3Dmigoto now open-source...
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Posted 05/11/2017 01:02 AM   
[quote="TsaebehT"]Ok stupid question time... :) I'm messing around with an anaglyph game, trying to remove/disable the Red/Cyan filters... so far I haven't really been able to find any Shader(s) that clearly affect it but while trying multiple things, I enabled all the Keys in the ini and found that cycling through the Render targets was the only thing that would give me a clear clean Red/Cyan view, it would cycle between Black(blank)/Red(view)/Cyan(view). I tried marking/dumping but there was nothing in the ShaderFixes folder, so how does one go about using Render targets? ...or is there anything usable that I can get from them, Shader hashes?[/quote]I don't think you'll be able to capture any shaders for the red/blue, if you are using 3D Vision Automatic. That conversion to anaglyph happens after the Present call is made, by something in the 3D driver itself, and because of that 3Dmigoto has no visibility on those shaders. Some sort of full frame post-process. They might also be bypassing our hooks. In any case, what I can say for sure is that the backbuffer right at the Present call is set up normally, full color, two eyes, one in each half. After the Present call is made, the buffer is still two eyes, one for each half, but it's now red/blue. Strange that we would see a render target though, and not shaders. Try using the pink mode for shader hunting, it might be an otherwise invisible shader. Maybe. For render targets, you can see them in the ShaderUsage log file, and also in the main log file. That can get you a hash for a rendertarget that you can maybe use? This all seems kind of funny and a hard way- if you tell us what you are trying to do, there might be a better way.
TsaebehT said:Ok stupid question time... :)

I'm messing around with an anaglyph game, trying to remove/disable the Red/Cyan filters... so far I haven't really been able to find any Shader(s) that clearly affect it but while trying multiple things, I enabled all the Keys in the ini and found that cycling through the Render targets was the only thing that would give me a clear clean Red/Cyan view, it would cycle between Black(blank)/Red(view)/Cyan(view).

I tried marking/dumping but there was nothing in the ShaderFixes folder, so how does one go about using Render targets? ...or is there anything usable that I can get from them, Shader hashes?
I don't think you'll be able to capture any shaders for the red/blue, if you are using 3D Vision Automatic. That conversion to anaglyph happens after the Present call is made, by something in the 3D driver itself, and because of that 3Dmigoto has no visibility on those shaders. Some sort of full frame post-process. They might also be bypassing our hooks.

In any case, what I can say for sure is that the backbuffer right at the Present call is set up normally, full color, two eyes, one in each half. After the Present call is made, the buffer is still two eyes, one for each half, but it's now red/blue.

Strange that we would see a render target though, and not shaders. Try using the pink mode for shader hunting, it might be an otherwise invisible shader. Maybe.

For render targets, you can see them in the ShaderUsage log file, and also in the main log file. That can get you a hash for a rendertarget that you can maybe use?

This all seems kind of funny and a hard way- if you tell us what you are trying to do, there might be a better way.

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
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Posted 05/11/2017 06:06 AM   
Is it possible to make 3DMigoto compatible with injectors like Tridef that don't use ENB style dll (so no proxy dll solution)? For example GeDoSaTo has an option called "interceptOnlySystemDlls", with this option I can use Tridef and GeDoSaTo together without a crash. Some DX11 games works with both 3DMigoto and Tridef together, others just crash at start. I mostly use Tridef for upscaling with Helixmod fixes.
Is it possible to make 3DMigoto compatible with injectors like Tridef that don't use ENB style dll (so no proxy dll solution)? For example GeDoSaTo has an option called "interceptOnlySystemDlls", with this option I can use Tridef and GeDoSaTo together without a crash.

Some DX11 games works with both 3DMigoto and Tridef together, others just crash at start. I mostly use Tridef for upscaling with Helixmod fixes.

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Posted 05/11/2017 06:24 PM   
[quote="lefuneste"]hello, I used 3dmigoto to add zoom feature for DCS World and Il2Bos in VR (steamVR). VR implementation are really good for these games (far better then 3dvision :-() But the sights are totally messed up in Il2 bos for VR. In 3dvision I could fix that by moving them regarding the active eye. But that is not possible in VR... So I wonder if a "VRmigoto" for steamVR could be possible...[/quote] Hi Lefuneste, I was wondering if you are trying to fix DCS World again for 3D vision.. I ask because your other fix is getting broke real bad and I am trying to get a new fix working but need help understanding what you did in the old fix.. IF you are making it for VR that is good I just had a ton of questions and wondering if you could visit my DCS World 3D fix thread to help ;)
lefuneste said:hello,
I used 3dmigoto to add zoom feature for DCS World and Il2Bos in VR (steamVR).
VR implementation are really good for these games (far better then 3dvision :-() But the sights are totally messed up in Il2 bos for VR. In 3dvision I could fix that by moving them regarding the active eye. But that is not possible in VR...
So I wonder if a "VRmigoto" for steamVR could be possible...


Hi Lefuneste,

I was wondering if you are trying to fix DCS World again for 3D vision.. I ask because your other fix is getting broke real bad and I am trying to get a new fix working but need help understanding what you did in the old fix..

IF you are making it for VR that is good I just had a ton of questions and wondering if you could visit my DCS World 3D fix thread to help ;)

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Posted 05/11/2017 09:38 PM   
[quote="bo3b"][quote="TsaebehT"]Ok stupid question time... :) I'm messing around with an anaglyph game, trying to remove/disable the Red/Cyan filters... so far I haven't really been able to find any Shader(s) that clearly affect it but while trying multiple things, I enabled all the Keys in the ini and found that cycling through the Render targets was the only thing that would give me a clear clean Red/Cyan view, it would cycle between Black(blank)/Red(view)/Cyan(view). I tried marking/dumping but there was nothing in the ShaderFixes folder, so how does one go about using Render targets? ...or is there anything usable that I can get from them, Shader hashes?[/quote]I don't think you'll be able to capture any shaders for the red/blue, if you are using 3D Vision Automatic. That conversion to anaglyph happens after the Present call is made, by something in the 3D driver itself, and because of that 3Dmigoto has no visibility on those shaders. Some sort of full frame post-process. They might also be bypassing our hooks. In any case, what I can say for sure is that the backbuffer right at the Present call is set up normally, full color, two eyes, one in each half. After the Present call is made, the buffer is still two eyes, one for each half, but it's now red/blue. Strange that we would see a render target though, and not shaders. Try using the pink mode for shader hunting, it might be an otherwise invisible shader. Maybe. For render targets, you can see them in the ShaderUsage log file, and also in the main log file. That can get you a hash for a rendertarget that you can maybe use? This all seems kind of funny and a hard way- if you tell us what you are trying to do, there might be a better way.[/quote]No, it's not Discover... although I did find a way to remove the colors there. ;) It's an Indie game([url=http://store.steampowered.com/app/460190/Rocket_Riot/]Rocket Riot[/url]) that has 3D support, even traces of 3D Vision in the exe... but for whatever reason selecting Stereoscopic 3D(and restarting like it says to) results in it just staying set to Off(Win10/Win7). I was able to get 3DVA to kick in using 3DMigoto/fullscreen=1 on Win10 and by just giving it a StereoProfile on Win7 and it looks ok but the explosion block/particles in the stay on the 2D plane when using 3DVA and don't fly out of the screen like they do in the 3D modes. I [url=http://steamcommunity.com/app/460190/discussions/0/1327844097125671323/]mentioned it[/url] to the dev but nothing'll probably come of it... so I was hoping to maybe be able to put it in one of the anaglyph modes(Red/Cyan) and somehow disable it, seemed like something that might be simple... but I haven't found anything as far as the Red/Cyan views go, other than what I mentioned. For the hell of it I put the game in Red/Cyan 3D selected and dumped the particle/blocks Shader and then did the same with 2D mode, unfortunately it was the same exact hash/code... I was hoping to maybe be able to just swap them. :)
bo3b said:
TsaebehT said:Ok stupid question time... :)

I'm messing around with an anaglyph game, trying to remove/disable the Red/Cyan filters... so far I haven't really been able to find any Shader(s) that clearly affect it but while trying multiple things, I enabled all the Keys in the ini and found that cycling through the Render targets was the only thing that would give me a clear clean Red/Cyan view, it would cycle between Black(blank)/Red(view)/Cyan(view).

I tried marking/dumping but there was nothing in the ShaderFixes folder, so how does one go about using Render targets? ...or is there anything usable that I can get from them, Shader hashes?
I don't think you'll be able to capture any shaders for the red/blue, if you are using 3D Vision Automatic. That conversion to anaglyph happens after the Present call is made, by something in the 3D driver itself, and because of that 3Dmigoto has no visibility on those shaders. Some sort of full frame post-process. They might also be bypassing our hooks.

In any case, what I can say for sure is that the backbuffer right at the Present call is set up normally, full color, two eyes, one in each half. After the Present call is made, the buffer is still two eyes, one for each half, but it's now red/blue.

Strange that we would see a render target though, and not shaders. Try using the pink mode for shader hunting, it might be an otherwise invisible shader. Maybe.

For render targets, you can see them in the ShaderUsage log file, and also in the main log file. That can get you a hash for a rendertarget that you can maybe use?

This all seems kind of funny and a hard way- if you tell us what you are trying to do, there might be a better way.
No, it's not Discover... although I did find a way to remove the colors there. ;)

It's an Indie game(Rocket Riot) that has 3D support, even traces of 3D Vision in the exe... but for whatever reason selecting Stereoscopic 3D(and restarting like it says to) results in it just staying set to Off(Win10/Win7). I was able to get 3DVA to kick in using 3DMigoto/fullscreen=1 on Win10 and by just giving it a StereoProfile on Win7 and it looks ok but the explosion block/particles in the stay on the 2D plane when using 3DVA and don't fly out of the screen like they do in the 3D modes.

I mentioned it to the dev but nothing'll probably come of it... so I was hoping to maybe be able to put it in one of the anaglyph modes(Red/Cyan) and somehow disable it, seemed like something that might be simple... but I haven't found anything as far as the Red/Cyan views go, other than what I mentioned.

For the hell of it I put the game in Red/Cyan 3D selected and dumped the particle/blocks Shader and then did the same with 2D mode, unfortunately it was the same exact hash/code... I was hoping to maybe be able to just swap them. :)
Posted 05/11/2017 10:18 PM   
Can someone confirm if the Helix's d3d9 wrapper(HelixMod) offers SBS / OU support? My understanding is that it doesn't, and that only 3DMigoto offers this.
Can someone confirm if the Helix's d3d9 wrapper(HelixMod) offers SBS / OU support? My understanding is that it doesn't, and that only 3DMigoto offers this.

Posted 05/13/2017 06:31 PM   
Only 3DMigoto (DX11) has SBS support.
Only 3DMigoto (DX11) has SBS support.

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Posted 05/13/2017 09:16 PM   
[quote="The_Nephilim"]Hi Lefuneste, I was wondering if you are trying to fix DCS World again for 3D vision.. I ask because your other fix is getting broke real bad and I am trying to get a new fix working but need help understanding what you did in the old fix.. IF you are making it for VR that is good I just had a ton of questions and wondering if you could visit my DCS World 3D fix thread to help ;)[/quote] I did not see your request, I will have a look on your thread.
The_Nephilim said:Hi Lefuneste,

I was wondering if you are trying to fix DCS World again for 3D vision.. I ask because your other fix is getting broke real bad and I am trying to get a new fix working but need help understanding what you did in the old fix..

IF you are making it for VR that is good I just had a ton of questions and wondering if you could visit my DCS World 3D fix thread to help ;)

I did not see your request, I will have a look on your thread.

Posted 05/14/2017 03:00 PM   
Hello, I have the following message in a IL2 BoS Shader: [code]"error X4580: Output variable p10 contains a system-interpreted value (SV_ClipDistance1) which must be written in every execution path of the shader. Unconditional initialization may help."[/code] How can I fix that ? Here are some parts of a shader with the problem [code]buffer _Globals : register(b0) { struct { float4 vDesc; float4 vFogLayerPlane; float4 vFogLayerColor; float4 vFogLayerSettings; float4 vFogColor; float4 vFogDistance; } g_FogDesc : packoffset(c0); float4 g_vAmbient : packoffset(c6); float4 g_vLightColor : packoffset(c7); float3 g_vLightDir : packoffset(c8); float4x4 g_mCloudsShadowsSpace : packoffset(c9); float4 g_vCloudsShadowDesc : packoffset(c13); float4 g_vCamPos : packoffset(c14); float4 g_vCenter : packoffset(c15); float4x4 g_mViewProj : packoffset(c16); float4 g_vSettings0 : packoffset(c20); float4 g_vSettings1 : packoffset(c21); float4 g_vSettings2 : packoffset(c22); float4 g_vScreenRect : packoffset(c23); float3 g_vPlaneN : packoffset(c24); float4x4 g_mIWorld : packoffset(c25); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, out float4 o0 : SV_Position0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD1, out float4 o3 : TEXCOORD2, out float4 o4 : TEXCOORD3, out float4 o5 : TEXCOORD4, out float4 o6 : TEXCOORD5, out float4 o7 : TEXCOORD6, out float4 o8 : TEXCOORD7, out float3 o9 : TEXCOORD8, out float o10 : SV_ClipDistance0, out float p10 : SV_ClipDistance1) { float4 r0,r1,r2,r3,r4,r5,r6,r7; uint4 bitmask, uiDest; float4 fDest; ... ... o2.xyz = r5.xyz; o8.xyz = r2.xyz; o10.xy = r1.xx * float2(1,-1) + float2(0,1); return; } ... ... /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // Buffer Definitions: ... // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyz 2 NONE float xyz // TEXCOORD 2 xyz 3 NONE float xyz // TEXCOORD 3 xyzw 4 NONE float xyzw // TEXCOORD 4 xyzw 5 NONE float xyzw // TEXCOORD 5 xyzw 6 NONE float xyzw // TEXCOORD 6 xyzw 7 NONE float xyzw // TEXCOORD 7 xyz 8 NONE float xyz // TEXCOORD 8 xyz 9 NONE float xyz // SV_ClipDistance 0 x 10 CLIPDST float x // SV_ClipDistance 1 y 10 CLIPDST float y // vs_4_0 dcl_constantbuffer cb0[28], immediateIndexed vs_4_0 dcl_constantbuffer cb0[28], immediateIndexed dcl_input v0.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyz dcl_output o3.xyz dcl_output o4.xyzw dcl_output o5.xyzw dcl_output o6.xyzw dcl_output o7.xyzw dcl_output o8.xyz dcl_output o9.xyz dcl_output_siv o10.x, clip_distance dcl_output_siv o10.y, clip_distance dcl_temps 8 ... ... mad o10.xy, r1.xxxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000) ret // Approximately 109 instruction slots used ... /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J:\jeux\IL-2 Sturmovik Battle of Stalingrad\bin\game\ShaderCache\9056d71e2ea97975-vs_replace.txt(166,3-8): error X3018: invalid subscript 'xy' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] The line 166 is the "o10.xy = r1.xx.."
Hello,
I have the following message in a IL2 BoS Shader:

"error X4580: Output variable p10 contains a system-interpreted value (SV_ClipDistance1) which must be written in every execution path of the shader.  Unconditional initialization may help."


How can I fix that ?

Here are some parts of a shader with the problem
buffer _Globals : register(b0)
{

struct
{
float4 vDesc;
float4 vFogLayerPlane;
float4 vFogLayerColor;
float4 vFogLayerSettings;
float4 vFogColor;
float4 vFogDistance;
} g_FogDesc : packoffset(c0);

float4 g_vAmbient : packoffset(c6);
float4 g_vLightColor : packoffset(c7);
float3 g_vLightDir : packoffset(c8);
float4x4 g_mCloudsShadowsSpace : packoffset(c9);
float4 g_vCloudsShadowDesc : packoffset(c13);
float4 g_vCamPos : packoffset(c14);
float4 g_vCenter : packoffset(c15);
float4x4 g_mViewProj : packoffset(c16);
float4 g_vSettings0 : packoffset(c20);
float4 g_vSettings1 : packoffset(c21);
float4 g_vSettings2 : packoffset(c22);
float4 g_vScreenRect : packoffset(c23);
float3 g_vPlaneN : packoffset(c24);
float4x4 g_mIWorld : packoffset(c25);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : POSITION0,
out float4 o0 : SV_Position0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD1,
out float4 o3 : TEXCOORD2,
out float4 o4 : TEXCOORD3,
out float4 o5 : TEXCOORD4,
out float4 o6 : TEXCOORD5,
out float4 o7 : TEXCOORD6,
out float4 o8 : TEXCOORD7,
out float3 o9 : TEXCOORD8,
out float o10 : SV_ClipDistance0,
out float p10 : SV_ClipDistance1)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7;
uint4 bitmask, uiDest;
float4 fDest;
...
...
o2.xyz = r5.xyz;
o8.xyz = r2.xyz;
o10.xy = r1.xx * float2(1,-1) + float2(0,1);
return;
}
...
...

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions:
...
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// TEXCOORD 1 xyz 2 NONE float xyz
// TEXCOORD 2 xyz 3 NONE float xyz
// TEXCOORD 3 xyzw 4 NONE float xyzw
// TEXCOORD 4 xyzw 5 NONE float xyzw
// TEXCOORD 5 xyzw 6 NONE float xyzw
// TEXCOORD 6 xyzw 7 NONE float xyzw
// TEXCOORD 7 xyz 8 NONE float xyz
// TEXCOORD 8 xyz 9 NONE float xyz
// SV_ClipDistance 0 x 10 CLIPDST float x
// SV_ClipDistance 1 y 10 CLIPDST float y
//
vs_4_0
dcl_constantbuffer cb0[28], immediateIndexed
vs_4_0
dcl_constantbuffer cb0[28], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyz
dcl_output o9.xyz
dcl_output_siv o10.x, clip_distance
dcl_output_siv o10.y, clip_distance
dcl_temps 8
...
...
mad o10.xy, r1.xxxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
ret
// Approximately 109 instruction slots used
...
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
J:\jeux\IL-2 Sturmovik Battle of Stalingrad\bin\game\ShaderCache\9056d71e2ea97975-vs_replace.txt(166,3-8): error X3018: invalid subscript 'xy'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


The line 166 is the "o10.xy = r1.xx.."

Posted 05/14/2017 03:11 PM   
Not sure why the Decompiler broke that into two pieces. To fix this manually, edit the line and make it: [code]... // o10.xy = r1.xx * float2(1,-1) + float2(0,1); o10 = r1.x * float(1) + float(0); p10 = r1.x * float(-1) + float(1); [/code] If that doesn't seem to work, post the full shader (including asm at bottom) and I'll hand edit it to make it work.
Not sure why the Decompiler broke that into two pieces.

To fix this manually, edit the line and make it:

...
// o10.xy = r1.xx * float2(1,-1) + float2(0,1);
o10 = r1.x * float(1) + float(0);
p10 = r1.x * float(-1) + float(1);


If that doesn't seem to work, post the full shader (including asm at bottom) and I'll hand edit it to make it work.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 05/15/2017 01:48 AM   
@bo3b, about PCSX2 not loading 3Dmigoto in Windows 10: do you think it is a Windows 10 problem, a PCSX2 problem or a 3Dmigoto problem? I have tried 4 or 5 builds (even the 3Dmigoto-1.0.1 build) and none work. No logs or anything. I don't want 3D Vision for PCSX2 to remain a Windows 7 exclusive :(.
@bo3b, about PCSX2 not loading 3Dmigoto in Windows 10: do you think it is a Windows 10 problem, a PCSX2 problem or a 3Dmigoto problem? I have tried 4 or 5 builds (even the 3Dmigoto-1.0.1 build) and none work. No logs or anything.

I don't want 3D Vision for PCSX2 to remain a Windows 7 exclusive :(.

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Posted 05/17/2017 08:15 PM   
@masterotaku Have you tried using "allow_create_device=2" in the ini? or tweak another settings. The "allow_create_device=2" setting seems to fix a few stuff using win10. [code];allow_check_interface=1 ;allow_dxgi1_2=1 ;allow_create_device=2 ;allow_platform_update=1[/code] or use hook method? or any of is combos. [code]hook=recommended[/code]
@masterotaku

Have you tried using "allow_create_device=2" in the ini? or tweak another settings. The "allow_create_device=2" setting seems to fix a few stuff using win10.
;allow_check_interface=1
;allow_dxgi1_2=1
;allow_create_device=2
;allow_platform_update=1


or use hook method? or any of is combos.
hook=recommended

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Posted 05/17/2017 08:42 PM   
Yes. I tried all possible values with the latest 3Dmigoto, but not everything with older builds yet. I'll check when I'm home. It would be helpful if someone else tried it too.
Yes. I tried all possible values with the latest 3Dmigoto, but not everything with older builds yet. I'll check when I'm home.

It would be helpful if someone else tried it too.

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Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Monitor: Asus PG278QR
Speakers: Logitech Z506
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Posted 05/18/2017 06:19 AM   
Hello guys! I would request new a feature. (This time i have posted it to github either :) (See posts #871 and #872) Basically, it would be nice to have a feature that allows to force custom resolution, but not the way 3dmigoto does it now. The games should still operate on the resolution that is choosen within the game. Additionally the interlacing 3d method could be added to the custom shader (the upscaling and interlacing can be done whithin the custom shader i guess). This would have a nice effect for the people who uses passive 3d. I have tried Tridef with interlacing and upscaling to 4K and it looks much prettier than side by side. Even if the game is set to FullHD resoution and upscales to 4K it looks much better than 2K or even 4K side by side. And as a bonus you gain perfomance with very low quality loss. As i can see there are at least one :-) person who would have this feature too [quote="lacuna"]Is it possible to make 3DMigoto compatible with injectors like Tridef that don't use ENB style dll (so no proxy dll solution)? For example GeDoSaTo has an option called "interceptOnlySystemDlls", with this option I can use Tridef and GeDoSaTo together without a crash. Some DX11 games works with both 3DMigoto and Tridef together, others just crash at start. I mostly use Tridef for upscaling with Helixmod fixes.[/quote] @lacuna I m struggling with it already since a while. Thank you in advance!
Hello guys!

I would request new a feature. (This time i have posted it to github either :) (See posts #871 and #872)

Basically, it would be nice to have a feature that allows to force custom resolution, but not the way 3dmigoto does it now. The games should still operate on the resolution that is choosen within the game. Additionally the interlacing 3d method could be added to the custom shader (the upscaling and interlacing can be done whithin the custom shader i guess). This would have a nice effect for the people who uses passive 3d. I have tried Tridef with interlacing and upscaling to 4K and it looks much prettier than side by side. Even if the game is set to FullHD resoution and upscales to 4K it looks much better than 2K or even 4K side by side. And as a bonus you gain perfomance with very low quality loss.

As i can see there are at least one :-) person who would have this feature too
lacuna said:Is it possible to make 3DMigoto compatible with injectors like Tridef that don't use ENB style dll (so no proxy dll solution)? For example GeDoSaTo has an option called "interceptOnlySystemDlls", with this option I can use Tridef and GeDoSaTo together without a crash.

Some DX11 games works with both 3DMigoto and Tridef together, others just crash at start. I mostly use Tridef for upscaling with Helixmod fixes.


@lacuna I m struggling with it already since a while.

Thank you in advance!

Posted 05/18/2017 06:26 AM   
@masterotaku I dont' have win10...otherwise, happy to help. Maybe trying to put 3Dmigoto files in another folder, if you don't get any logs is because 3Dmigoto is not kicking in.
@masterotaku
I dont' have win10...otherwise, happy to help.

Maybe trying to put 3Dmigoto files in another folder, if you don't get any logs is because 3Dmigoto is not kicking in.

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Posted 05/19/2017 12:08 AM   
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