[quote name='-=HeliX=-' date='10 February 2012 - 02:58 PM' timestamp='1328903894' post='1367838']
@chiz:
Try this fix for steam version of Dead Space, it should work now.
@Osobari:
Almost, maybe i miss something who knows :)
[/quote]
Just tested and yes it looks amazing now! Only minor issue with flashlight cone slightly off, but may be SLI issue. /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
I probably should've taken a crack at this myself as a mental exercise. Did you just look at file sizes, then start checking the headers to match up with your fixed ones and then copy/paste the fixed code once you verified it was the same shader? I tried doing some of this with Boris' ENB Skyrim shader fixes to see if I could match up shaders but no luck with that. He must use a different enumeration method instead of CRC32 for shaders.
But yes your mod is an amazing breakthrough for 3D gamers everywhere, I'm sure Nvidia is taking notice as well so hopefully they can help support your efforts too as this really makes their product better. Thanks again and looking forward to your 3D fix tutorial!
[quote name='-=HeliX=-' date='10 February 2012 - 02:58 PM' timestamp='1328903894' post='1367838']
@chiz:
Try this fix for steam version of Dead Space, it should work now.
@Osobari:
Almost, maybe i miss something who knows :)
Just tested and yes it looks amazing now! Only minor issue with flashlight cone slightly off, but may be SLI issue. /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
I probably should've taken a crack at this myself as a mental exercise. Did you just look at file sizes, then start checking the headers to match up with your fixed ones and then copy/paste the fixed code once you verified it was the same shader? I tried doing some of this with Boris' ENB Skyrim shader fixes to see if I could match up shaders but no luck with that. He must use a different enumeration method instead of CRC32 for shaders.
But yes your mod is an amazing breakthrough for 3D gamers everywhere, I'm sure Nvidia is taking notice as well so hopefully they can help support your efforts too as this really makes their product better. Thanks again and looking forward to your 3D fix tutorial!
[quote name='SamLombardo' date='10 February 2012 - 01:31 PM' timestamp='1328877098' post='1367690']
Could anyone of you try to fix dead island? I would appreciate it so much, would be very grateful.
[/quote]
Does anyone have this Game and could dare a try? Please. It is nearly unplayable in S3D without modification
Tanks again in advance
[quote name='SamLombardo' date='11 February 2012 - 01:40 AM' timestamp='1328946039' post='1367999']
Does anyone have this Game and could dare a try? Please. It is nearly unplayable in S3D without modification
Tanks again in advance
@Helix:
I can't believe it!!! You even can fix shadows with Your tool /shock.gif' class='bbc_emoticon' alt=':shock:' /> Shadows rendered in 2D at screen level is another common issue in many games. Another great step forward for fixing games in S3D /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Unfortunately I discovered another issue with Your dlls when used with iZ3D /sad.gif' class='bbc_emoticon' alt=':sad:' /> I already described the fact that the CRC32 filenames are different to the CRC32 shown in the debug HUD. Noting down the correct CRC32 is a simple solution. Now I discovered a really serious problem: some shaders seem to get every time another CRC32 value when starting the game with iZ3D. So it is not possible to fix them as the files in the override folder don't have the right names for the CRC32 values actual used in the game. Also renaming the files and reloading with F10 doesn't help. I have this issues e.g. with Your shadow fix (pixel shader) and 3D HUD (vertex shader) in Amalur. I can't get them to work as their CRC32 changes every time I start the game. Is there another way to identify a shader then their CRC32? I had the impression that the list number of the shaders was always the same in contrary to the CRC32 value. So the pixel shader for the shadows was always PS: 471.... Could this value also be used for overriding shaders?
I can't believe it!!! You even can fix shadows with Your tool /shock.gif' class='bbc_emoticon' alt=':shock:' /> Shadows rendered in 2D at screen level is another common issue in many games. Another great step forward for fixing games in S3D /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Unfortunately I discovered another issue with Your dlls when used with iZ3D /sad.gif' class='bbc_emoticon' alt=':sad:' /> I already described the fact that the CRC32 filenames are different to the CRC32 shown in the debug HUD. Noting down the correct CRC32 is a simple solution. Now I discovered a really serious problem: some shaders seem to get every time another CRC32 value when starting the game with iZ3D. So it is not possible to fix them as the files in the override folder don't have the right names for the CRC32 values actual used in the game. Also renaming the files and reloading with F10 doesn't help. I have this issues e.g. with Your shadow fix (pixel shader) and 3D HUD (vertex shader) in Amalur. I can't get them to work as their CRC32 changes every time I start the game. Is there another way to identify a shader then their CRC32? I had the impression that the list number of the shaders was always the same in contrary to the CRC32 value. So the pixel shader for the shadows was always PS: 471.... Could this value also be used for overriding shaders?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote name='SamLombardo' date='11 February 2012 - 04:08 AM' timestamp='1328954906' post='1368025']
Hey, thanks a lot! didnt see it *redface*
How bout a list with all available fixes so far?
@3d4dd:
Games usually loads shaders based on game settings / sometime even it depends from levels and etc..
So you can always get different index.
And even with that improvement my fixes not going to work with iZ3D , because I use nvidia api to retrieve current convergence and separation values.
To make it work under iZ3D i should do changes in DLL to use iZ3D api and also all fixes should be adapt for using with it.
And yea CRC should be always the same, as I said iZ3D does some modification with shaders.
@Flugan:
No, not yet.
You can change HUD depth inside shader, when i said that some shaders doesn't contain depth information I mean that some effects couldn't be fixed without it.
But you can always change every element at scene using constant depth.
Today I'll try to describe how to do that.
Games usually loads shaders based on game settings / sometime even it depends from levels and etc..
So you can always get different index.
And even with that improvement my fixes not going to work with iZ3D , because I use nvidia api to retrieve current convergence and separation values.
To make it work under iZ3D i should do changes in DLL to use iZ3D api and also all fixes should be adapt for using with it.
And yea CRC should be always the same, as I said iZ3D does some modification with shaders.
@Flugan:
No, not yet.
You can change HUD depth inside shader, when i said that some shaders doesn't contain depth information I mean that some effects couldn't be fixed without it.
But you can always change every element at scene using constant depth.
-=HeliX=-, I was curious if things like the 2D nameplates in Amalur can be fixed this way or is that something that the devs would have to handle with their code? I am amazed with what you have done so far. I might just have to gift you something on Steam for all the work you have done to making my 3D gaming experience better.
Also, anyone know how to get any form of AA working with Amalur? Enabling post processing in game enable FXAA but I am not a big fan of the overuse of blur with it enabled. The only other way I know is to use a injectFXAA mod but that method requires using a d3d9.dll and since the 3D fix requires the same kind of file, you are forced to use one or the other, Obviously I want to keep the 3D fixes if I had to choose just one of them. I know that you can add another d3d9.dll if you enable it in the proxy section of the ENB mod because I am using the ENB 3D fix for Skyrim along with using injectFXAA to sharpen the textures and add some saturation to the game. It would be cool if we could do something similar to that with the d3d9.dll that is used by the 3D shader overrides.
-=HeliX=-, I was curious if things like the 2D nameplates in Amalur can be fixed this way or is that something that the devs would have to handle with their code? I am amazed with what you have done so far. I might just have to gift you something on Steam for all the work you have done to making my 3D gaming experience better.
Also, anyone know how to get any form of AA working with Amalur? Enabling post processing in game enable FXAA but I am not a big fan of the overuse of blur with it enabled. The only other way I know is to use a injectFXAA mod but that method requires using a d3d9.dll and since the 3D fix requires the same kind of file, you are forced to use one or the other, Obviously I want to keep the 3D fixes if I had to choose just one of them. I know that you can add another d3d9.dll if you enable it in the proxy section of the ENB mod because I am using the ENB 3D fix for Skyrim along with using injectFXAA to sharpen the textures and add some saturation to the game. It would be cool if we could do something similar to that with the d3d9.dll that is used by the 3D shader overrides.
@Arioch:
Not fixed , but moved on constant depth.
The problem that those 2D nameplates doesn't have real depth of object.
I.e. devs doesn't pass depth of the object to this shader, and even with source code of DX9 wrapper you not be able to do that.
Because you should know for what object engine calls draw function, or what we should look for in z buffer and etc ...
But you can move them on constant depth as i did with hud.
I can add something similar like proxy library in ENB , it's not hard.
[quote name='-=HeliX=-' date='11 February 2012 - 06:34 AM' timestamp='1328963698' post='1368063']
@Arioch:
Not fixed , but moved on constant depth.
The problem that those 2D nameplates doesn't have real depth of object.
I.e. devs doesn't pass depth of the object to this shader, and even with source code of DX9 wrapper you not be able to do that.
Because you should know for what object engine calls draw function, or what we should look for in z buffer and etc ...
But you can move them on constant depth as i did with hud.
I can add something similar like proxy library in ENB , it's not hard.
[/quote]
I appreciate the feedback on the issue. What bugs me is that you have been able to fix a lot of the 3D issues on your own with a DX9 wrapper. Just imagine what the devs could do with their full access to the code if they actually showed any interest in 3D.
As for a proxy library, that would be awesome. I would love to try to sharpen up the game as well as add some FXAA to it without having to use the in-game post processing.
[quote name='-=HeliX=-' date='11 February 2012 - 06:34 AM' timestamp='1328963698' post='1368063']
@Arioch:
Not fixed , but moved on constant depth.
The problem that those 2D nameplates doesn't have real depth of object.
I.e. devs doesn't pass depth of the object to this shader, and even with source code of DX9 wrapper you not be able to do that.
Because you should know for what object engine calls draw function, or what we should look for in z buffer and etc ...
But you can move them on constant depth as i did with hud.
I can add something similar like proxy library in ENB , it's not hard.
I appreciate the feedback on the issue. What bugs me is that you have been able to fix a lot of the 3D issues on your own with a DX9 wrapper. Just imagine what the devs could do with their full access to the code if they actually showed any interest in 3D.
As for a proxy library, that would be awesome. I would love to try to sharpen up the game as well as add some FXAA to it without having to use the in-game post processing.
[quote name='eqzitara' date='07 February 2012 - 06:48 PM' timestamp='1328640537' post='1366515']
Dungeon Defenders fix
Man was this game TERRIBLE in 3d. Wierd lines showing around all objects, wierd light orbs, shadows displaying very oddly. All gone. This went from completely unplayable to good. Attached are before and after pics. Follow installation directions extract both zips in win32 directory.
http://helixmod.wikispot.org/
As always 99.99999% credit goes to helix.
PS If anyone wants to run debug and see if they can fix anything else feel free. Just post the new files here and let me know via pm.
Those pictures really came out bad for some reason... Looks better ingame.
[/quote]
[quote name='eqzitara' date='07 February 2012 - 06:48 PM' timestamp='1328640537' post='1366515']
Dungeon Defenders fix
Man was this game TERRIBLE in 3d. Wierd lines showing around all objects, wierd light orbs, shadows displaying very oddly. All gone. This went from completely unplayable to good. Attached are before and after pics. Follow installation directions extract both zips in win32 directory.
[quote name='3d4dd' date='11 February 2012 - 11:25 AM' timestamp='1328955900' post='1368027']
@Helix:
I can't believe it!!! You even can fix shadows with Your tool /shock.gif' class='bbc_emoticon' alt=':shock:' /> Shadows rendered in 2D at screen level is another common issue in many games. Another great step forward for fixing games in S3D /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Unfortunately I discovered another issue with Your dlls when used with iZ3D /sad.gif' class='bbc_emoticon' alt=':sad:' /> I already described the fact that the CRC32 filenames are different to the CRC32 shown in the debug HUD. Noting down the correct CRC32 is a simple solution. Now I discovered a really serious problem: some shaders seem to get every time another CRC32 value when starting the game with iZ3D. So it is not possible to fix them as the files in the override folder don't have the right names for the CRC32 values actual used in the game. Also renaming the files and reloading with F10 doesn't help. I have this issues e.g. with Your shadow fix (pixel shader) and 3D HUD (vertex shader) in Amalur. I can't get them to work as their CRC32 changes every time I start the game. Is there another way to identify a shader then their CRC32? I had the impression that the list number of the shaders was always the same in contrary to the CRC32 value. So the pixel shader for the shadows was always PS: 471.... Could this value also be used for overriding shaders?
[/quote]I think it's possible to load the game in with iz3d-driver deactivated using -=HeliX=- tool to retrieve and dump the shadercrc's. This will require that you know exactly which effects that causes problems from beginning in 3d. On the other hand iz3d offers quite a deal of fixes within their baseprofiles.xml once the crc's are known. I agree it's kind a pity that changes can't be observed directly in 3d but on the other hand this is far more than we had in the past!
[quote name='3d4dd' date='11 February 2012 - 11:25 AM' timestamp='1328955900' post='1368027']
@Helix:
I can't believe it!!! You even can fix shadows with Your tool /shock.gif' class='bbc_emoticon' alt=':shock:' /> Shadows rendered in 2D at screen level is another common issue in many games. Another great step forward for fixing games in S3D /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Unfortunately I discovered another issue with Your dlls when used with iZ3D /sad.gif' class='bbc_emoticon' alt=':sad:' /> I already described the fact that the CRC32 filenames are different to the CRC32 shown in the debug HUD. Noting down the correct CRC32 is a simple solution. Now I discovered a really serious problem: some shaders seem to get every time another CRC32 value when starting the game with iZ3D. So it is not possible to fix them as the files in the override folder don't have the right names for the CRC32 values actual used in the game. Also renaming the files and reloading with F10 doesn't help. I have this issues e.g. with Your shadow fix (pixel shader) and 3D HUD (vertex shader) in Amalur. I can't get them to work as their CRC32 changes every time I start the game. Is there another way to identify a shader then their CRC32? I had the impression that the list number of the shaders was always the same in contrary to the CRC32 value. So the pixel shader for the shadows was always PS: 471.... Could this value also be used for overriding shaders?
I think it's possible to load the game in with iz3d-driver deactivated using -=HeliX=- tool to retrieve and dump the shadercrc's. This will require that you know exactly which effects that causes problems from beginning in 3d. On the other hand iz3d offers quite a deal of fixes within their baseprofiles.xml once the crc's are known. I agree it's kind a pity that changes can't be observed directly in 3d but on the other hand this is far more than we had in the past!
Thank you so much HeliX!!
EDIT: someone from Nvidia should sticky this thread!
Thank you so much HeliX!!
EDIT: someone from Nvidia should sticky this thread!
Thermaltake Tsunami Silver | Intel i5 750@3.8ghz | Cooler Master V8 | Asus P7P55D | Point of View GTX480 | Corsair TX950 | 8GB G-Skill Ripjaws 1600 7-8-7 | Mouse Logitech G5 | Saitek Gaming Keyboard | Sony HMZ T1/Acer GD245HQ | Nvidia 3D Vision | Windows 7 Enterprise 64-bit
@chiz:
Try this fix for steam version of Dead Space, it should work now.
@Osobari:
Almost, maybe i miss something who knows :)
[/quote]
Just tested and yes it looks amazing now! Only minor issue with flashlight cone slightly off, but may be SLI issue.
I probably should've taken a crack at this myself as a mental exercise. Did you just look at file sizes, then start checking the headers to match up with your fixed ones and then copy/paste the fixed code once you verified it was the same shader? I tried doing some of this with Boris' ENB Skyrim shader fixes to see if I could match up shaders but no luck with that. He must use a different enumeration method instead of CRC32 for shaders.
But yes your mod is an amazing breakthrough for 3D gamers everywhere, I'm sure Nvidia is taking notice as well so hopefully they can help support your efforts too as this really makes their product better. Thanks again and looking forward to your 3D fix tutorial!
@chiz:
Try this fix for steam version of Dead Space, it should work now.
@Osobari:
Almost, maybe i miss something who knows :)
Just tested and yes it looks amazing now! Only minor issue with flashlight cone slightly off, but may be SLI issue.
I probably should've taken a crack at this myself as a mental exercise. Did you just look at file sizes, then start checking the headers to match up with your fixed ones and then copy/paste the fixed code once you verified it was the same shader? I tried doing some of this with Boris' ENB Skyrim shader fixes to see if I could match up shaders but no luck with that. He must use a different enumeration method instead of CRC32 for shaders.
But yes your mod is an amazing breakthrough for 3D gamers everywhere, I'm sure Nvidia is taking notice as well so hopefully they can help support your efforts too as this really makes their product better. Thanks again and looking forward to your 3D fix tutorial!
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
I'm very much a noob and am using existing source code which mostly just forwards the call to the real function.
My goal was to see if it is possible to correct depth for gui elements where the intended depth is not available to the shaders.
I'm running into problems getting Skyrim in particular to run using any wrapper other than yours.
Creating a wrapper is clearly outside my confort zone.
My question to Helix is if you are prepared to release the source code to the release dll.
I'm very much a noob and am using existing source code which mostly just forwards the call to the real function.
My goal was to see if it is possible to correct depth for gui elements where the intended depth is not available to the shaders.
I'm running into problems getting Skyrim in particular to run using any wrapper other than yours.
Creating a wrapper is clearly outside my confort zone.
My question to Helix is if you are prepared to release the source code to the release dll.
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
Could anyone of you try to fix dead island? I would appreciate it so much, would be very grateful.
[/quote]
Does anyone have this Game and could dare a try? Please. It is nearly unplayable in S3D without modification
Tanks again in advance
Sam
Could anyone of you try to fix dead island? I would appreciate it so much, would be very grateful.
Does anyone have this Game and could dare a try? Please. It is nearly unplayable in S3D without modification
Tanks again in advance
Sam
Does anyone have this Game and could dare a try? Please. It is nearly unplayable in S3D without modification
Tanks again in advance
Sam
[/quote]
Did you try the fix that was posted here before?
http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1366747
Does anyone have this Game and could dare a try? Please. It is nearly unplayable in S3D without modification
Tanks again in advance
Sam
Did you try the fix that was posted here before?
http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1366747
How bout a list with all available fixes so far?
Thanks again, bye Sam
How bout a list with all available fixes so far?
Thanks again, bye Sam
I can't believe it!!! You even can fix shadows with Your tool
Unfortunately I discovered another issue with Your dlls when used with iZ3D
I can't believe it!!! You even can fix shadows with Your tool
Unfortunately I discovered another issue with Your dlls when used with iZ3D
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Hey, thanks a lot! didnt see it *redface*
How bout a list with all available fixes so far?
Thanks again, bye Sam
[/quote]
Bookmark this page:
http://helixmod.wikispot.org/gamelist
Hey, thanks a lot! didnt see it *redface*
How bout a list with all available fixes so far?
Thanks again, bye Sam
Bookmark this page:
http://helixmod.wikispot.org/gamelist
Games usually loads shaders based on game settings / sometime even it depends from levels and etc..
So you can always get different index.
And even with that improvement my fixes not going to work with iZ3D , because I use nvidia api to retrieve current convergence and separation values.
To make it work under iZ3D i should do changes in DLL to use iZ3D api and also all fixes should be adapt for using with it.
And yea CRC should be always the same, as I said iZ3D does some modification with shaders.
@Flugan:
No, not yet.
You can change HUD depth inside shader, when i said that some shaders doesn't contain depth information I mean that some effects couldn't be fixed without it.
But you can always change every element at scene using constant depth.
Today I'll try to describe how to do that.
Games usually loads shaders based on game settings / sometime even it depends from levels and etc..
So you can always get different index.
And even with that improvement my fixes not going to work with iZ3D , because I use nvidia api to retrieve current convergence and separation values.
To make it work under iZ3D i should do changes in DLL to use iZ3D api and also all fixes should be adapt for using with it.
And yea CRC should be always the same, as I said iZ3D does some modification with shaders.
@Flugan:
No, not yet.
You can change HUD depth inside shader, when i said that some shaders doesn't contain depth information I mean that some effects couldn't be fixed without it.
But you can always change every element at scene using constant depth.
Today I'll try to describe how to do that.
Also, anyone know how to get any form of AA working with Amalur? Enabling post processing in game enable FXAA but I am not a big fan of the overuse of blur with it enabled. The only other way I know is to use a injectFXAA mod but that method requires using a d3d9.dll and since the 3D fix requires the same kind of file, you are forced to use one or the other, Obviously I want to keep the 3D fixes if I had to choose just one of them. I know that you can add another d3d9.dll if you enable it in the proxy section of the ENB mod because I am using the ENB 3D fix for Skyrim along with using injectFXAA to sharpen the textures and add some saturation to the game. It would be cool if we could do something similar to that with the d3d9.dll that is used by the 3D shader overrides.
Also, anyone know how to get any form of AA working with Amalur? Enabling post processing in game enable FXAA but I am not a big fan of the overuse of blur with it enabled. The only other way I know is to use a injectFXAA mod but that method requires using a d3d9.dll and since the 3D fix requires the same kind of file, you are forced to use one or the other, Obviously I want to keep the 3D fixes if I had to choose just one of them. I know that you can add another d3d9.dll if you enable it in the proxy section of the ENB mod because I am using the ENB 3D fix for Skyrim along with using injectFXAA to sharpen the textures and add some saturation to the game. It would be cool if we could do something similar to that with the d3d9.dll that is used by the 3D shader overrides.
Bookmark this page:
http://helixmod.wikispot.org/gamelist
[/quote]
that is what i was looking for
Thanks
Bookmark this page:
http://helixmod.wikispot.org/gamelist
that is what i was looking for
Thanks
Not fixed , but moved on constant depth.
The problem that those 2D nameplates doesn't have real depth of object.
I.e. devs doesn't pass depth of the object to this shader, and even with source code of DX9 wrapper you not be able to do that.
Because you should know for what object engine calls draw function, or what we should look for in z buffer and etc ...
But you can move them on constant depth as i did with hud.
I can add something similar like proxy library in ENB , it's not hard.
Not fixed , but moved on constant depth.
The problem that those 2D nameplates doesn't have real depth of object.
I.e. devs doesn't pass depth of the object to this shader, and even with source code of DX9 wrapper you not be able to do that.
Because you should know for what object engine calls draw function, or what we should look for in z buffer and etc ...
But you can move them on constant depth as i did with hud.
I can add something similar like proxy library in ENB , it's not hard.
@Arioch:
Not fixed , but moved on constant depth.
The problem that those 2D nameplates doesn't have real depth of object.
I.e. devs doesn't pass depth of the object to this shader, and even with source code of DX9 wrapper you not be able to do that.
Because you should know for what object engine calls draw function, or what we should look for in z buffer and etc ...
But you can move them on constant depth as i did with hud.
I can add something similar like proxy library in ENB , it's not hard.
[/quote]
I appreciate the feedback on the issue. What bugs me is that you have been able to fix a lot of the 3D issues on your own with a DX9 wrapper. Just imagine what the devs could do with their full access to the code if they actually showed any interest in 3D.
As for a proxy library, that would be awesome. I would love to try to sharpen up the game as well as add some FXAA to it without having to use the in-game post processing.
@Arioch:
Not fixed , but moved on constant depth.
The problem that those 2D nameplates doesn't have real depth of object.
I.e. devs doesn't pass depth of the object to this shader, and even with source code of DX9 wrapper you not be able to do that.
Because you should know for what object engine calls draw function, or what we should look for in z buffer and etc ...
But you can move them on constant depth as i did with hud.
I can add something similar like proxy library in ENB , it's not hard.
I appreciate the feedback on the issue. What bugs me is that you have been able to fix a lot of the 3D issues on your own with a DX9 wrapper. Just imagine what the devs could do with their full access to the code if they actually showed any interest in 3D.
As for a proxy library, that would be awesome. I would love to try to sharpen up the game as well as add some FXAA to it without having to use the in-game post processing.
Dungeon Defenders fix
Man was this game TERRIBLE in 3d. Wierd lines showing around all objects, wierd light orbs, shadows displaying very oddly. All gone. This went from completely unplayable to good. Attached are before and after pics. Follow installation directions extract both zips in win32 directory.
steam/steamapps/common/dungeon defenders/binaries/win32/d3d9.dll
steam/steamapps/common/dungeon defenders/binaries/win32/shaderoverride/
http://helixmod.wikispot.org/
As always 99.99999% credit goes to helix.
PS If anyone wants to run debug and see if they can fix anything else feel free. Just post the new files here and let me know via pm.
Those pictures really came out bad for some reason... Looks better ingame.
[/quote]
Will try this today. Thanks bunches!
Dungeon Defenders fix
Man was this game TERRIBLE in 3d. Wierd lines showing around all objects, wierd light orbs, shadows displaying very oddly. All gone. This went from completely unplayable to good. Attached are before and after pics. Follow installation directions extract both zips in win32 directory.
steam/steamapps/common/dungeon defenders/binaries/win32/d3d9.dll
steam/steamapps/common/dungeon defenders/binaries/win32/shaderoverride/
http://helixmod.wikispot.org/
As always 99.99999% credit goes to helix.
PS If anyone wants to run debug and see if they can fix anything else feel free. Just post the new files here and let me know via pm.
Those pictures really came out bad for some reason... Looks better ingame.
Will try this today. Thanks bunches!
@Helix:
I can't believe it!!! You even can fix shadows with Your tool
Unfortunately I discovered another issue with Your dlls when used with iZ3D
[/quote]I think it's possible to load the game in with iz3d-driver deactivated using -=HeliX=- tool to retrieve and dump the shadercrc's. This will require that you know exactly which effects that causes problems from beginning in 3d. On the other hand iz3d offers quite a deal of fixes within their baseprofiles.xml once the crc's are known. I agree it's kind a pity that changes can't be observed directly in 3d but on the other hand this is far more than we had in the past!
@Helix:
I can't believe it!!! You even can fix shadows with Your tool
Unfortunately I discovered another issue with Your dlls when used with iZ3D
I think it's possible to load the game in with iz3d-driver deactivated using -=HeliX=- tool to retrieve and dump the shadercrc's. This will require that you know exactly which effects that causes problems from beginning in 3d. On the other hand iz3d offers quite a deal of fixes within their baseprofiles.xml once the crc's are known. I agree it's kind a pity that changes can't be observed directly in 3d but on the other hand this is far more than we had in the past!
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.