[quote="dekgol"]But this is a good start. according to bo3b fix like that was very hard to do.[/quote]
There is NO FIX, just low Depth and High Convergence! You can do it as well..../sigh (using the nvidia shortcut keys)
The poster just took some screenshots without giving any usable information... just some screenshot.
dekgol said:But this is a good start. according to bo3b fix like that was very hard to do.
There is NO FIX, just low Depth and High Convergence! You can do it as well..../sigh (using the nvidia shortcut keys)
The poster just took some screenshots without giving any usable information... just some screenshot.
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
I [quote=""][quote="spanian77"](don't know if you have same "issue" but takes very long time to load those pics...)[/quote]
Agree
[/quote]
I thought it was my internet access. They loaded fine before
spanian77 said:(don't know if you have same "issue" but takes very long time to load those pics...)
Agree
I thought it was my internet access. They loaded fine before
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
This is how the game looks for me, I have hunted both VS and PS not finding anything causing it. Dumped shaders and found 5 compute shaders I have yet to play around with. No fixes applied and can't say the game looks good.
[img]http://www.flugan.net/mgsvtpp01_50.jpg[/img]
This is how the game looks for me, I have hunted both VS and PS not finding anything causing it. Dumped shaders and found 5 compute shaders I have yet to play around with. No fixes applied and can't say the game looks good.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
That image looks like a fairly common halo fix, where the texture for a given surface has not been stereoized by 3D Vision Automatic properly. Might be possible to improve that with profile bits.
You should be able to narrow down the VertexShader for the doctor for example. The halo happens because the texture for his face and coat is misaligned with the actual vertices in the model. So, the normal fix is to stereoize (Prime Directive) the texture output in the VS.
When hunting, are you seeing the doctor wink out?
For normal style hunting, you'll want to SetVertexShader(null).
That image looks like a fairly common halo fix, where the texture for a given surface has not been stereoized by 3D Vision Automatic properly. Might be possible to improve that with profile bits.
You should be able to narrow down the VertexShader for the doctor for example. The halo happens because the texture for his face and coat is misaligned with the actual vertices in the model. So, the normal fix is to stereoize (Prime Directive) the texture output in the VS.
When hunting, are you seeing the doctor wink out?
For normal style hunting, you'll want to SetVertexShader(null).
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="Flugan"]I have not played around with profiles yet.
I'm unable to hunt the halo VS[/quote]
How does your code go about doing the hunting? Is it similar to the 3Dmigoto approach, or something different?
If you aren't seeing the shader blink off while hunting, that suggests something is wrong with the hunting code, like maybe not all shaders are being added to a 'recent' or 'frame' map. Or the shader is created before your code is running and thus not in the complete set of shaders.
There must be a vertex shader associated with that effect, it would be extremely unlikely to draw something so prosaic with a computer shader.
Still unlikely, but possible that they are using tesselation to round out his head. Still need a VS to start the pipeline though.
Flugan said:I have not played around with profiles yet.
I'm unable to hunt the halo VS
How does your code go about doing the hunting? Is it similar to the 3Dmigoto approach, or something different?
If you aren't seeing the shader blink off while hunting, that suggests something is wrong with the hunting code, like maybe not all shaders are being added to a 'recent' or 'frame' map. Or the shader is created before your code is running and thus not in the complete set of shaders.
There must be a vertex shader associated with that effect, it would be extremely unlikely to draw something so prosaic with a computer shader.
Still unlikely, but possible that they are using tesselation to round out his head. Still need a VS to start the pipeline though.
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
Something is clearly wrong with my wrapper and hunting.
Not sure what the problem is but the hunting code is rewritten using Present to cull the active shaders list.
Also weird shaders end up in my log with 0 hash and is untraceable.
Used my old wrapper and I could hunt fine.
I don't know what is wrong and will likely not figure it out soon.
Happy to have something working.
Something is clearly wrong with my wrapper and hunting.
Not sure what the problem is but the hunting code is rewritten using Present to cull the active shaders list.
Also weird shaders end up in my log with 0 hash and is untraceable.
Used my old wrapper and I could hunt fine.
I don't know what is wrong and will likely not figure it out soon.
Happy to have something working.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote="Flugan"]Something is clearly wrong with my wrapper and hunting.
Not sure what the problem is but the hunting code is rewritten using Present to cull the active shaders list.
Also weird shaders end up in my log with 0 hash and is untraceable.
Used my old wrapper and I could hunt fine.
I don't know what is wrong and will likely not figure it out soon.
Happy to have something working.
[/quote]
Sounds good. The culling of only active shaders is just a convenience, not a requirement. If you can find the VS for that doctor image with your old wrapper and post it here, we can help you fix it.
Flugan said:Something is clearly wrong with my wrapper and hunting.
Not sure what the problem is but the hunting code is rewritten using Present to cull the active shaders list.
Also weird shaders end up in my log with 0 hash and is untraceable.
Used my old wrapper and I could hunt fine.
I don't know what is wrong and will likely not figure it out soon.
Happy to have something working.
Sounds good. The culling of only active shaders is just a convenience, not a requirement. If you can find the VS for that doctor image with your old wrapper and post it here, we can help you fix it.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
I have not found the doctor halo yet but here is an example of a shader:
The binary shader is 195k and this ASM version is 10k.
I never learned how to handle comments in bin/asm.
A lot more comments and code is stored in the bin file.
I ran into this problem when working on the assembler but never solved it.
Oh wow, that's a weird mistake for them to make. Those extra lines in the assembly are because they shipped the shaders with debug mode turned on. The only other game I saw this on was Defense Grid 2.
This caused the Decompiler to crash outright as well, because that stuff is not expected to be there. For this game, you'll want to skip the blank lines and # commented lines.
Save off a copy of these shaders, in case they figure it out and remove them in the future, as the extra debug information includes the comments from their source code, which can be super helpful when trying to fix a game. Even better than well named variables.
Oh wow, that's a weird mistake for them to make. Those extra lines in the assembly are because they shipped the shaders with debug mode turned on. The only other game I saw this on was Defense Grid 2.
This caused the Decompiler to crash outright as well, because that stuff is not expected to be there. For this game, you'll want to skip the blank lines and # commented lines.
Save off a copy of these shaders, in case they figure it out and remove them in the future, as the extra debug information includes the comments from their source code, which can be super helpful when trying to fix a game. Even better than well named variables.
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
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
There is NO FIX, just low Depth and High Convergence! You can do it as well..../sigh (using the nvidia shortcut keys)
The poster just took some screenshots without giving any usable information... just some screenshot.
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)
i5 4670K 4.4 Ghz H2O, G.skill 16GB @2.4 Ghz C10, 2xGTX970 G1 SLI, AOC G2460PG, G-sync+3D Vision 2, Win 7x64(ssd), Games on RAID-0
Agree
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
I thought it was my internet access. They loaded fine before
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
Yeah it takes a long time to load
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
You should be able to narrow down the VertexShader for the doctor for example. The halo happens because the texture for his face and coat is misaligned with the actual vertices in the model. So, the normal fix is to stereoize (Prime Directive) the texture output in the VS.
When hunting, are you seeing the doctor wink out?
For normal style hunting, you'll want to SetVertexShader(null).
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I'm unable to hunt the halo VS
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
How does your code go about doing the hunting? Is it similar to the 3Dmigoto approach, or something different?
If you aren't seeing the shader blink off while hunting, that suggests something is wrong with the hunting code, like maybe not all shaders are being added to a 'recent' or 'frame' map. Or the shader is created before your code is running and thus not in the complete set of shaders.
There must be a vertex shader associated with that effect, it would be extremely unlikely to draw something so prosaic with a computer shader.
Still unlikely, but possible that they are using tesselation to round out his head. Still need a VS to start the pipeline though.
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
Not sure what the problem is but the hunting code is rewritten using Present to cull the active shaders list.
Also weird shaders end up in my log with 0 hash and is untraceable.
Used my old wrapper and I could hunt fine.
I don't know what is wrong and will likely not figure it out soon.
Happy to have something working.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Sounds good. The culling of only active shaders is just a convenience, not a requirement. If you can find the VS for that doctor image with your old wrapper and post it here, we can help you fix it.
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
The binary shader is 195k and this ASM version is 10k.
I never learned how to handle comments in bin/asm.
A lot more comments and code is stored in the bin file.
I ran into this problem when working on the assembler but never solved it.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
This caused the Decompiler to crash outright as well, because that stuff is not expected to be there. For this game, you'll want to skip the blank lines and # commented lines.
Save off a copy of these shaders, in case they figure it out and remove them in the future, as the extra debug information includes the comments from their source code, which can be super helpful when trying to fix a game. Even better than well named variables.
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