3Dmigoto now open-source...
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Hi Bo3b, DSS, Quick question: Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll? Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :) I was wondering if there is something I need to change in order to get it to work as dxgi.dll ?
Hi Bo3b, DSS,

Quick question:
Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll?
Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)

I was wondering if there is something I need to change in order to get it to work as dxgi.dll ?

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)

Posted 10/14/2017 12:01 PM   
[quote="Oomek"]I have a question about that feature you are working on allowing to clear the resources from the ini. What would be faster? making a full copy of an empty back buffer filled with 1.0 or clearing the custom resource using your method? [/quote]I haven't measured it so I can't be sure, but I would hazard a guess that clearing it with this method is likely to be faster. At least in the case of PowerPC when you do a memset(addr, 0, size) with any decent libc it will use the special dcbz instruction for any full cachelines within that range as the hardware can zero out an entire cache line much faster than it can fill it with data. Whether there is something similar for GPUs I can't say, but regardless the driver will be able to use an optimised clear method if there is one available, and should still be fairly fast if there is not. The only way I can see a copy being faster is if the driver implements COW (Copy On Write), which I would find surprising but not impossible. Certainly in AFR SLI on nvidia hardware doing a clear with this method has another advantage, because the driver uses it as a hint that it doesn't need to synchronise that buffer between cards. But of course, the best way to tell is to instrument it and actually measure the performance (we should really implement some things to do that in 3DMigoto... Oh, I'd love to get more details on the performance counters in the GPUs, but that is GPU specific and we are unlikely to ever support AMD's counters, but at least DirectX does have a way to take timing measurements that is GPU agnostic that we could look at implementing down the track)
Oomek said:I have a question about that feature you are working on allowing to clear the resources from the ini. What would be faster? making a full copy of an empty back buffer filled with 1.0 or clearing the custom resource using your method?
I haven't measured it so I can't be sure, but I would hazard a guess that clearing it with this method is likely to be faster. At least in the case of PowerPC when you do a memset(addr, 0, size) with any decent libc it will use the special dcbz instruction for any full cachelines within that range as the hardware can zero out an entire cache line much faster than it can fill it with data. Whether there is something similar for GPUs I can't say, but regardless the driver will be able to use an optimised clear method if there is one available, and should still be fairly fast if there is not. The only way I can see a copy being faster is if the driver implements COW (Copy On Write), which I would find surprising but not impossible.

Certainly in AFR SLI on nvidia hardware doing a clear with this method has another advantage, because the driver uses it as a hint that it doesn't need to synchronise that buffer between cards.

But of course, the best way to tell is to instrument it and actually measure the performance (we should really implement some things to do that in 3DMigoto... Oh, I'd love to get more details on the performance counters in the GPUs, but that is GPU specific and we are unlikely to ever support AMD's counters, but at least DirectX does have a way to take timing measurements that is GPU agnostic that we could look at implementing down the track)

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 10/14/2017 12:38 PM   
[quote="Helifax"]Quick question: Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll? Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)[/quote] Try the attached dxgi.dll, which is something that Bo3b put together for other games with similar problems - it is just a loader, so you will still need d3d11.dll from 3DMigoto in addition to this. We also have a special d3dcompiler_46.dll that also acts as a loader (which we use for Arkham Knight). Edit: Attached 32bit version as well
Helifax said:Quick question:
Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll?
Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)


Try the attached dxgi.dll, which is something that Bo3b put together for other games with similar problems - it is just a loader, so you will still need d3d11.dll from 3DMigoto in addition to this. We also have a special d3dcompiler_46.dll that also acts as a loader (which we use for Arkham Knight).

Edit: Attached 32bit version as well

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 10/14/2017 12:48 PM   
Awesome stuff DSS! That seems to have worked! The d3d11.dll is loading, however it fails with this: [quote] Trying to load original_d3d11.dll Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll. *** LoadLibrary on original_d3d11.dll failed. Trying to load C:\WINDOWS\system32\d3d11.dll *** LoadLibrary on original or chained d3d11.dll failed. [/quote] [code] D3D11 DLL starting init - v 1.2.65 - Sat Oct 14 18:20:46 2017 ----------- d3dx.ini settings ----------- [Logging] calls=1 input=1 debug=0 unbuffered=0 force_cpu_affinity=0 [System] allow_dxgi1_2=0 allow_check_interface=0 allow_create_device=2 allow_platform_update=0 [Device] upscaling=0 full_screen=0 force_stereo=0 get_resolution_from=swap_chain hide_cursor=0 [Stereo] automatic_mode=0 create_profile=0 force_no_nvapi=0 [Rendering] shader_hash=3dmigoto cache_shaders=0 use_criticalsection=1 rasterizer_disable_scissor=1 assemble_signature_comments=1 export_fixed=0 export_shaders=0 export_hlsl=0 dump_usage=1 stereo_params=125 ini_params=120 override_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderFixes cache_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderCache fix_sv_position=0 [Hunting] hunting=1 marking_mode=0 mark_snapshot=2 reload_config=no_modifiers VK_F10 toggle_hunting=no_modifiers VK_NUMPAD0 next_pixelshader=no_modifiers VK_NUMPAD2 previous_pixelshader=no_modifiers VK_NUMPAD1 mark_pixelshader=no_modifiers VK_NUMPAD3 take_screenshot=no_modifiers VK_SNAPSHOT next_indexbuffer=no_modifiers VK_NUMPAD8 previous_indexbuffer=no_modifiers VK_NUMPAD7 mark_indexbuffer=no_modifiers VK_NUMPAD9 next_vertexshader=no_modifiers VK_NUMPAD5 previous_vertexshader=no_modifiers VK_NUMPAD4 mark_vertexshader=no_modifiers VK_NUMPAD6 next_rendertarget=no_modifiers VK_MULTIPLY previous_rendertarget=no_modifiers VK_DIVIDE mark_rendertarget=no_modifiers VK_SUBTRACT done_hunting=no_modifiers VK_ADD reload_fixes=no_modifiers VK_F10 show_original=no_modifiers VK_F9 analyse_options=dump_rt_jps clear_rt repeat_rate=6 [KeyChange3DVision2SBSOutputMode] type=cycle Cycle 1: x7=1 Cycle 2: x7=2 Cycle 3: x7=3 Cycle 4: x7=4 Cycle 5: x7=5 Cycle 6: x7=6 Cycle 7: x7=7 Cycle 8: x7=0 Key=no_modifiers F11 [Resource3DVision2SBSBackupTexture] [Resource3DVisionUpscaleBackupTexture] [ResourceSoftwareMouseBackupTexture1] [ResourceSoftwareMouseBackupTexture2] [ResourceSoftwareMouseBackupTexture3] [ResourceSoftwareMouseBackupTexture4] [customshader3dvision2sbs] vs=ShaderFixes/3dvision2sbsvs.hlsl hs=null ds=null gs=null ps=ShaderFixes/3dvision2sbsps.hlsl blend=disable cull=none topology=triangle_strip run=commandlistunbindallrendertargets o0=set_viewport no_view_cache bb resource3dvision2sbsbackuptexture=reference ps-t100 ps-t100=stereo2mono bb vs-t125=stereoparams ps-t125=stereoparams vs-t120=iniparams ps-t120=iniparams draw=4, 0 post ps-t100=reference resource3dvision2sbsbackuptexture [customshaderupscale] vs=ShaderFixes/upscalevs.hlsl hs=null ds=null gs=null ps=ShaderFixes/upscaleps.hlsl blend=disable cull=none topology=triangle_strip sampler=anisotropic_filter run=commandlistunbindallrendertargets o0=set_viewport bb resource3dvisionupscalebackuptexture=reference ps-t101 ps-t101=f_bb draw=4, 0 post ps-t101=reference resource3dvisionupscalebackuptexture [customshadersoftwaremouse] vs=ShaderFixes/mousevs.hlsl hs=null ds=null gs=null ps=ShaderFixes/mouseps.hlsl blend=ADD ONE INV_SRC_ALPHA cull=none topology=triangle_strip run=commandlistunbindallrendertargets o0=set_viewport no_view_cache bb vs-t125=stereoparams ps-t125=stereoparams vs-t120=iniparams ps-t120=iniparams x6=cursor_window_x y6=cursor_window_y z6=cursor_hotspot_x w6=cursor_hotspot_y y7=cursor_showing z7=window_width w7=window_height resourcesoftwaremousebackuptexture1=reference vs-t100 resourcesoftwaremousebackuptexture2=reference vs-t101 resourcesoftwaremousebackuptexture3=reference ps-t100 resourcesoftwaremousebackuptexture4=reference ps-t101 vs-t100=cursor_mask vs-t101=cursor_color ps-t100=cursor_mask ps-t101=cursor_color w5=1 draw=4, 0 run=customshadersoftwaremousebw post vs-t100=reference resourcesoftwaremousebackuptexture1 post vs-t101=reference resourcesoftwaremousebackuptexture2 post ps-t100=reference resourcesoftwaremousebackuptexture3 post ps-t101=reference resourcesoftwaremousebackuptexture4 [customshadersoftwaremousebw] blend=ADD INV_DEST_COLOR SRC_ALPHA w5=2 draw=4, 0 [commandlistunbindallrendertargets] o0=null o1=null o2=null o3=null o4=null o5=null o6=null o7=null od=null [Present] [ClearRenderTargetView] [ClearDepthStencilView] [Constants] x7=0.00 [Profile] Hooked_LoadLibraryExW switching to original dll: original_nvapi64.dll to C:\WINDOWS\system32\nvapi64.dll. NVIDIA driver version 387.92 (branch r387_90) Looking up profiles related to D:\Steam\steamapps\common\ShadowOfWar\x64\ShadowOfWar.exe ----------- Driver profile settings ----------- BaseProfile "Base Profile" SelectedGlobalProfile "Base Profile" Profile "Base Profile" ShowOn All Setting ID_0x80303a19 = 0x00000001 Setting ID_0x80857a28 = 0x00000001 Setting ID_0x809d5f60 = 0x00000001 EndProfile Profile "Middle-Earth: Shadow of War" ShowOn GeForce Executable "kraken_d3d11_c.exe" Executable "warnerbros.interactive.wb-kraken_ktmk1xygcecda" Executable "kraken_d3d11_d.exe" Executable "kraken_d3d11_h.exe" Executable "kraken_d3d11_f.exe" Executable "kraken_d3d11_r.exe" Executable "shadowofwar.exe" Executable "kraken_d3d11_s.exe" Setting ID_0x00a06946 = 0x2a0115f1 Setting ID_0x10115c8b = 0x00000028 // Quiet Mode Application FPS Setting ID_0x1033cec2 = 0x00000002 // NVIDIA predefined SLI mode on DirectX 10 Setting ID_0x1033dcd3 = 0x00000002 // NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10 Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus Setting ID_0x701eb457 = 0x00000001 // StereoProfile Setting ID_0x702442fc = 0x00004000 // StereoFlagsDX10 SettingString ID_0x7049c7ec = "5" // Value SettingString ID_0x704d456e = "Go To: Options/Advanced/Shadow Quality = Low" // Comments SettingString ID_0x7051e5f5 = "5" // Compat Setting ID_0x708db8c5 = 0x42afad4d // StereoConvergence = 87.8384781 Setting ID_0x708db8c6 = 0x00000000 UserSpecified=true // StereoVRConvergenceBias Setting ID_0x709a1ddf = 0x00000001 // StereoCutoff Setting ID_0x709adada = 0x20000106 // 2DDHUDSettings Setting ID_0x709adadb = 0x3f7725c5 UserSpecified=true // 2DDConvergence = 0.965420067 Setting ID_0x70ad05c8 = 0x59e1ffff UserSpecified=true // Time SettingString ID_0x70b5603f = "d3d" // API Setting ID_0x70edb381 = 0x00000023 // StereoTextureEnable EndProfile ----------- End driver profile settings ----------- No profile update required *** D3D11 DLL successfully initialized. *** Trying to load original_d3d11.dll Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll. *** LoadLibrary on original_d3d11.dll failed. Trying to load C:\WINDOWS\system32\d3d11.dll *** LoadLibrary on original or chained d3d11.dll failed. [/code] I have no idea why that happens though... Any tips in trying to debug the issue further? Many thanks!
Awesome stuff DSS!
That seems to have worked! The d3d11.dll is loading, however it fails with this:


Trying to load original_d3d11.dll
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
*** LoadLibrary on original_d3d11.dll failed.
Trying to load C:\WINDOWS\system32\d3d11.dll
*** LoadLibrary on original or chained d3d11.dll failed.



D3D11 DLL starting init - v 1.2.65 - Sat Oct 14 18:20:46 2017


----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=0
unbuffered=0
force_cpu_affinity=0
[System]
allow_dxgi1_2=0
allow_check_interface=0
allow_create_device=2
allow_platform_update=0
[Device]
upscaling=0
full_screen=0
force_stereo=0
get_resolution_from=swap_chain
hide_cursor=0
[Stereo]
automatic_mode=0
create_profile=0
force_no_nvapi=0
[Rendering]
shader_hash=3dmigoto
cache_shaders=0
use_criticalsection=1
rasterizer_disable_scissor=1
assemble_signature_comments=1
export_fixed=0
export_shaders=0
export_hlsl=0
dump_usage=1
stereo_params=125
ini_params=120
override_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderFixes
cache_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderCache
fix_sv_position=0
[Hunting]
hunting=1
marking_mode=0
mark_snapshot=2
reload_config=no_modifiers VK_F10
toggle_hunting=no_modifiers VK_NUMPAD0
next_pixelshader=no_modifiers VK_NUMPAD2
previous_pixelshader=no_modifiers VK_NUMPAD1
mark_pixelshader=no_modifiers VK_NUMPAD3
take_screenshot=no_modifiers VK_SNAPSHOT
next_indexbuffer=no_modifiers VK_NUMPAD8
previous_indexbuffer=no_modifiers VK_NUMPAD7
mark_indexbuffer=no_modifiers VK_NUMPAD9
next_vertexshader=no_modifiers VK_NUMPAD5
previous_vertexshader=no_modifiers VK_NUMPAD4
mark_vertexshader=no_modifiers VK_NUMPAD6
next_rendertarget=no_modifiers VK_MULTIPLY
previous_rendertarget=no_modifiers VK_DIVIDE
mark_rendertarget=no_modifiers VK_SUBTRACT
done_hunting=no_modifiers VK_ADD
reload_fixes=no_modifiers VK_F10
show_original=no_modifiers VK_F9
analyse_options=dump_rt_jps clear_rt
repeat_rate=6
[KeyChange3DVision2SBSOutputMode]
type=cycle
Cycle 1: x7=1
Cycle 2: x7=2
Cycle 3: x7=3
Cycle 4: x7=4
Cycle 5: x7=5
Cycle 6: x7=6
Cycle 7: x7=7
Cycle 8: x7=0
Key=no_modifiers F11
[Resource3DVision2SBSBackupTexture]
[Resource3DVisionUpscaleBackupTexture]
[ResourceSoftwareMouseBackupTexture1]
[ResourceSoftwareMouseBackupTexture2]
[ResourceSoftwareMouseBackupTexture3]
[ResourceSoftwareMouseBackupTexture4]
[customshader3dvision2sbs]
vs=ShaderFixes/3dvision2sbsvs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/3dvision2sbsps.hlsl
blend=disable
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
o0=set_viewport no_view_cache bb
resource3dvision2sbsbackuptexture=reference ps-t100
ps-t100=stereo2mono bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
draw=4, 0
post ps-t100=reference resource3dvision2sbsbackuptexture
[customshaderupscale]
vs=ShaderFixes/upscalevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/upscaleps.hlsl
blend=disable
cull=none
topology=triangle_strip
sampler=anisotropic_filter
run=commandlistunbindallrendertargets
o0=set_viewport bb
resource3dvisionupscalebackuptexture=reference ps-t101
ps-t101=f_bb
draw=4, 0
post ps-t101=reference resource3dvisionupscalebackuptexture
[customshadersoftwaremouse]
vs=ShaderFixes/mousevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/mouseps.hlsl
blend=ADD ONE INV_SRC_ALPHA
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
o0=set_viewport no_view_cache bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
x6=cursor_window_x
y6=cursor_window_y
z6=cursor_hotspot_x
w6=cursor_hotspot_y
y7=cursor_showing
z7=window_width
w7=window_height
resourcesoftwaremousebackuptexture1=reference vs-t100
resourcesoftwaremousebackuptexture2=reference vs-t101
resourcesoftwaremousebackuptexture3=reference ps-t100
resourcesoftwaremousebackuptexture4=reference ps-t101
vs-t100=cursor_mask
vs-t101=cursor_color
ps-t100=cursor_mask
ps-t101=cursor_color
w5=1
draw=4, 0
run=customshadersoftwaremousebw
post vs-t100=reference resourcesoftwaremousebackuptexture1
post vs-t101=reference resourcesoftwaremousebackuptexture2
post ps-t100=reference resourcesoftwaremousebackuptexture3
post ps-t101=reference resourcesoftwaremousebackuptexture4
[customshadersoftwaremousebw]
blend=ADD INV_DEST_COLOR SRC_ALPHA
w5=2
draw=4, 0
[commandlistunbindallrendertargets]
o0=null
o1=null
o2=null
o3=null
o4=null
o5=null
o6=null
o7=null
od=null
[Present]
[ClearRenderTargetView]
[ClearDepthStencilView]
[Constants]
x7=0.00
[Profile]

Hooked_LoadLibraryExW switching to original dll: original_nvapi64.dll to C:\WINDOWS\system32\nvapi64.dll.
NVIDIA driver version 387.92 (branch r387_90)

Looking up profiles related to D:\Steam\steamapps\common\ShadowOfWar\x64\ShadowOfWar.exe
----------- Driver profile settings -----------
BaseProfile "Base Profile"
SelectedGlobalProfile "Base Profile"

Profile "Base Profile"
ShowOn All
Setting ID_0x80303a19 = 0x00000001
Setting ID_0x80857a28 = 0x00000001
Setting ID_0x809d5f60 = 0x00000001
EndProfile

Profile "Middle-Earth: Shadow of War"
ShowOn GeForce
Executable "kraken_d3d11_c.exe"
Executable "warnerbros.interactive.wb-kraken_ktmk1xygcecda"
Executable "kraken_d3d11_d.exe"
Executable "kraken_d3d11_h.exe"
Executable "kraken_d3d11_f.exe"
Executable "kraken_d3d11_r.exe"
Executable "shadowofwar.exe"
Executable "kraken_d3d11_s.exe"
Setting ID_0x00a06946 = 0x2a0115f1
Setting ID_0x10115c8b = 0x00000028 // Quiet Mode Application FPS
Setting ID_0x1033cec2 = 0x00000002 // NVIDIA predefined SLI mode on DirectX 10
Setting ID_0x1033dcd3 = 0x00000002 // NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10
Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel
Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus
Setting ID_0x701eb457 = 0x00000001 // StereoProfile
Setting ID_0x702442fc = 0x00004000 // StereoFlagsDX10
SettingString ID_0x7049c7ec = "5" // Value
SettingString ID_0x704d456e = "Go To: Options/Advanced/Shadow Quality = Low" // Comments
SettingString ID_0x7051e5f5 = "5" // Compat
Setting ID_0x708db8c5 = 0x42afad4d // StereoConvergence = 87.8384781
Setting ID_0x708db8c6 = 0x00000000 UserSpecified=true // StereoVRConvergenceBias
Setting ID_0x709a1ddf = 0x00000001 // StereoCutoff
Setting ID_0x709adada = 0x20000106 // 2DDHUDSettings
Setting ID_0x709adadb = 0x3f7725c5 UserSpecified=true // 2DDConvergence = 0.965420067
Setting ID_0x70ad05c8 = 0x59e1ffff UserSpecified=true // Time
SettingString ID_0x70b5603f = "d3d" // API
Setting ID_0x70edb381 = 0x00000023 // StereoTextureEnable
EndProfile

----------- End driver profile settings -----------
No profile update required

*** D3D11 DLL successfully initialized. ***

Trying to load original_d3d11.dll
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
*** LoadLibrary on original_d3d11.dll failed.
Trying to load C:\WINDOWS\system32\d3d11.dll
*** LoadLibrary on original or chained d3d11.dll failed.


I have no idea why that happens though... Any tips in trying to debug the issue further?
Many thanks!

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)

Posted 10/14/2017 05:23 PM   
I need help! I bought Grim Dawn and its expansions. The game received a 32 bit DX11 mode two days ago, so that made me eager to buy it. The thing is that 3Dmigoto makes the game crash at boot, even after trying all compatibility and hook options. Damn, I wanted to make the cursor be at dept :(. Here is the log, with verbose and unbuffered enabled: [code] D3D11 DLL starting init - v 1.2.65 - Sat Oct 14 20:40:18 2017 ----------- d3dx.ini settings ----------- [Logging] calls=1 input=1 debug=1 unbuffered=1 unbuffered return: 0 force_cpu_affinity=0 [System] allow_dxgi1_2=2 allow_check_interface=0 allow_create_device=2 allow_platform_update=1 [Device] upscaling=0 full_screen=0 force_stereo=0 get_resolution_from=swap_chain hide_cursor=1 [Stereo] automatic_mode=0 create_profile=0 force_no_nvapi=0 [Rendering] shader_hash=3dmigoto cache_shaders=0 use_criticalsection=1 rasterizer_disable_scissor=1 assemble_signature_comments=1 export_fixed=0 export_shaders=0 export_hlsl=0 dump_usage=1 stereo_params=125 ini_params=120 override_directory=D:\GOG\Grim Dawn\ShaderFixes cache_directory=D:\GOG\Grim Dawn\ShaderCache fix_sv_position=0 [Hunting] hunting=2 marking_mode=0 mark_snapshot=2 reload_config=no_modifiers VK_F10 toggle_hunting=no_modifiers VK_NUMPAD0 next_pixelshader=no_modifiers VK_NUMPAD2 previous_pixelshader=no_modifiers VK_NUMPAD1 mark_pixelshader=no_modifiers VK_NUMPAD3 take_screenshot=no_modifiers VK_SNAPSHOT next_indexbuffer=no_modifiers VK_NUMPAD8 previous_indexbuffer=no_modifiers VK_NUMPAD7 mark_indexbuffer=no_modifiers VK_NUMPAD9 next_vertexshader=no_modifiers VK_NUMPAD5 previous_vertexshader=no_modifiers VK_NUMPAD4 mark_vertexshader=no_modifiers VK_NUMPAD6 next_rendertarget=no_modifiers VK_MULTIPLY previous_rendertarget=no_modifiers VK_DIVIDE mark_rendertarget=no_modifiers VK_SUBTRACT done_hunting=no_modifiers VK_ADD reload_fixes=no_modifiers VK_F10 show_original=no_modifiers VK_F9 analyse_options=dump_rt_jps clear_rt repeat_rate=6 [Key1] type=cycle Cycle 1: convergence=4 transition=150 transition_type=cosine Cycle 2: convergence=10 transition=150 transition_type=cosine Cycle 3: convergence=15 transition=150 transition_type=cosine Cycle 4: convergence=20 transition=150 transition_type=cosine Cycle 5: convergence=36 transition=150 transition_type=cosine Key=F1 [Key2] type=cycle Cycle 1: x=0.2 transition=150 transition_type=cosine Cycle 2: x=0.4 transition=150 transition_type=cosine Cycle 3: x=0.6 transition=150 transition_type=cosine Cycle 4: x=0.8 transition=150 transition_type=cosine Cycle 5: x=1 transition=150 transition_type=cosine Cycle 6: x=0 transition=150 transition_type=cosine Key=F2 [KeyChange3DVision2SBSOutputMode] type=cycle Cycle 1: x7=1 Cycle 2: x7=2 Cycle 3: x7=3 Cycle 4: x7=4 Cycle 5: x7=5 Cycle 6: x7=6 Cycle 7: x7=7 Cycle 8: x7=0 Key=no_modifiers F11 [Resource3DVision2SBSBackupTexture] [Resource3DVisionUpscaleBackupTexture] [ResourceSoftwareMouseBackupTexture1] [ResourceSoftwareMouseBackupTexture2] [ResourceSoftwareMouseBackupTexture3] [ResourceSoftwareMouseBackupTexture4] [customshadersoftwaremousebw] blend=ADD INV_DEST_COLOR SRC_ALPHA w5=2 draw=4, 0 [customshader3dvision2sbs] vs=ShaderFixes/3dvision2sbsvs.hlsl hs=null ds=null gs=null ps=ShaderFixes/3dvision2sbsps.hlsl blend=disable cull=none topology=triangle_strip run=commandlistunbindallrendertargets o0=set_viewport no_view_cache bb resource3dvision2sbsbackuptexture=reference ps-t100 ps-t100=stereo2mono bb vs-t125=stereoparams ps-t125=stereoparams vs-t120=iniparams ps-t120=iniparams draw=4, 0 post ps-t100=reference resource3dvision2sbsbackuptexture [customshadersoftwaremouse] vs=ShaderFixes/mousevs.hlsl hs=null ds=null gs=null ps=ShaderFixes/mouseps.hlsl blend=ADD ONE INV_SRC_ALPHA cull=none topology=triangle_strip run=commandlistunbindallrendertargets o0=set_viewport no_view_cache bb vs-t125=stereoparams ps-t125=stereoparams vs-t120=iniparams ps-t120=iniparams x6=cursor_window_x y6=cursor_window_y z6=cursor_hotspot_x w6=cursor_hotspot_y y7=cursor_showing z7=window_width w7=window_height resourcesoftwaremousebackuptexture1=reference vs-t100 resourcesoftwaremousebackuptexture2=reference vs-t101 resourcesoftwaremousebackuptexture3=reference ps-t100 resourcesoftwaremousebackuptexture4=reference ps-t101 vs-t100=cursor_mask vs-t101=cursor_color ps-t100=cursor_mask ps-t101=cursor_color w5=1 draw=4, 0 run=customshadersoftwaremousebw post vs-t100=reference resourcesoftwaremousebackuptexture1 post vs-t101=reference resourcesoftwaremousebackuptexture2 post ps-t100=reference resourcesoftwaremousebackuptexture3 post ps-t101=reference resourcesoftwaremousebackuptexture4 [customshaderupscale] vs=ShaderFixes/upscalevs.hlsl hs=null ds=null gs=null ps=ShaderFixes/upscaleps.hlsl blend=disable cull=none topology=triangle_strip sampler=anisotropic_filter run=commandlistunbindallrendertargets o0=set_viewport bb resource3dvisionupscalebackuptexture=reference ps-t101 ps-t101=f_bb draw=4, 0 post ps-t101=reference resource3dvisionupscalebackuptexture [commandlistunbindallrendertargets] o0=null o1=null o2=null o3=null o4=null o5=null o6=null o7=null od=null [Present] run=customshadersoftwaremouse [ClearRenderTargetView] WARNING: GetIniSection() called on a section not in the ini_sections map: ClearRenderTargetView [ClearDepthStencilView] WARNING: GetIniSection() called on a section not in the ini_sections map: ClearDepthStencilView [Constants] x7=0.00 [Profile] Successfully hooked mouse cursor functions for hide_cursor Hooked_LoadLibraryExW load: original_nvapi.dll. Hooked_LoadLibraryExW switching to original dll: original_nvapi.dll to C:\WINDOWS\system32\nvapi.dll. Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0. Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1. Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0. Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1. Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1. Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Advapi32.dll. Hooked_LoadLibraryExW load: C:\WINDOWS\system32\gdi32.dll. NVIDIA driver version 387.92 (branch r387_90) nvapi_QueryInterfacePtr @ 0x5A6D4950 NvAPI_DRS_SaveSettingsToFileEx @ 0x6EF8BF90 Looking up profiles related to D:\GOG\Grim Dawn\Grim Dawn.exe ----------- Driver profile settings ----------- BaseProfile "Base Profile" SelectedGlobalProfile "Base Profile" Profile "Base Profile" ShowOn All Setting ID_0x0019bb68 = 0x00000001 UserSpecified=true // Texture filtering - Negative LOD bias Setting ID_0x002ecaf2 = 0x00000000 UserSpecified=true // Texture filtering - Trilinear optimization Setting ID_0x005a375c = 0x96861077 UserSpecified=true // Vertical Sync Tear Control Setting ID_0x0064b541 = 0x00000000 UserSpecified=true // Preferred refresh rate Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames Setting ID_0x0084cd70 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic filter optimization Setting ID_0x00a879cf = 0x47814940 UserSpecified=true // Vertical Sync Setting ID_0x00ce2691 = 0xfffffff6 UserSpecified=true // Texture filtering - Quality Setting ID_0x00e73211 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic sample optimization Setting ID_0x101ae763 = 0x00000000 UserSpecified=true // Flag to control smooth AFR behavior Setting ID_0x101e61a9 = 0x00000010 UserSpecified=true // Anisotropic filtering setting Setting ID_0x1094f157 = 0x00000000 UserSpecified=true // Toggle the VRR global feature Setting ID_0x1094f1f7 = 0x00000000 UserSpecified=true // VRR requested state Setting ID_0x10a879ac = 0x00000004 UserSpecified=true // G-SYNC Setting ID_0x10a879cf = 0x00000004 UserSpecified=true // G-SYNC Setting ID_0x10d2bb16 = 0x00000001 UserSpecified=true // Anisotropic filtering mode Setting ID_0x10f74257 = 0x10000010 UserSpecified=true Setting ID_0x1194f158 = 0x00000000 UserSpecified=true // Enable G-SYNC globally Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed Setting ID_0x80303a19 = 0x00000001 Setting ID_0x80857a28 = 0x00000001 Setting ID_0x809d5f60 = 0x00000001 EndProfile Profile "Grim Dawn" ShowOn GeForce Executable "grim dawn.exe" Setting ID_0x10115c8b = 0x0000003c // Quiet Mode Application FPS Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus EndProfile ----------- End driver profile settings ----------- No profile update required *** D3D11 DLL successfully initialized. *** Trying to load original_d3d11.dll Hooked_LoadLibraryExW load: original_d3d11.dll. Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll. Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1 calling original CreateDXGIFactory1 API CreateDXGIFactory2 returned factory = 06A61D48, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@04FFC2B0) wrapped 06A61D48 HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@04FFC2B0) adapter 0 requested created HackerDXGIAdapter wrapper = 017A3A98 of 055C53D8 returns result = 0 HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter@017A3A98) called returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472 *** D3D11CreateDevice called with pAdapter = 017A3A98 Flags = 0x20 pFeatureLevels = 0xb100 FeatureLevels = 2 ppDevice = 00000000 pFeatureLevel = 0x54ab050 ppImmediateContext = 00000000 [/code] Any ideas? PS: congratulations in making that step forward in Shadow of War. The 32 bit dxgi.dll didn't work for PCSX2, though (no hooking yet).
I need help! I bought Grim Dawn and its expansions. The game received a 32 bit DX11 mode two days ago, so that made me eager to buy it.

The thing is that 3Dmigoto makes the game crash at boot, even after trying all compatibility and hook options. Damn, I wanted to make the cursor be at dept :(. Here is the log, with verbose and unbuffered enabled:

D3D11 DLL starting init - v 1.2.65 - Sat Oct 14 20:40:18 2017


----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=1
unbuffered=1
unbuffered return: 0
force_cpu_affinity=0
[System]
allow_dxgi1_2=2
allow_check_interface=0
allow_create_device=2
allow_platform_update=1
[Device]
upscaling=0
full_screen=0
force_stereo=0
get_resolution_from=swap_chain
hide_cursor=1
[Stereo]
automatic_mode=0
create_profile=0
force_no_nvapi=0
[Rendering]
shader_hash=3dmigoto
cache_shaders=0
use_criticalsection=1
rasterizer_disable_scissor=1
assemble_signature_comments=1
export_fixed=0
export_shaders=0
export_hlsl=0
dump_usage=1
stereo_params=125
ini_params=120
override_directory=D:\GOG\Grim Dawn\ShaderFixes
cache_directory=D:\GOG\Grim Dawn\ShaderCache
fix_sv_position=0
[Hunting]
hunting=2
marking_mode=0
mark_snapshot=2
reload_config=no_modifiers VK_F10
toggle_hunting=no_modifiers VK_NUMPAD0
next_pixelshader=no_modifiers VK_NUMPAD2
previous_pixelshader=no_modifiers VK_NUMPAD1
mark_pixelshader=no_modifiers VK_NUMPAD3
take_screenshot=no_modifiers VK_SNAPSHOT
next_indexbuffer=no_modifiers VK_NUMPAD8
previous_indexbuffer=no_modifiers VK_NUMPAD7
mark_indexbuffer=no_modifiers VK_NUMPAD9
next_vertexshader=no_modifiers VK_NUMPAD5
previous_vertexshader=no_modifiers VK_NUMPAD4
mark_vertexshader=no_modifiers VK_NUMPAD6
next_rendertarget=no_modifiers VK_MULTIPLY
previous_rendertarget=no_modifiers VK_DIVIDE
mark_rendertarget=no_modifiers VK_SUBTRACT
done_hunting=no_modifiers VK_ADD
reload_fixes=no_modifiers VK_F10
show_original=no_modifiers VK_F9
analyse_options=dump_rt_jps clear_rt
repeat_rate=6
[Key1]
type=cycle
Cycle 1: convergence=4 transition=150 transition_type=cosine
Cycle 2: convergence=10 transition=150 transition_type=cosine
Cycle 3: convergence=15 transition=150 transition_type=cosine
Cycle 4: convergence=20 transition=150 transition_type=cosine
Cycle 5: convergence=36 transition=150 transition_type=cosine
Key=F1
[Key2]
type=cycle
Cycle 1: x=0.2 transition=150 transition_type=cosine
Cycle 2: x=0.4 transition=150 transition_type=cosine
Cycle 3: x=0.6 transition=150 transition_type=cosine
Cycle 4: x=0.8 transition=150 transition_type=cosine
Cycle 5: x=1 transition=150 transition_type=cosine
Cycle 6: x=0 transition=150 transition_type=cosine
Key=F2
[KeyChange3DVision2SBSOutputMode]
type=cycle
Cycle 1: x7=1
Cycle 2: x7=2
Cycle 3: x7=3
Cycle 4: x7=4
Cycle 5: x7=5
Cycle 6: x7=6
Cycle 7: x7=7
Cycle 8: x7=0
Key=no_modifiers F11
[Resource3DVision2SBSBackupTexture]
[Resource3DVisionUpscaleBackupTexture]
[ResourceSoftwareMouseBackupTexture1]
[ResourceSoftwareMouseBackupTexture2]
[ResourceSoftwareMouseBackupTexture3]
[ResourceSoftwareMouseBackupTexture4]
[customshadersoftwaremousebw]
blend=ADD INV_DEST_COLOR SRC_ALPHA
w5=2
draw=4, 0
[customshader3dvision2sbs]
vs=ShaderFixes/3dvision2sbsvs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/3dvision2sbsps.hlsl
blend=disable
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
o0=set_viewport no_view_cache bb
resource3dvision2sbsbackuptexture=reference ps-t100
ps-t100=stereo2mono bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
draw=4, 0
post ps-t100=reference resource3dvision2sbsbackuptexture
[customshadersoftwaremouse]
vs=ShaderFixes/mousevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/mouseps.hlsl
blend=ADD ONE INV_SRC_ALPHA
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
o0=set_viewport no_view_cache bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
x6=cursor_window_x
y6=cursor_window_y
z6=cursor_hotspot_x
w6=cursor_hotspot_y
y7=cursor_showing
z7=window_width
w7=window_height
resourcesoftwaremousebackuptexture1=reference vs-t100
resourcesoftwaremousebackuptexture2=reference vs-t101
resourcesoftwaremousebackuptexture3=reference ps-t100
resourcesoftwaremousebackuptexture4=reference ps-t101
vs-t100=cursor_mask
vs-t101=cursor_color
ps-t100=cursor_mask
ps-t101=cursor_color
w5=1
draw=4, 0
run=customshadersoftwaremousebw
post vs-t100=reference resourcesoftwaremousebackuptexture1
post vs-t101=reference resourcesoftwaremousebackuptexture2
post ps-t100=reference resourcesoftwaremousebackuptexture3
post ps-t101=reference resourcesoftwaremousebackuptexture4
[customshaderupscale]
vs=ShaderFixes/upscalevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/upscaleps.hlsl
blend=disable
cull=none
topology=triangle_strip
sampler=anisotropic_filter
run=commandlistunbindallrendertargets
o0=set_viewport bb
resource3dvisionupscalebackuptexture=reference ps-t101
ps-t101=f_bb
draw=4, 0
post ps-t101=reference resource3dvisionupscalebackuptexture
[commandlistunbindallrendertargets]
o0=null
o1=null
o2=null
o3=null
o4=null
o5=null
o6=null
o7=null
od=null
[Present]
run=customshadersoftwaremouse
[ClearRenderTargetView]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearRenderTargetView
[ClearDepthStencilView]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearDepthStencilView
[Constants]
x7=0.00
[Profile]

Successfully hooked mouse cursor functions for hide_cursor
Hooked_LoadLibraryExW load: original_nvapi.dll.
Hooked_LoadLibraryExW switching to original dll: original_nvapi.dll to C:\WINDOWS\system32\nvapi.dll.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\Advapi32.dll.
Hooked_LoadLibraryExW load: C:\WINDOWS\system32\gdi32.dll.
NVIDIA driver version 387.92 (branch r387_90)
nvapi_QueryInterfacePtr @ 0x5A6D4950
NvAPI_DRS_SaveSettingsToFileEx @ 0x6EF8BF90

Looking up profiles related to D:\GOG\Grim Dawn\Grim Dawn.exe
----------- Driver profile settings -----------
BaseProfile "Base Profile"
SelectedGlobalProfile "Base Profile"

Profile "Base Profile"
ShowOn All
Setting ID_0x0019bb68 = 0x00000001 UserSpecified=true // Texture filtering - Negative LOD bias
Setting ID_0x002ecaf2 = 0x00000000 UserSpecified=true // Texture filtering - Trilinear optimization
Setting ID_0x005a375c = 0x96861077 UserSpecified=true // Vertical Sync Tear Control
Setting ID_0x0064b541 = 0x00000000 UserSpecified=true // Preferred refresh rate
Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames
Setting ID_0x0084cd70 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic filter optimization
Setting ID_0x00a879cf = 0x47814940 UserSpecified=true // Vertical Sync
Setting ID_0x00ce2691 = 0xfffffff6 UserSpecified=true // Texture filtering - Quality
Setting ID_0x00e73211 = 0x00000000 UserSpecified=true // Texture filtering - Anisotropic sample optimization
Setting ID_0x101ae763 = 0x00000000 UserSpecified=true // Flag to control smooth AFR behavior
Setting ID_0x101e61a9 = 0x00000010 UserSpecified=true // Anisotropic filtering setting
Setting ID_0x1094f157 = 0x00000000 UserSpecified=true // Toggle the VRR global feature
Setting ID_0x1094f1f7 = 0x00000000 UserSpecified=true // VRR requested state
Setting ID_0x10a879ac = 0x00000004 UserSpecified=true // G-SYNC
Setting ID_0x10a879cf = 0x00000004 UserSpecified=true // G-SYNC
Setting ID_0x10d2bb16 = 0x00000001 UserSpecified=true // Anisotropic filtering mode
Setting ID_0x10f74257 = 0x10000010 UserSpecified=true
Setting ID_0x1194f158 = 0x00000000 UserSpecified=true // Enable G-SYNC globally
Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed
Setting ID_0x80303a19 = 0x00000001
Setting ID_0x80857a28 = 0x00000001
Setting ID_0x809d5f60 = 0x00000001
EndProfile

Profile "Grim Dawn"
ShowOn GeForce
Executable "grim dawn.exe"
Setting ID_0x10115c8b = 0x0000003c // Quiet Mode Application FPS
Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel
Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus
EndProfile

----------- End driver profile settings -----------
No profile update required

*** D3D11 DLL successfully initialized. ***

Trying to load original_d3d11.dll
Hooked_LoadLibraryExW load: original_d3d11.dll.
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory2 returned factory = 06A61D48, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@04FFC2B0) wrapped 06A61D48
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@04FFC2B0) adapter 0 requested
created HackerDXGIAdapter wrapper = 017A3A98 of 055C53D8
returns result = 0
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter@017A3A98) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472


*** D3D11CreateDevice called with
pAdapter = 017A3A98
Flags = 0x20
pFeatureLevels = 0xb100
FeatureLevels = 2
ppDevice = 00000000
pFeatureLevel = 0x54ab050
ppImmediateContext = 00000000


Any ideas?

PS: congratulations in making that step forward in Shadow of War. The 32 bit dxgi.dll didn't work for PCSX2, though (no hooking yet).

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 10/14/2017 06:51 PM   
After further testing in Grim Dawn, I discovered that the latest working version of 3Dmigoto is "3Dmigoto-1.2.57". Crashes start exactly in the next version, "3Dmigoto-1.2.61". I could stereoize and fix one of the main problems, with wave effects, but it sucks not having a software cursor in depth :(. Edit: I've opened an issue in Github.
After further testing in Grim Dawn, I discovered that the latest working version of 3Dmigoto is "3Dmigoto-1.2.57". Crashes start exactly in the next version, "3Dmigoto-1.2.61". I could stereoize and fix one of the main problems, with wave effects, but it sucks not having a software cursor in depth :(.

Edit: I've opened an issue in Github.

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 10/15/2017 01:25 PM   
[quote="Helifax"]Awesome stuff DSS! That seems to have worked! The d3d11.dll is loading, however it fails with this: [quote] Trying to load original_d3d11.dll Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll. *** LoadLibrary on original_d3d11.dll failed. Trying to load C:\WINDOWS\system32\d3d11.dll *** LoadLibrary on original or chained d3d11.dll failed. [/quote] I have no idea why that happens though... Any tips in trying to debug the issue further? Many thanks![/quote] No idea what is happening there. The LoadLibrary is correctly using the System32 path, but is failing. Then the fallback path also fails using the chained path. It doesn't seem to be some hard-ass copy-protection or fake security thing, because other tools like Reshade can apparently function. However, it's not completely smooth for them either, I see others with similar problems. Only suggestion I can offer is to try DependencyWalker, and see what exactly is being hard loaded and in what order. You can have it launch the game (which will fail), but at least see what paths are being specifically loaded.
Helifax said:Awesome stuff DSS!
That seems to have worked! The d3d11.dll is loading, however it fails with this:


Trying to load original_d3d11.dll
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
*** LoadLibrary on original_d3d11.dll failed.
Trying to load C:\WINDOWS\system32\d3d11.dll
*** LoadLibrary on original or chained d3d11.dll failed.



I have no idea why that happens though... Any tips in trying to debug the issue further?
Many thanks!

No idea what is happening there. The LoadLibrary is correctly using the System32 path, but is failing. Then the fallback path also fails using the chained path.

It doesn't seem to be some hard-ass copy-protection or fake security thing, because other tools like Reshade can apparently function. However, it's not completely smooth for them either, I see others with similar problems.


Only suggestion I can offer is to try DependencyWalker, and see what exactly is being hard loaded and in what order. You can have it launch the game (which will fail), but at least see what paths are being specifically loaded.

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

Posted 10/16/2017 02:53 AM   
So far I can't see why that happens. Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr.. Edit: However! Trying to run a cracked exe I get some info: "The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll" Also, I found this post from Reshade: [url]https://reshade.me/forum/troubleshooting/3632-m-e-shadow-of-war-not-working-with-reshade#24278[/url] Maybe this helps out pointing where the problem is?:) I am running Win10, not 7 but who knows:) Edit: This why the Load Library Fails:) I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :(
So far I can't see why that happens.
Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr..

Edit:
However! Trying to run a cracked exe I get some info:
"The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll"

Also,
I found this post from Reshade:
https://reshade.me/forum/troubleshooting/3632-m-e-shadow-of-war-not-working-with-reshade#24278

Maybe this helps out pointing where the problem is?:)
I am running Win10, not 7 but who knows:)

Edit: This why the Load Library Fails:)

I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :(

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)

Posted 10/16/2017 06:21 PM   
[quote="Helifax"]So far I can't see why that happens. Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr.. Edit: However! Trying to run a cracked exe I get some info: "The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll" Also, I found this post from Reshade: [url]https://reshade.me/forum/troubleshooting/3632-m-e-shadow-of-war-not-working-with-reshade#24278[/url] Maybe this helps out pointing where the problem is?:) I am running Win10, not 7 but who knows:) Edit: This why the Load Library Fails:) I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :([/quote] Interesting post on Reshade forum. Assuming that is the correct analysis means that we cannot presently hook into this game on Win10. Since the game is being weird and using DXGI as the determining factor, we don't currently handle that scenario. Our DXGI loader doesn't have a way to return an error for this scenario, to push the game back to a normal path. We do wrap the CreateDXGIFactory2 call, so I'd expect this to work correctly on Win7.
Helifax said:So far I can't see why that happens.
Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr..

Edit:
However! Trying to run a cracked exe I get some info:
"The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll"

Also,
I found this post from Reshade:
https://reshade.me/forum/troubleshooting/3632-m-e-shadow-of-war-not-working-with-reshade#24278

Maybe this helps out pointing where the problem is?:)
I am running Win10, not 7 but who knows:)

Edit: This why the Load Library Fails:)

I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :(

Interesting post on Reshade forum. Assuming that is the correct analysis means that we cannot presently hook into this game on Win10. Since the game is being weird and using DXGI as the determining factor, we don't currently handle that scenario. Our DXGI loader doesn't have a way to return an error for this scenario, to push the game back to a normal path. We do wrap the CreateDXGIFactory2 call, so I'd expect this to work correctly on Win7.

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

Posted 10/17/2017 09:30 AM   
Unfortunately, it doesn't work on Windows 7 either:( I get this log: [code] D3D11 DLL starting init - v 1.2.65 - Tue Oct 17 18:50:37 2017 ----------- d3dx.ini settings ----------- [Logging] calls=1 input=1 debug=1 unbuffered=1 unbuffered return: 0 force_cpu_affinity=0 [System] allow_dxgi1_2=2 allow_check_interface=1 allow_create_device=2 allow_platform_update=1 [Device] upscaling=0 full_screen=0 force_stereo=0 get_resolution_from=swap_chain hide_cursor=0 [Stereo] automatic_mode=0 create_profile=0 force_no_nvapi=0 [Rendering] shader_hash=3dmigoto cache_shaders=0 use_criticalsection=1 rasterizer_disable_scissor=1 assemble_signature_comments=1 export_fixed=0 export_shaders=0 export_hlsl=0 dump_usage=1 stereo_params=125 ini_params=120 override_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderFixes cache_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderCache fix_sv_position=0 [Hunting] hunting=2 marking_mode=0 mark_snapshot=2 reload_config=no_modifiers VK_F10 toggle_hunting=no_modifiers VK_NUMPAD0 next_pixelshader=no_modifiers VK_NUMPAD2 previous_pixelshader=no_modifiers VK_NUMPAD1 mark_pixelshader=no_modifiers VK_NUMPAD3 take_screenshot=no_modifiers VK_SNAPSHOT next_indexbuffer=no_modifiers VK_NUMPAD8 previous_indexbuffer=no_modifiers VK_NUMPAD7 mark_indexbuffer=no_modifiers VK_NUMPAD9 next_vertexshader=no_modifiers VK_NUMPAD5 previous_vertexshader=no_modifiers VK_NUMPAD4 mark_vertexshader=no_modifiers VK_NUMPAD6 next_rendertarget=no_modifiers VK_MULTIPLY previous_rendertarget=no_modifiers VK_DIVIDE mark_rendertarget=no_modifiers VK_SUBTRACT done_hunting=no_modifiers VK_ADD reload_fixes=no_modifiers VK_F10 show_original=no_modifiers VK_F9 analyse_options=dump_rt_jps clear_rt repeat_rate=6 [KeyChange3DVision2SBSOutputMode] type=cycle Cycle 1: x7=1 Cycle 2: x7=2 Cycle 3: x7=3 Cycle 4: x7=4 Cycle 5: x7=5 Cycle 6: x7=6 Cycle 7: x7=7 Cycle 8: x7=0 Key=no_modifiers F11 [Resource3DVision2SBSBackupTexture] [Resource3DVisionUpscaleBackupTexture] [ResourceSoftwareMouseBackupTexture1] [ResourceSoftwareMouseBackupTexture2] [ResourceSoftwareMouseBackupTexture3] [ResourceSoftwareMouseBackupTexture4] [customshader3dvision2sbs] vs=ShaderFixes/3dvision2sbsvs.hlsl hs=null ds=null gs=null ps=ShaderFixes/3dvision2sbsps.hlsl blend=disable cull=none topology=triangle_strip run=commandlistunbindallrendertargets o0=set_viewport no_view_cache bb resource3dvision2sbsbackuptexture=reference ps-t100 ps-t100=stereo2mono bb vs-t125=stereoparams ps-t125=stereoparams vs-t120=iniparams ps-t120=iniparams draw=4, 0 post ps-t100=reference resource3dvision2sbsbackuptexture [customshaderupscale] vs=ShaderFixes/upscalevs.hlsl hs=null ds=null gs=null ps=ShaderFixes/upscaleps.hlsl blend=disable cull=none topology=triangle_strip sampler=anisotropic_filter run=commandlistunbindallrendertargets o0=set_viewport bb resource3dvisionupscalebackuptexture=reference ps-t101 ps-t101=f_bb draw=4, 0 post ps-t101=reference resource3dvisionupscalebackuptexture [customshadersoftwaremouse] vs=ShaderFixes/mousevs.hlsl hs=null ds=null gs=null ps=ShaderFixes/mouseps.hlsl blend=ADD ONE INV_SRC_ALPHA cull=none topology=triangle_strip run=commandlistunbindallrendertargets o0=set_viewport no_view_cache bb vs-t125=stereoparams ps-t125=stereoparams vs-t120=iniparams ps-t120=iniparams x6=cursor_window_x y6=cursor_window_y z6=cursor_hotspot_x w6=cursor_hotspot_y y7=cursor_showing z7=window_width w7=window_height resourcesoftwaremousebackuptexture1=reference vs-t100 resourcesoftwaremousebackuptexture2=reference vs-t101 resourcesoftwaremousebackuptexture3=reference ps-t100 resourcesoftwaremousebackuptexture4=reference ps-t101 vs-t100=cursor_mask vs-t101=cursor_color ps-t100=cursor_mask ps-t101=cursor_color w5=1 draw=4, 0 run=customshadersoftwaremousebw post vs-t100=reference resourcesoftwaremousebackuptexture1 post vs-t101=reference resourcesoftwaremousebackuptexture2 post ps-t100=reference resourcesoftwaremousebackuptexture3 post ps-t101=reference resourcesoftwaremousebackuptexture4 [customshadersoftwaremousebw] blend=ADD INV_DEST_COLOR SRC_ALPHA w5=2 draw=4, 0 [commandlistunbindallrendertargets] o0=null o1=null o2=null o3=null o4=null o5=null o6=null o7=null od=null [Present] [ClearRenderTargetView] WARNING: GetIniSection() called on a section not in the ini_sections map: ClearRenderTargetView [ClearDepthStencilView] WARNING: GetIniSection() called on a section not in the ini_sections map: ClearDepthStencilView [Constants] x7=0.00 [Profile] Hooked_LoadLibraryExW load: nvapi64.dll. overriding NVAPI wrapper failed. Hooked_LoadLibraryExW load: C:\Windows\system32\Advapi32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\gdi32.dll. NVIDIA driver version 382.19 (branch r381_99) nvapi_QueryInterfacePtr @ 0x000007FEFA395C80 NvAPI_DRS_SaveSettingsToFileEx @ 0x000007FEFA5139C0 Looking up profiles related to D:\Steam\steamapps\common\ShadowOfWar\x64\ShadowOfWar.exe ----------- Driver profile settings ----------- BaseProfile "Base Profile" SelectedGlobalProfile "Base Profile" Profile "Base Profile" ShowOn All Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames Setting ID_0x1057eb71 = 0x00000001 UserSpecified=true // Power management mode Setting ID_0x10834fee = 0x00000000 UserSpecified=true // Frame Rate Limiter Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed Setting ID_0x80303a19 = 0x00000001 Setting ID_0x80857a28 = 0x00000001 Setting ID_0x809d5f60 = 0x00000001 EndProfile Profile "Middle-earth: Shadow of War" ShowOn GeForce Executable "kraken_d3d11_c.exe" Executable "kraken_d3d11_d.exe" Executable "kraken_d3d11_h.exe" Executable "kraken_d3d11_f.exe" Executable "kraken_d3d11_r.exe" Executable "shadowofwar.exe" Executable "kraken_d3d11_s.exe" Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus EndProfile ----------- End driver profile settings ----------- No profile update required *** D3D11 DLL successfully initialized. *** Trying to load original_d3d11.dll Hooked_LoadLibraryExW load: original_d3d11.dll. Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\Windows\system32\d3d11.dll. Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1 calling original CreateDXGIFactory1 API Hooked_LoadLibraryExW load: api-ms-win-core-sysinfo-l1-2-1. Hooked_LoadLibraryExW load: ole32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\dxgi.dll. Hooked_LoadLibraryExW load: D:\Steam\steamapps\common\ShadowOfWar\x64\d3d11.dll. Hooked_LoadLibraryExW load: D:\Steam\steamapps\common\ShadowOfWar\x64\DXGIDebug.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\DXGIDebug.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\DXGIDebug.dll. Hooked_LoadLibraryExW load: gdi32.dll. Hooked_LoadLibraryExW load: setupapi.dll. Hooked_LoadLibraryExW load: rpcrt4.dll. Hooked_LoadLibraryExW load: WINTRUST.dll. CreateDXGIFactory2 returned factory = 0000000004A44EE0, result = 0 new HackerDXGIFactory2(class HackerDXGIFactory2@000000000B2A3FF0) wrapped 0000000004A44EE0 HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@000000000B2A3FF0) called with IID: IDXGIFactory2 returns result = 0 for 000000000012FE20 HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@000000000B2A3FF0) adapter 0 requested Hooked_LoadLibraryExW load: gdi32.dll. created HackerDXGIAdapter1 wrapper = 000000000B2997B0 of 000000000BDFF440 returns result = 0 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@000000000B2997B0) called returns adapter: NVIDIA GeForce GTX 980 Ti, sysmem=0, vidmem=6290079744, flags=0 Hooked_LoadLibraryExW load: d3d11.dll. *** D3D11CreateDevice called with pAdapter = 000000000B2997B0 Flags = 0 pFeatureLevels = 0xb000 FeatureLevels = 1 ppDevice = 0000000000000000 pFeatureLevel = 0 ppImmediateContext = 0000000000000000 ->Feature level forced to 11.0: 0xb000 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@000000000B2997B0) called with IID: IDXGIAdapter1 return HackerDXGIAdapter1 wrapper = 000000000B2997B0 returns result = 0 for 000000000B2997B0 HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@000000000B2997B0) called returns adapter: NVIDIA GeForce GTX 980 Ti, sysmem=0, vidmem=6290079744, flags=0 HackerUnknown::Release(class HackerDXGIAdapter1@000000000B2997B0), counter=1, this=000000000B2997B0 HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@000000000B2997B0) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C} returns result = 887a0002 HackerUnknown::AddRef(class HackerDXGIAdapter1@000000000B2997B0), counter=2, this=000000000B2997B0 HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@000000000B2997B0) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF} returns result = 0 for 000000000BDFF478 Hooked_LoadLibraryExW load: nvwgf2umx.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\crypt32.dll. Hooked_LoadLibraryExW load: WINTRUST.DLL. Hooked_LoadLibraryExW load: C:\Windows\system32\CRYPT32.dll. Hooked_LoadLibraryExW load: imagehlp.dll. Hooked_LoadLibraryExW load: CRYPTSP.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\rsaenh.dll. Hooked_LoadLibraryExW load: ADVAPI32.dll. Hooked_LoadLibraryExW load: CRYPTBASE.dll. Hooked_LoadLibraryExW load: USER32.dll. Hooked_LoadLibraryExW load: ncrypt.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\bcryptprimitives.dll. Hooked_LoadLibraryExW load: C:\Program Files\NVIDIA Corporation\Ansel\Tools\NvCamera64.dll. Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0. Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1. Hooked_LoadLibraryExW load: kernel32. Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0. Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1. Hooked_LoadLibraryExW load: kernel32. Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1. Hooked_LoadLibraryExW load: API-MS-Win-Security-SDDL-L1-1-0.dll. Hooked_LoadLibraryExW load: profapi.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\Shell32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap64.dll. Hooked_LoadLibraryExW load: ADVAPI32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\Shell32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll. Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\Advapi32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll. Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll. Hooked_LoadLibraryExW load: C:\Program Files\NVIDIA Corporation\Ansel\Tools\NvCamera64.dll. Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0. Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1. Hooked_LoadLibraryExW load: kernel32. Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0. Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1. Hooked_LoadLibraryExW load: kernel32. Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1. Hooked_LoadLibraryExW load: C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI64.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\Advapi32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll. Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll. Hooked_LoadLibraryExW load: C:\Windows\SysWOW64\nvd3dum.dll. Hooked_LoadLibraryExW load: C:\Windows\SysWOW64\nvd3dum.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll. Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll. Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\gdi32.dll. Hooked_LoadLibraryExW load: DEVRTL.dll. Hooked_LoadLibraryExW load: SPINF.dll. Hooked_LoadLibraryExW load: API-MS-Win-Security-SDDL-L1-1-0.dll. Hooked_LoadLibraryExW load: API-MS-Win-Core-LocalRegistry-L1-1-0.dll. Hooked_LoadLibraryExW load: SHELL32.dll. Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll. Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll. HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@000000000B2997B0) called with GUID: {D722FB4D-7A68-437A-B20C-5804EE2494A6} returns result = 887a0002 HackerUnknown::Release(class HackerDXGIAdapter1@000000000B2997B0), counter=2, this=000000000B2997B0 D3D11CreateDevice returned device handle = 0000000000000000, context handle = 0000000000000000 [/code] D3D11CreateDevice() fails :(
Unfortunately, it doesn't work on Windows 7 either:(

I get this log:

D3D11 DLL starting init - v 1.2.65 - Tue Oct 17 18:50:37 2017


----------- d3dx.ini settings -----------
[Logging]
calls=1
input=1
debug=1
unbuffered=1
unbuffered return: 0
force_cpu_affinity=0
[System]
allow_dxgi1_2=2
allow_check_interface=1
allow_create_device=2
allow_platform_update=1
[Device]
upscaling=0
full_screen=0
force_stereo=0
get_resolution_from=swap_chain
hide_cursor=0
[Stereo]
automatic_mode=0
create_profile=0
force_no_nvapi=0
[Rendering]
shader_hash=3dmigoto
cache_shaders=0
use_criticalsection=1
rasterizer_disable_scissor=1
assemble_signature_comments=1
export_fixed=0
export_shaders=0
export_hlsl=0
dump_usage=1
stereo_params=125
ini_params=120
override_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderFixes
cache_directory=D:\Steam\steamapps\common\ShadowOfWar\x64\ShaderCache
fix_sv_position=0
[Hunting]
hunting=2
marking_mode=0
mark_snapshot=2
reload_config=no_modifiers VK_F10
toggle_hunting=no_modifiers VK_NUMPAD0
next_pixelshader=no_modifiers VK_NUMPAD2
previous_pixelshader=no_modifiers VK_NUMPAD1
mark_pixelshader=no_modifiers VK_NUMPAD3
take_screenshot=no_modifiers VK_SNAPSHOT
next_indexbuffer=no_modifiers VK_NUMPAD8
previous_indexbuffer=no_modifiers VK_NUMPAD7
mark_indexbuffer=no_modifiers VK_NUMPAD9
next_vertexshader=no_modifiers VK_NUMPAD5
previous_vertexshader=no_modifiers VK_NUMPAD4
mark_vertexshader=no_modifiers VK_NUMPAD6
next_rendertarget=no_modifiers VK_MULTIPLY
previous_rendertarget=no_modifiers VK_DIVIDE
mark_rendertarget=no_modifiers VK_SUBTRACT
done_hunting=no_modifiers VK_ADD
reload_fixes=no_modifiers VK_F10
show_original=no_modifiers VK_F9
analyse_options=dump_rt_jps clear_rt
repeat_rate=6
[KeyChange3DVision2SBSOutputMode]
type=cycle
Cycle 1: x7=1
Cycle 2: x7=2
Cycle 3: x7=3
Cycle 4: x7=4
Cycle 5: x7=5
Cycle 6: x7=6
Cycle 7: x7=7
Cycle 8: x7=0
Key=no_modifiers F11
[Resource3DVision2SBSBackupTexture]
[Resource3DVisionUpscaleBackupTexture]
[ResourceSoftwareMouseBackupTexture1]
[ResourceSoftwareMouseBackupTexture2]
[ResourceSoftwareMouseBackupTexture3]
[ResourceSoftwareMouseBackupTexture4]
[customshader3dvision2sbs]
vs=ShaderFixes/3dvision2sbsvs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/3dvision2sbsps.hlsl
blend=disable
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
o0=set_viewport no_view_cache bb
resource3dvision2sbsbackuptexture=reference ps-t100
ps-t100=stereo2mono bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
draw=4, 0
post ps-t100=reference resource3dvision2sbsbackuptexture
[customshaderupscale]
vs=ShaderFixes/upscalevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/upscaleps.hlsl
blend=disable
cull=none
topology=triangle_strip
sampler=anisotropic_filter
run=commandlistunbindallrendertargets
o0=set_viewport bb
resource3dvisionupscalebackuptexture=reference ps-t101
ps-t101=f_bb
draw=4, 0
post ps-t101=reference resource3dvisionupscalebackuptexture
[customshadersoftwaremouse]
vs=ShaderFixes/mousevs.hlsl
hs=null
ds=null
gs=null
ps=ShaderFixes/mouseps.hlsl
blend=ADD ONE INV_SRC_ALPHA
cull=none
topology=triangle_strip
run=commandlistunbindallrendertargets
o0=set_viewport no_view_cache bb
vs-t125=stereoparams
ps-t125=stereoparams
vs-t120=iniparams
ps-t120=iniparams
x6=cursor_window_x
y6=cursor_window_y
z6=cursor_hotspot_x
w6=cursor_hotspot_y
y7=cursor_showing
z7=window_width
w7=window_height
resourcesoftwaremousebackuptexture1=reference vs-t100
resourcesoftwaremousebackuptexture2=reference vs-t101
resourcesoftwaremousebackuptexture3=reference ps-t100
resourcesoftwaremousebackuptexture4=reference ps-t101
vs-t100=cursor_mask
vs-t101=cursor_color
ps-t100=cursor_mask
ps-t101=cursor_color
w5=1
draw=4, 0
run=customshadersoftwaremousebw
post vs-t100=reference resourcesoftwaremousebackuptexture1
post vs-t101=reference resourcesoftwaremousebackuptexture2
post ps-t100=reference resourcesoftwaremousebackuptexture3
post ps-t101=reference resourcesoftwaremousebackuptexture4
[customshadersoftwaremousebw]
blend=ADD INV_DEST_COLOR SRC_ALPHA
w5=2
draw=4, 0
[commandlistunbindallrendertargets]
o0=null
o1=null
o2=null
o3=null
o4=null
o5=null
o6=null
o7=null
od=null
[Present]
[ClearRenderTargetView]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearRenderTargetView
[ClearDepthStencilView]
WARNING: GetIniSection() called on a section not in the ini_sections map: ClearDepthStencilView
[Constants]
x7=0.00
[Profile]

Hooked_LoadLibraryExW load: nvapi64.dll.
overriding NVAPI wrapper failed.
Hooked_LoadLibraryExW load: C:\Windows\system32\Advapi32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\gdi32.dll.
NVIDIA driver version 382.19 (branch r381_99)
nvapi_QueryInterfacePtr @ 0x000007FEFA395C80
NvAPI_DRS_SaveSettingsToFileEx @ 0x000007FEFA5139C0

Looking up profiles related to D:\Steam\steamapps\common\ShadowOfWar\x64\ShadowOfWar.exe
----------- Driver profile settings -----------
BaseProfile "Base Profile"
SelectedGlobalProfile "Base Profile"

Profile "Base Profile"
ShowOn All
Setting ID_0x007ba09e = 0x00000001 UserSpecified=true // Maximum pre-rendered frames
Setting ID_0x1057eb71 = 0x00000001 UserSpecified=true // Power management mode
Setting ID_0x10834fee = 0x00000000 UserSpecified=true // Frame Rate Limiter
Setting ID_0x208e55e3 = 0x00000001 UserSpecified=true // Maximum frames allowed
Setting ID_0x80303a19 = 0x00000001
Setting ID_0x80857a28 = 0x00000001
Setting ID_0x809d5f60 = 0x00000001
EndProfile

Profile "Middle-earth: Shadow of War"
ShowOn GeForce
Executable "kraken_d3d11_c.exe"
Executable "kraken_d3d11_d.exe"
Executable "kraken_d3d11_h.exe"
Executable "kraken_d3d11_f.exe"
Executable "kraken_d3d11_r.exe"
Executable "shadowofwar.exe"
Executable "kraken_d3d11_s.exe"
Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel
Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus
EndProfile

----------- End driver profile settings -----------
No profile update required

*** D3D11 DLL successfully initialized. ***

Trying to load original_d3d11.dll
Hooked_LoadLibraryExW load: original_d3d11.dll.
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\Windows\system32\d3d11.dll.
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
Hooked_LoadLibraryExW load: api-ms-win-core-sysinfo-l1-2-1.
Hooked_LoadLibraryExW load: ole32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\dxgi.dll.
Hooked_LoadLibraryExW load: D:\Steam\steamapps\common\ShadowOfWar\x64\d3d11.dll.
Hooked_LoadLibraryExW load: D:\Steam\steamapps\common\ShadowOfWar\x64\DXGIDebug.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\DXGIDebug.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\DXGIDebug.dll.
Hooked_LoadLibraryExW load: gdi32.dll.
Hooked_LoadLibraryExW load: setupapi.dll.
Hooked_LoadLibraryExW load: rpcrt4.dll.
Hooked_LoadLibraryExW load: WINTRUST.dll.
CreateDXGIFactory2 returned factory = 0000000004A44EE0, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@000000000B2A3FF0) wrapped 0000000004A44EE0
HackerDXGIFactory::QueryInterface(class HackerDXGIFactory2@000000000B2A3FF0) called with IID: IDXGIFactory2
returns result = 0 for 000000000012FE20
HackerDXGIFactory1::EnumAdapters1(class HackerDXGIFactory2@000000000B2A3FF0) adapter 0 requested
Hooked_LoadLibraryExW load: gdi32.dll.
created HackerDXGIAdapter1 wrapper = 000000000B2997B0 of 000000000BDFF440
returns result = 0
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@000000000B2997B0) called
returns adapter: NVIDIA GeForce GTX 980 Ti, sysmem=0, vidmem=6290079744, flags=0
Hooked_LoadLibraryExW load: d3d11.dll.


*** D3D11CreateDevice called with
pAdapter = 000000000B2997B0
Flags = 0
pFeatureLevels = 0xb000
FeatureLevels = 1
ppDevice = 0000000000000000
pFeatureLevel = 0
ppImmediateContext = 0000000000000000
->Feature level forced to 11.0: 0xb000
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@000000000B2997B0) called with IID: IDXGIAdapter1
return HackerDXGIAdapter1 wrapper = 000000000B2997B0
returns result = 0 for 000000000B2997B0
HackerDXGIAdapter1::GetDesc1(class HackerDXGIAdapter1@000000000B2997B0) called
returns adapter: NVIDIA GeForce GTX 980 Ti, sysmem=0, vidmem=6290079744, flags=0
HackerUnknown::Release(class HackerDXGIAdapter1@000000000B2997B0), counter=1, this=000000000B2997B0
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@000000000B2997B0) called with GUID: {1D6AD054-FB2F-4000-B3AB-E873A9131A7C}
returns result = 887a0002
HackerUnknown::AddRef(class HackerDXGIAdapter1@000000000B2997B0), counter=2, this=000000000B2997B0
HackerDXGIAdapter::QueryInterface(class HackerDXGIAdapter1@000000000B2997B0) called with IID: {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}
returns result = 0 for 000000000BDFF478
Hooked_LoadLibraryExW load: nvwgf2umx.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\crypt32.dll.
Hooked_LoadLibraryExW load: WINTRUST.DLL.
Hooked_LoadLibraryExW load: C:\Windows\system32\CRYPT32.dll.
Hooked_LoadLibraryExW load: imagehlp.dll.
Hooked_LoadLibraryExW load: CRYPTSP.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\rsaenh.dll.
Hooked_LoadLibraryExW load: ADVAPI32.dll.
Hooked_LoadLibraryExW load: CRYPTBASE.dll.
Hooked_LoadLibraryExW load: USER32.dll.
Hooked_LoadLibraryExW load: ncrypt.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\bcryptprimitives.dll.
Hooked_LoadLibraryExW load: C:\Program Files\NVIDIA Corporation\Ansel\Tools\NvCamera64.dll.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: kernel32.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: kernel32.
Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1.
Hooked_LoadLibraryExW load: API-MS-Win-Security-SDDL-L1-1-0.dll.
Hooked_LoadLibraryExW load: profapi.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\Shell32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvspcap64.dll.
Hooked_LoadLibraryExW load: ADVAPI32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\Shell32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\Advapi32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll.
Hooked_LoadLibraryExW load: C:\Program Files\NVIDIA Corporation\Ansel\Tools\NvCamera64.dll.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: kernel32.
Hooked_LoadLibraryExW load: api-ms-win-core-synch-l1-2-0.
Hooked_LoadLibraryExW load: api-ms-win-core-fibers-l1-1-1.
Hooked_LoadLibraryExW load: kernel32.
Hooked_LoadLibraryExW load: api-ms-win-core-localization-l1-2-1.
Hooked_LoadLibraryExW load: C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI64.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\Advapi32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll.
Hooked_LoadLibraryExW load: C:\Windows\SysWOW64\nvd3dum.dll.
Hooked_LoadLibraryExW load: C:\Windows\SysWOW64\nvd3dum.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\gdi32.dll.
Hooked_LoadLibraryExW load: DEVRTL.dll.
Hooked_LoadLibraryExW load: SPINF.dll.
Hooked_LoadLibraryExW load: API-MS-Win-Security-SDDL-L1-1-0.dll.
Hooked_LoadLibraryExW load: API-MS-Win-Core-LocalRegistry-L1-1-0.dll.
Hooked_LoadLibraryExW load: SHELL32.dll.
Hooked_LoadLibraryExW load: C:\Windows\system32\nvapi64.dll.
Replaced Hooked_LoadLibraryExW for: C:\Windows\system32\nvapi64.dll to nvapi64.dll.
HackerDXGIObject::GetPrivateData(class HackerDXGIAdapter1@000000000B2997B0) called with GUID: {D722FB4D-7A68-437A-B20C-5804EE2494A6}
returns result = 887a0002
HackerUnknown::Release(class HackerDXGIAdapter1@000000000B2997B0), counter=2, this=000000000B2997B0
D3D11CreateDevice returned device handle = 0000000000000000, context handle = 0000000000000000


D3D11CreateDevice() fails :(

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)

Posted 10/17/2017 05:52 PM   
[quote="Helifax"]Unfortunately, it doesn't work on Windows 7 either:( I get this log: <snip> D3D11CreateDevice() fails :( [/quote] Actually that looks pretty good. The d3d11.dll was loaded properly, and the system one too. That is what I was expecting. Do not use platform_update. For everyone: [i]Always[/i] leave it off, unless nothing else you have tried works. This isn't a case of more is better, the key aspect of the allow_* parameters is to give you options. platform_update is speculative, and probably does not work. As a general rule, we do not want all of these parameters on. They are mutually exclusive. Change one at a time, or it'll never work. In this case, there is a bug (found by Masterotaku) that will crash the game where they pass a null device pointer, and you leave platform_update enabled. Best guess for this game is to just set allow_check_interface, like the original game. But first thing to try would be the 1.2.65 defaults.
Helifax said:Unfortunately, it doesn't work on Windows 7 either:(

I get this log:

<snip>

D3D11CreateDevice() fails :(

Actually that looks pretty good. The d3d11.dll was loaded properly, and the system one too. That is what I was expecting.

Do not use platform_update.

For everyone: Always leave it off, unless nothing else you have tried works. This isn't a case of more is better, the key aspect of the allow_* parameters is to give you options. platform_update is speculative, and probably does not work.

As a general rule, we do not want all of these parameters on. They are mutually exclusive. Change one at a time, or it'll never work.


In this case, there is a bug (found by Masterotaku) that will crash the game where they pass a null device pointer, and you leave platform_update enabled.

Best guess for this game is to just set allow_check_interface, like the original game. But first thing to try would be the 1.2.65 defaults.

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

Posted 10/18/2017 03:40 AM   
Thank you Bo3b. I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :( I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:) I will retry it again this evening just to be sure:)
Thank you Bo3b.

I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :(

I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:)
I will retry it again this evening just to be sure:)

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)

Posted 10/18/2017 08:28 AM   
[quote="Helifax"]Thank you Bo3b. I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :( I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:) I will retry it again this evening just to be sure:) [/quote] OK, that would not be platform_update though, that would be SP1, which is the default on Win7 today. That means it was mad about us returning an error, and/or the wrong DX11 class. Since allow_create_device=2 is now default, that suggests trying allow_create_device=1 would be most likely to work. If that fails, then it's worth trying =2, but then add hook=recommended. Always possible it genuinely requires platform update, but the error message does not imply that.
Helifax said:Thank you Bo3b.

I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :(

I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:)
I will retry it again this evening just to be sure:)

OK, that would not be platform_update though, that would be SP1, which is the default on Win7 today. That means it was mad about us returning an error, and/or the wrong DX11 class.

Since allow_create_device=2 is now default, that suggests trying allow_create_device=1 would be most likely to work. If that fails, then it's worth trying =2, but then add hook=recommended.

Always possible it genuinely requires platform update, but the error message does not imply that.

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

Posted 10/19/2017 01:46 AM   
Thank you again Bo3b, I'll try that one as well! I think I already tried create_device=1 & 2 and didn't work, but I didn't try the hook;) So maybe we can fool it around it ^_^ Will let you know if it works or not:) Many thanks again!
Thank you again Bo3b, I'll try that one as well!
I think I already tried create_device=1 & 2 and didn't work, but I didn't try the hook;) So maybe we can fool it around it ^_^

Will let you know if it works or not:)
Many thanks 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)

Posted 10/19/2017 08:28 AM   
Hey Guys, I have a short question. Is there a problem with 3D Migoto and SLI scaling? Because I had a few Games after applying the 3D fixes using 3D Migoto my SLI scaling went down from 90-99% to 50-60%. Is there any way to fix this? Thank you in advance!
Hey Guys,

I have a short question. Is there a problem with 3D Migoto and SLI scaling? Because I had a few Games after applying the 3D fixes using 3D Migoto my SLI scaling went down from 90-99% to 50-60%.
Is there any way to fix this?

Thank you in advance!

Posted 10/20/2017 06:02 AM   
  107 / 143    
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