How to fix/disable shaders in games(DLL,guide and fixes).
  159 / 167    
(removed, double post)
(removed, double post)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 10/14/2014 09:37 AM   
[quote="DarkStarSword"]Has anyone worked out exactly what it is about the various profiles that allows the driver to fix things automatically (I mean specifically which settings do what)? I spent a bit of time this evening experimenting with the unidentified settings in the Aion and Prototype 2 profiles and was able to identify a few things - I've added what I've learned so far to the bottom of this custom setting names XML file (replace the one from nVidia Inspector with this to use it): https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml I've found that 0x1945B570 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect. When I set 0x4B1CD968 to 0x00000000 I broke shadows in Miasmata, so that seems to be relevant. Setting 0x70EDB381 to 0x00000000 turned the game into mono - the glasses kicked in but I was seeing the image meant for the left eye in both eyes, so I'm guessing this might have some effect on the heuristics that decide what gets stereoised? The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to. I've also identified the convergence (0x708DB8C5) and whether the 3D notes are displayed (0x704F5928), but they aren't all that interesting. The setting that has the 3D notes is pretty obvious, though it looks like nVidia inspector has some bugs finding the right string from the database, so for some games it displays garbage instead.[/quote] Thank you for this. If I just want the 3d to turn on without affecting anything else, what I've been doing recently is to use the Prototype 2 profile & setting 0x70E34A78 to zero. I've only tested this on a couple of games, though. Also thanks for the automatically-updating Games List on the HelixMod site. It's a great feature.
DarkStarSword said:Has anyone worked out exactly what it is about the various profiles that allows the driver to fix things automatically (I mean specifically which settings do what)?

I spent a bit of time this evening experimenting with the unidentified settings in the Aion and Prototype 2 profiles and was able to identify a few things - I've added what I've learned so far to the bottom of this custom setting names XML file (replace the one from nVidia Inspector with this to use it):


https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml


I've found that 0x1945B570 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.

When I set 0x4B1CD968 to 0x00000000 I broke shadows in Miasmata, so that seems to be relevant.

Setting 0x70EDB381 to 0x00000000 turned the game into mono - the glasses kicked in but I was seeing the image meant for the left eye in both eyes, so I'm guessing this might have some effect on the heuristics that decide what gets stereoised?

The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to.

I've also identified the convergence (0x708DB8C5) and whether the 3D notes are displayed (0x704F5928), but they aren't all that interesting. The setting that has the 3D notes is pretty obvious, though it looks like nVidia inspector has some bugs finding the right string from the database, so for some games it displays garbage instead.


Thank you for this. If I just want the 3d to turn on without affecting anything else, what I've been doing recently is to use the Prototype 2 profile & setting 0x70E34A78 to zero. I've only tested this on a couple of games, though.

Also thanks for the automatically-updating Games List on the HelixMod site. It's a great feature.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 10/15/2014 04:38 AM   
Would be great if we could create/modify profiles that allow us to only use the features we really need. So I often use the Aion profile to fix water issues but this often causes other issues with bloom or shadows that are not present when I use another profile. [quote="DarkStarSword"]The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to. [/quote]I prefer playing online games (that can't be paused!) in windowed mode. When You play in fullscreen mode and another task catches the focus the fullscreen game is minimized and it takes some seconds to maximize it again - quite often to discover that You have been killed in the meantime... So it would be great if this allows us to run a game in windowed mode without changing other features of its original profile. Could this be used to play Dx11 games in windowed mode, too? Unfortunately I couldn't find a profile that enables S3D in windowed mode for a Dx11 game. @DarkStarSword: Off topic... You mentioned "World of Diving" - this game seems very promising to me. How good is it in S3D? Edit: Just had a look at the profile for "The Secret World" using the new custom setting names XML. The profile is the same for the Dx 9 (TheSecretWorld.exe) and Dx 11 (TheSecretWorldDX11.exe) version of the game. The Stereo Tweaks 4 entry is not greyed out. Nevertheless TSW only runs in S3D in windowed mode with the Dx 9 version not with the Dx 11 version. So this flag doesn't seem so affect Dx 11 games :(
Would be great if we could create/modify profiles that allow us to only use the features we really need. So I often use the Aion profile to fix water issues but this often causes other issues with bloom or shadows that are not present when I use another profile.
DarkStarSword said:The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to.
I prefer playing online games (that can't be paused!) in windowed mode. When You play in fullscreen mode and another task catches the focus the fullscreen game is minimized and it takes some seconds to maximize it again - quite often to discover that You have been killed in the meantime... So it would be great if this allows us to run a game in windowed mode without changing other features of its original profile.
Could this be used to play Dx11 games in windowed mode, too? Unfortunately I couldn't find a profile that enables S3D in windowed mode for a Dx11 game.

@DarkStarSword: Off topic... You mentioned "World of Diving" - this game seems very promising to me. How good is it in S3D?

Edit: Just had a look at the profile for "The Secret World" using the new custom setting names XML. The profile is the same for the Dx 9 (TheSecretWorld.exe) and Dx 11 (TheSecretWorldDX11.exe) version of the game. The Stereo Tweaks 4 entry is not greyed out. Nevertheless TSW only runs in S3D in windowed mode with the Dx 9 version not with the Dx 11 version. So this flag doesn't seem so affect Dx 11 games :(

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 10/16/2014 08:23 AM   
[quote="3d4dd"]Would be great if we could create/modify profiles that allow us to only use the features we really need. So I often use the Aion profile to fix water issues but this often causes other issues with bloom or shadows that are not present when I use another profile.[/quote]Yep, I agree. I'm hoping by experimenting with the settings we can narrow down what settings affect what towards that goal :) [quote][quote="DarkStarSword"]The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to. [/quote]I prefer playing online games (that can't be paused!) in windowed mode. When You play in fullscreen mode and another task catches the focus the fullscreen game is minimized and it takes some seconds to maximize it again - quite often to discover that You have been killed in the meantime... So it would be great if this allows us to run a game in windowed mode without changing other features of its original profile.[/quote]Yep - it seems to allow just that :) Probably best to add it to the game's default profile (or make a new profile), though I just had a quick flick through the list and it looks like the "3D-Hub Player" profile sets it and nothing else. [quote]Could this be used to play Dx11 games in windowed mode, too? Unfortunately I couldn't find a profile that enables S3D in windowed mode for a Dx11 game.[/quote]I tried it with Defense Grid 2 before they updated it to have real fullscreen support and wasn't able to get it to work unfortunately :( I read a suggestion that Google Earth may be a DX11 program that do windowed 3D, but sysinternals process explorer shows it's using d3d9.dll, so it's probably a dead end (however, I could swear the other day I thought I saw it said it had linked against d3d9.dll, d3d10.dll and d3d11.dll). [quote]@DarkStarSword: Off topic... You mentioned "World of Diving" - this game seems very promising to me. How good is it in S3D?[/quote]It's a Unity game and has many of the same problems as other Unity games - lots of haloing, broken shadows, etc. The halos can be fixed by profile (I have an alternate fix for the halos on water & sand that doesn't need a custom profile), but annoyingly that breaks shadows (that is - the ones that weren't already broken - some were and some weren't) and I haven't managed to unbreak them yet. Some of the lighting effects get double-halos and I haven't worked out how to fix them other than disabling altogether them since adjusting them to fix one halo breaks the other... Once I'm done with Montague's Mount (another broken Unity game) I'll go back to it again. You can follow any progress I make fixing it here: https://github.com/DarkStarSword/3d-fixes/tree/master/World%20of%20Diving
3d4dd said:Would be great if we could create/modify profiles that allow us to only use the features we really need. So I often use the Aion profile to fix water issues but this often causes other issues with bloom or shadows that are not present when I use another profile.
Yep, I agree. I'm hoping by experimenting with the settings we can narrow down what settings affect what towards that goal :)

DarkStarSword said:The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to.
I prefer playing online games (that can't be paused!) in windowed mode. When You play in fullscreen mode and another task catches the focus the fullscreen game is minimized and it takes some seconds to maximize it again - quite often to discover that You have been killed in the meantime... So it would be great if this allows us to run a game in windowed mode without changing other features of its original profile.
Yep - it seems to allow just that :) Probably best to add it to the game's default profile (or make a new profile), though I just had a quick flick through the list and it looks like the "3D-Hub Player" profile sets it and nothing else.

Could this be used to play Dx11 games in windowed mode, too? Unfortunately I couldn't find a profile that enables S3D in windowed mode for a Dx11 game.
I tried it with Defense Grid 2 before they updated it to have real fullscreen support and wasn't able to get it to work unfortunately :(

I read a suggestion that Google Earth may be a DX11 program that do windowed 3D, but sysinternals process explorer shows it's using d3d9.dll, so it's probably a dead end (however, I could swear the other day I thought I saw it said it had linked against d3d9.dll, d3d10.dll and d3d11.dll).

@DarkStarSword: Off topic... You mentioned "World of Diving" - this game seems very promising to me. How good is it in S3D?
It's a Unity game and has many of the same problems as other Unity games - lots of haloing, broken shadows, etc. The halos can be fixed by profile (I have an alternate fix for the halos on water & sand that doesn't need a custom profile), but annoyingly that breaks shadows (that is - the ones that weren't already broken - some were and some weren't) and I haven't managed to unbreak them yet. Some of the lighting effects get double-halos and I haven't worked out how to fix them other than disabling altogether them since adjusting them to fix one halo breaks the other...

Once I'm done with Montague's Mount (another broken Unity game) I'll go back to it again. You can follow any progress I make fixing it here:

https://github.com/DarkStarSword/3d-fixes/tree/master/World%20of%20Diving

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 10/16/2014 09:31 AM   
Thank You for Your information! Let's hope that the drivers will offer S3D in windowed mode for Dx11 games in the future. Too bad that "World of Diving" is a Unity Game. But on the other hand it's good to see that some issues could already be fixed and You gain experiences with it. There are so many interesting Unity Games (e.g. Dreamfall Chapters) I would love to play in S3D... BTW I have discovered Your improvement of my Misamata fix. That's great! Don't You want to post it on Helixmod blog?
Thank You for Your information! Let's hope that the drivers will offer S3D in windowed mode for Dx11 games in the future.
Too bad that "World of Diving" is a Unity Game. But on the other hand it's good to see that some issues could already be fixed and You gain experiences with it. There are so many interesting Unity Games (e.g. Dreamfall Chapters) I would love to play in S3D...

BTW I have discovered Your improvement of my Misamata fix. That's great! Don't You want to post it on Helixmod blog?

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 10/16/2014 09:46 AM   
[quote="3d4dd"]There are so many interesting Unity Games (e.g. Dreamfall Chapters) I would love to play in S3D...[/quote]At the same time I'm learning these fixes, I'm also trying another approach for Unity - I downloaded the free version and have started taking a look at the source code for the shaders (under Editor/Standard Packages/*.unityPackage) in the hope that I can better understand how they are broken. With any luck it might even be possible to fix them in Unity directly or at least get it to compile them with headers... [quote="3d4dd"]BTW I have discovered Your improvement of my Misamata fix. That's great! Don't You want to post it on Helixmod blog?[/quote]At the moment it's a very minor improvement - if I manage to improve it further I'll post it on the blog, but it's a bit lower priority since your original fix is already very good. At least having it up on github means other shaderhackers can take a look at my work in progress (and I try to put my fixes in a separate commit to the original shader so you can just look at the history to clearly see what I changed). In fact, it was your 3D fix for Miasmata that prompted my second playthrough of that game :) You may be aware that I'm very active in the Miasmata community - I've spent a good deal of time reverse engineering the game and released a community patch to fix a bunch of issues as well as some modding tools, an achievement tracking tool and helped with the technical side to translate it into French. If you've been looking through my github repository you might have also seen a few more tools I've started working on that still need some work before a release (shadertool.py to apply simple fixes and a shader database to look up previous fixes to a given shader).
3d4dd said:There are so many interesting Unity Games (e.g. Dreamfall Chapters) I would love to play in S3D...
At the same time I'm learning these fixes, I'm also trying another approach for Unity - I downloaded the free version and have started taking a look at the source code for the shaders (under Editor/Standard Packages/*.unityPackage) in the hope that I can better understand how they are broken. With any luck it might even be possible to fix them in Unity directly or at least get it to compile them with headers...

3d4dd said:BTW I have discovered Your improvement of my Misamata fix. That's great! Don't You want to post it on Helixmod blog?
At the moment it's a very minor improvement - if I manage to improve it further I'll post it on the blog, but it's a bit lower priority since your original fix is already very good. At least having it up on github means other shaderhackers can take a look at my work in progress (and I try to put my fixes in a separate commit to the original shader so you can just look at the history to clearly see what I changed).

In fact, it was your 3D fix for Miasmata that prompted my second playthrough of that game :)

You may be aware that I'm very active in the Miasmata community - I've spent a good deal of time reverse engineering the game and released a community patch to fix a bunch of issues as well as some modding tools, an achievement tracking tool and helped with the technical side to translate it into French.

If you've been looking through my github repository you might have also seen a few more tools I've started working on that still need some work before a release (shadertool.py to apply simple fixes and a shader database to look up previous fixes to a given shader).

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 10/16/2014 10:49 AM   
[quote="DarkStarSword"] I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.[/quote] 0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.
DarkStarSword said:

I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.


0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.

Posted 10/16/2014 02:38 PM   
[quote="Cygnific"][quote="DarkStarSword"] I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.[/quote] 0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.[/quote] That's interesting, where did you find that? In the developer API? Also if you type "StereoShaderMatrixCheck" into Google you get a Google Whack.
Cygnific said:
DarkStarSword said:

I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.


0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.

That's interesting, where did you find that? In the developer API? Also if you type "StereoShaderMatrixCheck" into Google you get a Google Whack.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/16/2014 02:41 PM   
[quote="mike_ar69"][quote="Cygnific"][quote="DarkStarSword"] I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.[/quote] 0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.[/quote] That's interesting, where did you find that? In the developer API? Also if you type "StereoShaderMatrixCheck" into Google you get a Google Whack.[/quote] It's in nvwgf2um.dll. Problem is that not all api calls are documented. (like you found out) :)
mike_ar69 said:
Cygnific said:
DarkStarSword said:

I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.


0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.

That's interesting, where did you find that? In the developer API? Also if you type "StereoShaderMatrixCheck" into Google you get a Google Whack.


It's in nvwgf2um.dll. Problem is that not all api calls are documented. (like you found out) :)

Posted 10/16/2014 02:45 PM   
[quote="Cygnific"]It's in nvwgf2um.dll. Problem is that not all api calls are documented. (like you found out) :)[/quote]Interesting. I see another reverse engineering session with IDA in my near future.
Cygnific said:It's in nvwgf2um.dll. Problem is that not all api calls are documented. (like you found out) :)
Interesting. I see another reverse engineering session with IDA in my near future.

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 10/17/2014 04:32 AM   
[quote="Cygnific"][quote="DarkStarSword"]I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.[/quote]0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.[/quote]It's actually StereoUseMatrix - analysing the function that looks up the table with IDA showed that the string comes before the ID in the table, like this: [code]struct { char name[100], u32 id, u32 unknown, /* Observed values are 0 and 2 */ };[/code] I wrote a short python script to extract the table from nvwgf2um.dll and export it as a CustomSettingNames_en-EN.xml that can be used with nVidia inspector. I've merged the resulting XML file with the original and put it here: https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml You can find the script I used to extract it here: https://github.com/DarkStarSword/3d-fixes/blob/master/extract_stereo_settings.py The offsets are hardcoded in the script, so don't expect this to work on other driver versions, but if you are familiar with using IDA for reverse engineering it's pretty straight forward to find the offset & size of the table inside the dll (find the table and scroll back until you spot an identifier, follow the cross reference on the identifier and look at the assembly to confirm that it looks like a table walker). Alternatively you can probably just use a hex editor. [quote]When I set 0x4B1CD968 to 0x00000000 I broke shadows in Miasmata, so that seems to be relevant.[/quote]I meant 0x709A1DDF, and this is StereoCutoff. [quote]Setting 0x70EDB381 to 0x00000000 turned the game into mono...[/quote]Turns out this is StereoTextureEnable. [quote]The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to.[/quote]This one isn't in the table - I'll have to dig further to find where it's defined and/or used.
Cygnific said:
DarkStarSword said:I've found that 0x70E34A78 seems to be responsible for fixing various halo type issues (e.g. water in Miasmata and lots of issues in World of Diving), though I haven't worked out what the significance of the values are yet, as any non-zero value seems to have the same effect.
0x70E34A78 = StereoShaderMatrixCheck if you wanted to know that.
It's actually StereoUseMatrix - analysing the function that looks up the table with IDA showed that the string comes before the ID in the table, like this:
struct {
char name[100],
u32 id,
u32 unknown, /* Observed values are 0 and 2 */
};

I wrote a short python script to extract the table from nvwgf2um.dll and export it as a CustomSettingNames_en-EN.xml that can be used with nVidia inspector.

I've merged the resulting XML file with the original and put it here:
https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml

You can find the script I used to extract it here:
https://github.com/DarkStarSword/3d-fixes/blob/master/extract_stereo_settings.py

The offsets are hardcoded in the script, so don't expect this to work on other driver versions, but if you are familiar with using IDA for reverse engineering it's pretty straight forward to find the offset & size of the table inside the dll (find the table and scroll back until you spot an identifier, follow the cross reference on the identifier and look at the assembly to confirm that it looks like a table walker). Alternatively you can probably just use a hex editor.


When I set 0x4B1CD968 to 0x00000000 I broke shadows in Miasmata, so that seems to be relevant.
I meant 0x709A1DDF, and this is StereoCutoff.

Setting 0x70EDB381 to 0x00000000 turned the game into mono...
Turns out this is StereoTextureEnable.

The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to.
This one isn't in the table - I'll have to dig further to find where it's defined and/or used.

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 10/18/2014 12:19 PM   
[quote="DarkStarSword"]It's actually StereoUseMatrix - analysing the function that looks up the table with IDA showed that the string comes before the ID in the table, like this: <snip> [quote]The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to.[/quote]This one isn't in the table - I'll have to dig further to find where it's defined and/or used. [/quote] You are right sorry.. No idea why I assumed it was the one mentioned.. The 0x701EB457 is used in nvd3dum.dll. If you want to dig further :)
DarkStarSword said:It's actually StereoUseMatrix - analysing the function that looks up the table with IDA showed that the string comes before the ID in the table, like this: <snip>

The mere existence of 0x701EB457 (i.e. not greyed out) seems to allow 3D to kick in in Windowed mode, regardless of what the value is set to.
This one isn't in the table - I'll have to dig further to find where it's defined and/or used.


You are right sorry.. No idea why I assumed it was the one mentioned.. The 0x701EB457 is used in nvd3dum.dll. If you want to dig further :)

Posted 10/18/2014 08:01 PM   
How do I go about applying a convergence lock (for a fix)? I did a search and I heard mention that it could be done. But I was unable to find any further details regarding this. Do I just assign a really common texture to a preset index?
How do I go about applying a convergence lock (for a fix)? I did a search and I heard mention that it could be done. But I was unable to find any further details regarding this. Do I just assign a really common texture to a preset index?

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 10/21/2014 03:11 AM   
So i'm playing round with the debug and Killing Floor (UE 2.5 i think). Its dumping all the shaders and its code, but in game cycling through the shaders shows no changes. I've tried with and without UseRenderedShaders but nothing ever gets shut off. Any tips on what i could try?
So i'm playing round with the debug and Killing Floor (UE 2.5 i think). Its dumping all the shaders and its code, but in game cycling through the shaders shows no changes. I've tried with and without UseRenderedShaders but nothing ever gets shut off. Any tips on what i could try?

Posted 10/26/2014 02:38 PM   
[quote="4everAwake"]How do I go about applying a convergence lock (for a fix)? I did a search and I heard mention that it could be done. But I was unable to find any further details regarding this. Do I just assign a really common texture to a preset index?[/quote]I'm not sure this has been documented anywhere. The one game I know this works in Last Remnant: http://helixmod.blogspot.com/2013/09/the-last-remnant-new-version-update-0620.html Take a look at that fix to see if that is what you need. If not, ping eqzitara by email, because I know he figured out how to do this.
4everAwake said:How do I go about applying a convergence lock (for a fix)? I did a search and I heard mention that it could be done. But I was unable to find any further details regarding this. Do I just assign a really common texture to a preset index?
I'm not sure this has been documented anywhere.

The one game I know this works in Last Remnant: http://helixmod.blogspot.com/2013/09/the-last-remnant-new-version-update-0620.html


Take a look at that fix to see if that is what you need. If not, ping eqzitara by email, because I know he figured out how to do this.

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Posted 10/26/2014 10:14 PM   
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