[SIMPLIFIED GUIDE] Quick n easy shader disabling / fixing static objects' depth if rendered wrong.
[More than happy for this thread to be replaced with a similar one by someone who knows what they are doing! This is after all just a restating/collating of received help from our gifted Shader Hackers ;) Until then... ]
[center][img]https://forums.geforce.com/cmd/default/download-comment-attachment/67042/[/img][/center]
Firstly, have you seen the number of games on the Helix site? There is a heck of a lot of them! Nearly every game released ends up there.
[color="green"][b]FACT: our Shader Hackers are AWESOME![/b][/color]
Seriously - look again at that list. Now whisper, "Our Shader Hackers ARE awesome." Cuz they are.
BUT
Oh no! Your niche game isn't there. You want to fix it so you ask for help.
Do YOU get confused when Shader Hackers helpfully point you to the article, with the solution to your very problem but the article is just a bunch of lines of text, with chunks of 'pseudocode' which isn’t the same as the code you see? Are YOU not sure what copy you are meant to paste?
Do you need to:
[list]
[.]Push the game’s starfields or skyboxes further back because they are too close?[/.]
[.]Change the above boxes from 2D to correct depth?[/.]
[.]Remove a dodgy shader or few?[/.]
[/list]
Are you willing to spend just 5 minutes or so: hunting a shader, fixing/disabling shader, playing with the edited shader?
Is the game DirectX 11?
Answer YES to any of the above? Then you are in the right place. Have a look at the following guides!
Each fix requires three stages:
1 – SETUP
2 – FIX
3 – RESTORE
Ready?
--------------------------------------------------------------------------------
[b]1 – SETUP[/b]
[list]
[.]DOWNLOAD 3DMigoto: [url]https://github.com/bo3b/3Dmigoto/releases/download/1.0.1/3Dmigoto-1.0.1.zip[/url]
I used the earliest version because it worked on my fussy game. Newer versions found here: [url]https://github.com/bo3b/3Dmigoto/releases[/url][/.]
[.]EXTRACT 3DMigoto: to where the game’s executable is - [i]Elite Dangerous' .exe was not where you expected it to be![/i][/.]
[.]DOWNLOAD Notepad ++[/.]
[.]RUN GAME: and enter in to your save file.[/.]
[.]PRESS F10: You should hear a high pitched beep; if not, check the game’s executable location [i]– Elite Dangerous’s exe is deeply embedded and looks identical to the .exe in the root directory![/i][/.]
[/list]
You're ready for the next stage! :)
[b]2- FIX[/b]
[list]
[.]For disabling dodgy shader - see thread #2
[url]https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726322/#4726322[/url][/.]
[.]For fixing static objects' depth if rendered wrong e.g. skyboxes / planets - see thread #3
[url]https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726323/#4726323[/url][/.]
[/list]
[b]3 - RESTORE[/b]
To stop 3DMigoto shader hunting and get the game ready for release, look for the d3dx.ini file and open in NOTEPAD++
Change the following:
- All options under [Logging] to 0
- hunting=0
- export_shaders=0
- export_hlsl=0
- dump_usage=0
- cache_shaders=1
Your all done! Woot!
[More than happy for this thread to be replaced with a similar one by someone who knows what they are doing! This is after all just a restating/collating of received help from our gifted Shader Hackers ;) Until then... ]
Firstly, have you seen the number of games on the Helix site? There is a heck of a lot of them! Nearly every game released ends up there.
FACT: our Shader Hackers are AWESOME!
Seriously - look again at that list. Now whisper, "Our Shader Hackers ARE awesome." Cuz they are.
BUT
Oh no! Your niche game isn't there. You want to fix it so you ask for help.
Do YOU get confused when Shader Hackers helpfully point you to the article, with the solution to your very problem but the article is just a bunch of lines of text, with chunks of 'pseudocode' which isn’t the same as the code you see? Are YOU not sure what copy you are meant to paste?
Do you need to:
Push the game’s starfields or skyboxes further back because they are too close?
Change the above boxes from 2D to correct depth?
Remove a dodgy shader or few?
Are you willing to spend just 5 minutes or so: hunting a shader, fixing/disabling shader, playing with the edited shader?
Is the game DirectX 11?
Answer YES to any of the above? Then you are in the right place. Have a look at the following guides!
EXTRACT 3DMigoto: to where the game’s executable is - Elite Dangerous' .exe was not where you expected it to be!
DOWNLOAD Notepad ++
RUN GAME: and enter in to your save file.
PRESS F10: You should hear a high pitched beep; if not, check the game’s executable location – Elite Dangerous’s exe is deeply embedded and looks identical to the .exe in the root directory!
To stop 3DMigoto shader hunting and get the game ready for release, look for the d3dx.ini file and open in NOTEPAD++
Change the following:
- All options under [Logging] to 0
- hunting=0
- export_shaders=0
- export_hlsl=0
- dump_usage=0
- cache_shaders=1
Your all done! Woot!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Where the "827b5b432631d641" is shader you want to disable (VS or PS). For disabling effect is better to disable PS, normally VS disable more stuff that only one effect.
And if you add more that one, change the number "1" in the [ShaderOverride1], for 2, 3, 4......
CTRL + S to save
ALT TAB into the game
F10 TO RELOAD SHADER. You should hear a high pitch beep and your shader should be fixed! A low pitch beep means you have gone wrong. Compare the code above with yours.
Now repeat for the other shaders you wish to disable.
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
We are only interested where it says return;
Just above return; write something to describe what your fix. And add the small line as per the example below. The number following the letter o must be the same as the number mentioned above.
F10 TO RELOAD SHADER. You should hear a high pitch beep and your shader should be fixed! A low pitch beep means you have gone wrong. Compare the code above with yours.
Now repeat for the other shaders you wish to disable.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
We are only interested where it says return;
Just above return; write something to describe what your fix. And add the lines as per the example below. The number following the letter o must be the same as the number mentioned above.
F10 TO RELOAD SHADER. You should hear a high pitch beep and your shader should be deeper! A low pitch beep means you have gone wrong. Compare the code above with yours.
IF THE DEPTH HASN'T CHANGED OR STILL ISN'T DEEP ENOUGH OR NOW TOO DEEP
Try the following.
That number after the * (in the example: 1.065) will need to be tweaked. Higher numbers mean deeper and vice-versa. You might need to tweak by tiny increments of 0.005 or super huge increments of 100000s. You might even need to use negative numbers! Start with 1s and then 10s then 100s then 10000s. ALT TAB then F10 to test.
Rinse repeat until done!
Now repeat for the other shaders you wish to tweak.
AWESOME!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Great stuff andysonofbob!!
Also there is another way (easier) to disable shaders. In d3dx.ini file add this line in the ShaderOverride section:
[code][ShaderOverride1]
Hash=22d0cc9ef81dc3b2
Handling=skip[/code]
Where the "22d0cc9ef81dc3b2" is shader you want to disable (VS or PS). For disabling effect is better to disable PS, normally VS disable more stuff that only one effect.
And if you add more that one, change the number "1" in the [ShaderOverride1], for 2, 3, 4......
Also you should put this image in the front....jejeje
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67042/[/img]
Where the "22d0cc9ef81dc3b2" is shader you want to disable (VS or PS). For disabling effect is better to disable PS, normally VS disable more stuff that only one effect.
And if you add more that one, change the number "1" in the [ShaderOverride1], for 2, 3, 4......
Also you should put this image in the front....jejeje
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Excellent, just what I was looking for a few days ago! ... managed to figure out the d3dx.ini edit method anyway and there is a lot you can do with just that once you have the hash # of the offending shader (once you mark a shader using the num pad keys it will appear in the shaderfixes folder with a name like 296f9633b3816357-vs_replace.txt and the part before the first dash is the hash to use in the d3dx.ini file. Just look for this section below and replace the Hash= value with your id'd hash and remove the ";" from the lines you want to activate as described by the comments including the [ShaderOverride1] and Hash= lines
[code];------------------------------------------------------------------------------------------------------
; Shader manipulations without patches + shader filtering.
;------------------------------------------------------------------------------------------------------
;[ShaderOverride1]
;Hash=6d4e116b42639689
; Custom stereo separation value while rendering objects using this shader.
;Separation=0
; Custom stereo convergence value while rendering objects using this
; shader (e.g. convergence=0 will move an object to infinity).
;Convergence=0
; don't draw anything using this shader.
;Handling=skip
; advanced option: use this to override only if this shader is used rendering the given index buffer.
;IndexBufferFilter=6d4e116b42639689
; Use replaced shader only when there is no active depth buffer (for UI filtering)
;depth_filter = depth_inactive
; Use replaced shader only when there *IS* an active depth buffer (for UI filtering)
;depth_filter = depth_active
; Only use replaced shader when it is used in conjunction with a specific shader
; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader)
;partner=f838b144b658d062
; Assignes a dummy render target to o0. Use to fix one-eye rendering issues in
; shaders that only write to a depth target:
;fake_o0=1
; Override a value from [Constants] when this shader is used:
;x=2.0
; Pass the dimensions of the active render target and resolution (obtained with
; get_resolution_from) into the shader:
;x1=rt_width
;y1=rt_height
;z1=res_width
;w1=res_height
; Use t0 from active pixel shader for texture filtering. Will be 0 if no
; [TextureOverride*] section exists for the texture or 1 if one does. For advanced
; filtering, set a value for filter_index in the [TextureOverride] section.
;x2=ps-t0[/code]
If you are doing more than one you can just add the active lines for each like:
[code];remove cloud reflections effect
[ShaderOverride1]
Hash=6d4e116b42639689
Handling=skip
; Move horizon effect to infinity
[ShaderOverride2]
Hash=c6e4f19a1f30a71e
Convergence=0[/code]
Big thanks again to everyone who worked hard to get it this simple for the rest of us to do some basic fixes!
Excellent, just what I was looking for a few days ago! ... managed to figure out the d3dx.ini edit method anyway and there is a lot you can do with just that once you have the hash # of the offending shader (once you mark a shader using the num pad keys it will appear in the shaderfixes folder with a name like 296f9633b3816357-vs_replace.txt and the part before the first dash is the hash to use in the d3dx.ini file. Just look for this section below and replace the Hash= value with your id'd hash and remove the ";" from the lines you want to activate as described by the comments including the [ShaderOverride1] and Hash= lines
;------------------------------------------------------------------------------------------------------
; Shader manipulations without patches + shader filtering.
;------------------------------------------------------------------------------------------------------
;[ShaderOverride1]
;Hash=6d4e116b42639689
; Custom stereo separation value while rendering objects using this shader.
;Separation=0
; Custom stereo convergence value while rendering objects using this
; shader (e.g. convergence=0 will move an object to infinity).
;Convergence=0
; don't draw anything using this shader.
;Handling=skip
; advanced option: use this to override only if this shader is used rendering the given index buffer.
;IndexBufferFilter=6d4e116b42639689
; Use replaced shader only when there is no active depth buffer (for UI filtering)
;depth_filter = depth_inactive
; Use replaced shader only when there *IS* an active depth buffer (for UI filtering)
;depth_filter = depth_active
; Only use replaced shader when it is used in conjunction with a specific shader
; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader)
;partner=f838b144b658d062
; Assignes a dummy render target to o0. Use to fix one-eye rendering issues in
; shaders that only write to a depth target:
;fake_o0=1
; Override a value from [Constants] when this shader is used:
;x=2.0
; Pass the dimensions of the active render target and resolution (obtained with
; get_resolution_from) into the shader:
;x1=rt_width
;y1=rt_height
;z1=res_width
;w1=res_height
; Use t0 from active pixel shader for texture filtering. Will be 0 if no
; [TextureOverride*] section exists for the texture or 1 if one does. For advanced
; filtering, set a value for filter_index in the [TextureOverride] section.
;x2=ps-t0
If you are doing more than one you can just add the active lines for each like:
[quote="someskunkfunk"][code]; Move horizon effect to infinity
[ShaderOverride2]
Hash=c6e4f19a1f30a71e
Convergence=0[/code]
[/quote]I'm the one who added that feature to 3DMigoto to help pirateguybrush with the skybox in DG2, and I completely forgot about it :faceplam:
Thanks for bringing it up - if it works (which isn't a sure thing unfortunately) it is the simplest way to fix a skybox.
@DarkStarSword will the hash thingy in the d3dx.ini file work on the older 3DMigoto specifically 1.0.1? I am unable to try atm.
Thanks!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
The most important question seems to be how to align shadows with the overall plane, they mostly look to be rendered at some weird angle. Are there some magic formulas one might try?
The most important question seems to be how to align shadows with the overall plane, they mostly look to be rendered at some weird angle. Are there some magic formulas one might try?
Firstly, have you seen the number of games on the Helix site? There is a heck of a lot of them! Nearly every game released ends up there.
FACT: our Shader Hackers are AWESOME!
Seriously - look again at that list. Now whisper, "Our Shader Hackers ARE awesome." Cuz they are.
BUT
Oh no! Your niche game isn't there. You want to fix it so you ask for help.
Do YOU get confused when Shader Hackers helpfully point you to the article, with the solution to your very problem but the article is just a bunch of lines of text, with chunks of 'pseudocode' which isn’t the same as the code you see? Are YOU not sure what copy you are meant to paste?
Do you need to:
Are you willing to spend just 5 minutes or so: hunting a shader, fixing/disabling shader, playing with the edited shader?
Is the game DirectX 11?
Answer YES to any of the above? Then you are in the right place. Have a look at the following guides!
Each fix requires three stages:
1 – SETUP
2 – FIX
3 – RESTORE
Ready?
--------------------------------------------------------------------------------
1 – SETUP
I used the earliest version because it worked on my fussy game. Newer versions found here: https://github.com/bo3b/3Dmigoto/releases
You're ready for the next stage! :)
2- FIX
https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726322/#4726322
https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726323/#4726323
3 - RESTORE
To stop 3DMigoto shader hunting and get the game ready for release, look for the d3dx.ini file and open in NOTEPAD++
Change the following:
- All options under [Logging] to 0
- hunting=0
- export_shaders=0
- export_hlsl=0
- dump_usage=0
- cache_shaders=1
Your all done! Woot!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
2a – FIX [To remove dodgy shader]
Time taken when you know what you are doing: less than 2 minutes! :D
Now repeat for the other shaders you wish to disable.
SHARE your fix!
:)
---------------------------------------------------------------------
METHOD 2 - for completeness - as previous, up until DHR quote
These shader files can range in length. The following is an example of a middling one:
The shaders typically come in two halves, with the bottom half beginning with the following and being a reddish colour in this example:
We are only interested in the top half.
First, at the top, add // then describe what the issue is like this:
Near the top you should see lines that look like this (might be longer or smaller):
We are interested in bit of code that looks like this:
It could be anywhere in that chunk!
We need the number that follows the letter o which is 5 in the example above.
Scroll the bottom of the first chunk of code where, near the bottom, you should see a chunk like this:
We are only interested where it says return;
Just above return; write something to describe what your fix. And add the small line as per the example below. The number following the letter o must be the same as the number mentioned above.
Now repeat for the other shaders you wish to disable.
SHARE your fix!
:)
example of completed shader below
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
2b – FIX [To correct static objects' depth if rendered wrong e.g. skyboxes / planets ]
Time taken when you know what you are doing: less than 5 minutes! :D
These shader files can range in length. The following is an example of a middling one:
The shaders typically come in two halves, with the bottom half beginning with the following and being a reddish colour in this example:
We are only interested in the top half.
At the top, add // then describe what the issue is like this:
Near the top you should see lines that look like this (might be longer or smaller):
We are interested in the bit that looks like this (it could be anywhere in that abovementioned block):
We need the number that follows the letter o which is 6 in the example above.
Scroll the bottom of the first chunk of code where, near the bottom, you should see a chunk like this:
We are only interested where it says return;
Just above return; write something to describe what your fix. And add the lines as per the example below. The number following the letter o must be the same as the number mentioned above.
IF THE DEPTH HASN'T CHANGED OR STILL ISN'T DEEP ENOUGH OR NOW TOO DEEP
Try the following.
That number after the * (in the example: 1.065) will need to be tweaked. Higher numbers mean deeper and vice-versa. You might need to tweak by tiny increments of 0.005 or super huge increments of 100000s. You might even need to use negative numbers! Start with 1s and then 10s then 100s then 10000s. ALT TAB then F10 to test.
Rinse repeat until done!
Now repeat for the other shaders you wish to tweak.
AWESOME!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
Also there is another way (easier) to disable shaders. In d3dx.ini file add this line in the ShaderOverride section:
Where the "22d0cc9ef81dc3b2" is shader you want to disable (VS or PS). For disabling effect is better to disable PS, normally VS disable more stuff that only one effect.
And if you add more that one, change the number "1" in the [ShaderOverride1], for 2, 3, 4......
Also you should put this image in the front....jejeje
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My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thanks mate. Glad that tip
That is really helpful!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
If you are doing more than one you can just add the active lines for each like:
Big thanks again to everyone who worked hard to get it this simple for the rest of us to do some basic fixes!
Core System Specs: CPU: i7 3960k @ 4.5, Rampage IV Extreme MB, PSU: Ultra X4 1200w, GPU: 2x GTX 980ti sli, 2x OCZ Vertex 3 240 SSD in raid 0 system drive, 2tb WD green storage, 16gb Ram, Win 7 64 & Win 10 dual boot. 3X Planar SA2311w monitors. 3x Acer 5360 projectors + immersive display pro blending, DK2
Thanks for bringing it up - if it works (which isn't a sure thing unfortunately) it is the simplest way to fix a skybox.
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
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
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Thanks!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE