm hopeless at coding and I cannot contribute any knowledge to help move our beloved hobby out of the current funk.
Congrats, Flugan. I hope your efforts will open new avenues of community-driven fixes. Always better to have more options and to motivate all the other code wizzards out there to try their hand at wrappers and such. I really love 3D but I'm hopeless at coding and I cannot contribute any knowledge to help move our beloved hobby out of the current funk.
Xeon X5675 hex cores @4.4 GHz, GTX 1070, win10 pro
i7 7700k 5GHz, RTX 2080, win10 pro
Benq 2720Z, w1070, Oculus Rift cv1, Samsung Odyssey+
You can toggle them on and off and the result is printed as a tridef specific profile.
Basically you can only apply ssearch pattitions builtin to tridef and some games require a newer runtime to support required fixes.
The AC3 profile worked fairly well in AC4 because the games are very similar using the same Engine.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
It's suggestion time again:
Currently the workflow is far from ideal. It is pretty much dumping all shaders passing through.
You can modify shaders and replace the original shaders at runtime.
Most of the processing occurs offline as it would be too slow to do at runtime at this point.
With the exception of rounding errors the files dissassembles/assembles perfectly with dumps from 6 dx11 games.
Lua can be used during offline processing.
I've started a prototype in c# with the goal of simplify editing huge number of shaders.
My wrapper hooks very shallow at the moment and would need to Place itself so that it runs once per frame to handle a keyboard interface.
Going from enabling fixing dx11 games to actually perform the fix is still a long way to go.
I've had far too many crash to desktop scenarios when using 3Dmigoto to feel that it's stable.
Helix dll is clearly stable enough to run compatible fixes but there is really no way to create a fix at this moment.
At this Point Helix is still far ahead having configuration options I can't handle.
He also has a checksum I'm unable to reproduce unless I reverse engineer it.
Getting Helix Bioshock Infinity fix up and running on top my wrapper exposes the limitations of my wrapper at this point.
With dx11 being pretty stable I've distracted myself with dumping dx10 and dx9,
Getting human readable shaders from dx9 has proven itself harder than I thought.
Helix imports assemble and disassemble functions from dx9x.h which is deprecated in Win 8.
If I can get the last standalone DirectX sdk working I should be able to import dx9x.
As you can probably tell I'm outside my comfort zone diving into areas I have limited experience with.
If I get stuck I move to a different problem for a while to try to understand DirectX better.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Beta v1: http://sdrv.ms/1dB7BeQ
Don't hesitate to contact me if there are any questions.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
and all the best to those breaking the Champagne bottle across Project Flugan's bows! :)
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
$100 to the person that makes a solid AC4 3D patch....
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35