@zayou
Great!!
So the HUD will be the hard part....LOL
For that ground reflection, attach the shader in ASM format.....is the same issue i have in all CoD: Black Ops 3 shaders... it can be manually fixed, but ASM code is needed.
For that ground reflection, attach the shader in ASM format.....is the same issue i have in all CoD: Black Ops 3 shaders... it can be manually fixed, but ASM code is needed.
[quote="mike_ar69"][quote="helifax"][quote="mike_ar69"]
... so I need to nail down the ProjMatrix[0].x element because I have hardcoded it for now.
[/quote]
Now that is interesting! How did you hardcode it if there aren't any headers in the shaders? Did you find one with the information and what registers is it stored in or another way?
I haven't used it, but I tried one time, the frame analysis option that is in 3DMigoto. Problem is...I don't really have a clue on how to use it:)) and after a quick try I gave up (was a bit time pressured at the time).
Did you use the frame analysis option to find out where the ProjMatrix is ?
[/quote]
No I have not identified the matrix element, I am 'hardcoding' the number "0.84". Frame analysis will be useful to see what is and what is not a matrix I guess. There are not that many variables, so just trying each in turn will work lol. I already know what elements not to use, i.e. the ones already being used in the shader, so it won't take long, half an hour tops.
[/quote]
Set up your d3dx.ini to analyse the constant buffers of just the shader you are interested in, e.g.
[code]
[Hunting]
...
analyse_frame = VK_F8
analyse_options =
[ShaderOverrideSomeInterestingShadow]
Hash = xxxxxxxx
analyse_options = dump_cb_txt
[/code]
Then in the game reload the config with F10 (3DMigoto 1.2.6+ has fixed a bug related to reloading analyse_options), enable hunting and when the shadow of interest is visible press F8. You will get a new directory FrameAnalysis-<timestamp> containing the constant buffers available to each active shader (vertex + pixel) whenever the shader of interest was used in a draw call. Open them up and look for anything that looks like a projection or inverse projection matrix (can be recognised by a distinct pattern of zeroes / non-zeroes - see below), or any values that are close to the 0.84 (or it's reciprocal) you found through trial and error.
If you are trying to spot a matrix, here's some patterns:
Projection matrix:
[code]
cbX[N+0].x: w.wwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: q.qqqqqqqqq
cbX[N+2].w: 1
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: -q.nnnnnnnn
cbX[N+3].w: 0
[/code]
Transposed projection matrix:
[code]
cbX[N+0].x: w.wwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: -q.nnnnnnnn
cbX[N+2].w: q.qqqqqqqqq
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: 1
cbX[N+3].w: 0
[/code]
Inverse projection matrix:
[code]
cbX[N+0].x: w.wwwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: 0
cbX[N+2].w: -q.qqqqqqqq
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: 1
cbX[N+3].w: n.nnnnnnnnn
[/code]
Inverse transposed projection matrix:
[code]
cbX[N+0].x: w.wwwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: 0
cbX[N+2].w: 1
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: -q.qqqqqqqq
cbX[N+3].w: n.nnnnnnnnn
[/code]
e.g. an inverse projection matrix from World of Diving (I'm not entirely sure why cb1[13].z is -1 instead of 1, or why some of the 0s are negative - something to keep in mind I guess):
[code]
cbX[10].x: 1.13256943
cbX[10].y: 0
cbX[10].z: -0
cbX[10].w: 0
cbX[11].x: 0
cbX[11].y: 0.637070298
cbX[11].z: -0
cbX[11].w: 0
cbX[12].x: 0
cbX[12].y: 0
cbX[12].z: -0
cbX[12].w: -14.2854633
cbX[13].x: 0
cbX[13].y: 0
cbX[13].z: -1
cbX[13].w: 14.285964
[/code]
Other types of matrices will be harder to identify, but one thing to keep in mind is that any matrix that has NOT been multiplied by a projection matrix (e.g. a model-view matrix, even an inverse one) will have the final column as 0,0,0,1 (however some engines like Unity 5 omit the final column instead). e.g.
[code]
[-0.0435736 , 0.06653146, -0.10356311, 0 ]
[ 0.12160196, 0.03748472, -0.04136997, 0 ]
[ 0.02800534, -0.35690284, -0.24106616, 0 ]
[-1.2060742 , 0.90789372, 0.15980296, 1 ]
[/code]
A complete MVP matrix won't have any easily identifiable pattern - it might have some 0s, but it could just as easily look like 16 random floating point numbers.
One last example - this is the pattern of a row-major (IIRC) inverse view-projection matrix that DOES NOT include the camera position (from Mad Max):
[code]
cbX[1].x: 0.752560079
cbX[1].y: 0.0156586282
cbX[1].z: -0.696669042
cbX[1].w: 0
cbX[2].x: 0.0025248453
cbX[2].y: 0.576704204
cbX[2].z: 0.0156896524
cbX[2].w: 0
cbX[3].x: 0
cbX[3].y: 0
cbX[3].z: 0
cbX[3].w: 9.99997425
cbX[4].x: -0.679409742
cbX[4].y: 0.0229271911
cbX[4].z: -0.733400822
cbX[4].w: 2.49999994e-005
[/code]
mike_ar69 said:
... so I need to nail down the ProjMatrix[0].x element because I have hardcoded it for now.
Now that is interesting! How did you hardcode it if there aren't any headers in the shaders? Did you find one with the information and what registers is it stored in or another way?
I haven't used it, but I tried one time, the frame analysis option that is in 3DMigoto. Problem is...I don't really have a clue on how to use it:)) and after a quick try I gave up (was a bit time pressured at the time).
Did you use the frame analysis option to find out where the ProjMatrix is ?
No I have not identified the matrix element, I am 'hardcoding' the number "0.84". Frame analysis will be useful to see what is and what is not a matrix I guess. There are not that many variables, so just trying each in turn will work lol. I already know what elements not to use, i.e. the ones already being used in the shader, so it won't take long, half an hour tops.
Set up your d3dx.ini to analyse the constant buffers of just the shader you are interested in, e.g.
Then in the game reload the config with F10 (3DMigoto 1.2.6+ has fixed a bug related to reloading analyse_options), enable hunting and when the shadow of interest is visible press F8. You will get a new directory FrameAnalysis-<timestamp> containing the constant buffers available to each active shader (vertex + pixel) whenever the shader of interest was used in a draw call. Open them up and look for anything that looks like a projection or inverse projection matrix (can be recognised by a distinct pattern of zeroes / non-zeroes - see below), or any values that are close to the 0.84 (or it's reciprocal) you found through trial and error.
If you are trying to spot a matrix, here's some patterns:
e.g. an inverse projection matrix from World of Diving (I'm not entirely sure why cb1[13].z is -1 instead of 1, or why some of the 0s are negative - something to keep in mind I guess):
Other types of matrices will be harder to identify, but one thing to keep in mind is that any matrix that has NOT been multiplied by a projection matrix (e.g. a model-view matrix, even an inverse one) will have the final column as 0,0,0,1 (however some engines like Unity 5 omit the final column instead). e.g.
A complete MVP matrix won't have any easily identifiable pattern - it might have some 0s, but it could just as easily look like 16 random floating point numbers.
One last example - this is the pattern of a row-major (IIRC) inverse view-projection matrix that DOES NOT include the camera position (from Mad Max):
Really awesome information there DarkStarSword! Big thanks! I'll give it a whirl this evening;))
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
The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.
The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.
[quote="DHR"]The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.[/quote]
Ok, thanks for the heads up;))
I'll just drop out from this one then;)
If you require any assistance please let me know;)
DHR said:The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.
Ok, thanks for the heads up;))
I'll just drop out from this one then;)
If you require any assistance please let me know;)
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
[quote="Seregin"]@Losti: you should try this setting instead:
[code]Setting ID_0x709adada = 0x07F58257 InternalSettingFlag=V0[/code]
Your proposed setting produces VERY high haloing and characters lack depth. Mine (AFAIK it is the most often used CM setting) produces MUCH less haloing and depth is good on both characters and environment (needed to lower convergence with CTRL+F5 to make geometry right). However, some UI elements may render over scene geometry. Just give it a try and see which one you like best :)
[/quote]
This was the value i had before and for me my value was better i thing. But i will compare both today later on and will check back for a conclusion here.
Your proposed setting produces VERY high haloing and characters lack depth. Mine (AFAIK it is the most often used CM setting) produces MUCH less haloing and depth is good on both characters and environment (needed to lower convergence with CTRL+F5 to make geometry right). However, some UI elements may render over scene geometry. Just give it a try and see which one you like best :)
This was the value i had before and for me my value was better i thing. But i will compare both today later on and will check back for a conclusion here.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[quote="DarkStarSword"][quote="mike_ar69"][quote="helifax"][quote="mike_ar69"]
... so I need to nail down the ProjMatrix[0].x element because I have hardcoded it for now.
[/quote]
Now that is interesting! How did you hardcode it if there aren't any headers in the shaders? Did you find one with the information and what registers is it stored in or another way?
I haven't used it, but I tried one time, the frame analysis option that is in 3DMigoto. Problem is...I don't really have a clue on how to use it:)) and after a quick try I gave up (was a bit time pressured at the time).
Did you use the frame analysis option to find out where the ProjMatrix is ?
[/quote]
No I have not identified the matrix element, I am 'hardcoding' the number "0.84". Frame analysis will be useful to see what is and what is not a matrix I guess. There are not that many variables, so just trying each in turn will work lol. I already know what elements not to use, i.e. the ones already being used in the shader, so it won't take long, half an hour tops.
[/quote]
Set up your d3dx.ini to analyse the constant buffers of just the shader you are interested in, e.g.
[code]
[Hunting]
...
analyse_frame = VK_F8
analyse_options =
[ShaderOverrideSomeInterestingShadow]
Hash = xxxxxxxx
analyse_options = dump_cb_txt
[/code]
Then in the game reload the config with F10 (3DMigoto 1.2.6+ has fixed a bug related to reloading analyse_options), enable hunting and when the shadow of interest is visible press F8. You will get a new directory FrameAnalysis-<timestamp> containing the constant buffers available to each active shader (vertex + pixel) whenever the shader of interest was used in a draw call. Open them up and look for anything that looks like a projection or inverse projection matrix (can be recognised by a distinct pattern of zeroes / non-zeroes - see below), or any values that are close to the 0.84 (or it's reciprocal) you found through trial and error.
If you are trying to spot a matrix, here's some patterns:
Projection matrix:
[code]
cbX[N+0].x: w.wwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: q.qqqqqqqqq
cbX[N+2].w: 1
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: -q.nnnnnnnn
cbX[N+3].w: 0
[/code]
Transposed projection matrix:
[code]
cbX[N+0].x: w.wwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: -q.nnnnnnnn
cbX[N+2].w: q.qqqqqqqqq
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: 1
cbX[N+3].w: 0
[/code]
Inverse projection matrix:
[code]
cbX[N+0].x: w.wwwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: 0
cbX[N+2].w: -q.qqqqqqqq
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: 1
cbX[N+3].w: n.nnnnnnnnn
[/code]
Inverse transposed projection matrix:
[code]
cbX[N+0].x: w.wwwwwwwww
cbX[N+0].y: 0
cbX[N+0].z: 0
cbX[N+0].w: 0
cbX[N+1].x: 0
cbX[N+1].y: h.hhhhhhhhh
cbX[N+1].z: 0
cbX[N+1].w: 0
cbX[N+2].x: 0
cbX[N+2].y: 0
cbX[N+2].z: 0
cbX[N+2].w: 1
cbX[N+3].x: 0
cbX[N+3].y: 0
cbX[N+3].z: -q.qqqqqqqq
cbX[N+3].w: n.nnnnnnnnn
[/code]
e.g. an inverse projection matrix from World of Diving (I'm not entirely sure why cb1[13].z is -1 instead of 1, or why some of the 0s are negative - something to keep in mind I guess):
[code]
cbX[10].x: 1.13256943
cbX[10].y: 0
cbX[10].z: -0
cbX[10].w: 0
cbX[11].x: 0
cbX[11].y: 0.637070298
cbX[11].z: -0
cbX[11].w: 0
cbX[12].x: 0
cbX[12].y: 0
cbX[12].z: -0
cbX[12].w: -14.2854633
cbX[13].x: 0
cbX[13].y: 0
cbX[13].z: -1
cbX[13].w: 14.285964
[/code]
Other types of matrices will be harder to identify, but one thing to keep in mind is that any matrix that has NOT been multiplied by a projection matrix (e.g. a model-view matrix, even an inverse one) will have the final column as 0,0,0,1 (however some engines like Unity 5 omit the final column instead). e.g.
[code]
[-0.0435736 , 0.06653146, -0.10356311, 0 ]
[ 0.12160196, 0.03748472, -0.04136997, 0 ]
[ 0.02800534, -0.35690284, -0.24106616, 0 ]
[-1.2060742 , 0.90789372, 0.15980296, 1 ]
[/code]
A complete MVP matrix won't have any easily identifiable pattern - it might have some 0s, but it could just as easily look like 16 random floating point numbers.
One last example - this is the pattern of a row-major (IIRC) inverse view-projection matrix that DOES NOT include the camera position (from Mad Max):
[code]
cbX[1].x: 0.752560079
cbX[1].y: 0.0156586282
cbX[1].z: -0.696669042
cbX[1].w: 0
cbX[2].x: 0.0025248453
cbX[2].y: 0.576704204
cbX[2].z: 0.0156896524
cbX[2].w: 0
cbX[3].x: 0
cbX[3].y: 0
cbX[3].z: 0
cbX[3].w: 9.99997425
cbX[4].x: -0.679409742
cbX[4].y: 0.0229271911
cbX[4].z: -0.733400822
cbX[4].w: 2.49999994e-005
[/code]
[/quote]
Great! Thanks I'll look at this tonight.
**EDIT Also I think you've added matrix/sample re-use now? I might need that as well, so what is the syntax for that? Sorry if you posted this before, but I have been off the grid for so long I'm feeling a bit newbie again...
mike_ar69 said:
... so I need to nail down the ProjMatrix[0].x element because I have hardcoded it for now.
Now that is interesting! How did you hardcode it if there aren't any headers in the shaders? Did you find one with the information and what registers is it stored in or another way?
I haven't used it, but I tried one time, the frame analysis option that is in 3DMigoto. Problem is...I don't really have a clue on how to use it:)) and after a quick try I gave up (was a bit time pressured at the time).
Did you use the frame analysis option to find out where the ProjMatrix is ?
No I have not identified the matrix element, I am 'hardcoding' the number "0.84". Frame analysis will be useful to see what is and what is not a matrix I guess. There are not that many variables, so just trying each in turn will work lol. I already know what elements not to use, i.e. the ones already being used in the shader, so it won't take long, half an hour tops.
Set up your d3dx.ini to analyse the constant buffers of just the shader you are interested in, e.g.
Then in the game reload the config with F10 (3DMigoto 1.2.6+ has fixed a bug related to reloading analyse_options), enable hunting and when the shadow of interest is visible press F8. You will get a new directory FrameAnalysis-<timestamp> containing the constant buffers available to each active shader (vertex + pixel) whenever the shader of interest was used in a draw call. Open them up and look for anything that looks like a projection or inverse projection matrix (can be recognised by a distinct pattern of zeroes / non-zeroes - see below), or any values that are close to the 0.84 (or it's reciprocal) you found through trial and error.
If you are trying to spot a matrix, here's some patterns:
e.g. an inverse projection matrix from World of Diving (I'm not entirely sure why cb1[13].z is -1 instead of 1, or why some of the 0s are negative - something to keep in mind I guess):
Other types of matrices will be harder to identify, but one thing to keep in mind is that any matrix that has NOT been multiplied by a projection matrix (e.g. a model-view matrix, even an inverse one) will have the final column as 0,0,0,1 (however some engines like Unity 5 omit the final column instead). e.g.
A complete MVP matrix won't have any easily identifiable pattern - it might have some 0s, but it could just as easily look like 16 random floating point numbers.
One last example - this is the pattern of a row-major (IIRC) inverse view-projection matrix that DOES NOT include the camera position (from Mad Max):
**EDIT Also I think you've added matrix/sample re-use now? I might need that as well, so what is the syntax for that? Sorry if you posted this before, but I have been off the grid for so long I'm feeling a bit newbie again...
[quote="DHR"]The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.[/quote]
Hi - lets coordinate on this. I have fixed loads of stuff, so we don't want to duplicate. I'll PM you.
DHR said:The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.
Hi - lets coordinate on this. I have fixed loads of stuff, so we don't want to duplicate. I'll PM you.
To everybody else who read this topic - look there is four or five people fixing this game ! They doing it so fast that they can`t even coordinate progress. Epicenes :)
To everybody else who read this topic - look there is four or five people fixing this game ! They doing it so fast that they can`t even coordinate progress. Epicenes :)
[quote="Losti"][quote="Seregin"]@Losti: you should try this setting instead:
[code]Setting ID_0x709adada = 0x07F58257 InternalSettingFlag=V0[/code]
Your proposed setting produces VERY high haloing and characters lack depth. Mine (AFAIK it is the most often used CM setting) produces MUCH less haloing and depth is good on both characters and environment (needed to lower convergence with CTRL+F5 to make geometry right). However, some UI elements may render over scene geometry. Just give it a try and see which one you like best :)
[/quote]
This was the value i had before and for me my value was better i thing. But i will compare both today later on and will check back for a conclusion here. [/quote]
I Can not confirm this. I have noticed that, if i only change SLI Profile the convergence is much too high, thats the fault. So if you reduce it, the halos are still the same. My value results in not that hard flickering for the font and not that hard UI/Object overlay. Try to use my value, go ingame, save 3D Settings (STRG+F7), leave the game and copy my given "Fallout4" file over yours in C:\Users\USERNAME\Documents\NVStereoscopic3D.LOG Now you should have my conv/sep (max) settings thats optimum for me.
Let me hear about ur results.
Your proposed setting produces VERY high haloing and characters lack depth. Mine (AFAIK it is the most often used CM setting) produces MUCH less haloing and depth is good on both characters and environment (needed to lower convergence with CTRL+F5 to make geometry right). However, some UI elements may render over scene geometry. Just give it a try and see which one you like best :)
This was the value i had before and for me my value was better i thing. But i will compare both today later on and will check back for a conclusion here.
I Can not confirm this. I have noticed that, if i only change SLI Profile the convergence is much too high, thats the fault. So if you reduce it, the halos are still the same. My value results in not that hard flickering for the font and not that hard UI/Object overlay. Try to use my value, go ingame, save 3D Settings (STRG+F7), leave the game and copy my given "Fallout4" file over yours in C:\Users\USERNAME\Documents\NVStereoscopic3D.LOG Now you should have my conv/sep (max) settings thats optimum for me.
Let me hear about ur results.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
[quote="mike_ar69"]**EDIT Also I think you've added matrix/sample re-use now? I might need that as well, so what is the syntax for that? Sorry if you posted this before, but I have been off the grid for so long I'm feeling a bit newbie again...[/quote]
Here's a post with various examples of the syntax for copying constant buffers, textures, etc. either directly or using intermediate storage:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4693870/#4693870[/url]
Another update, covering the "post" keyword, the new [Present] section and max_copies_per_frame:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4700242/#4700242[/url]
And here's a post on auto-crosshair depth that uses this feature:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4694095/#4694095[/url]
mike_ar69 said:**EDIT Also I think you've added matrix/sample re-use now? I might need that as well, so what is the syntax for that? Sorry if you posted this before, but I have been off the grid for so long I'm feeling a bit newbie again...
[quote="mike_ar69"][quote="DHR"]The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.[/quote]
Hi - lets coordinate on this. I have fixed loads of stuff, so we don't want to duplicate. I'll PM you.[/quote]
Let me know if there is some chance of BETA-Testing your joint-fix. So i would start with it and may discover places with unknown issues ^^
DHR said:The patterns posted by @zayou (sames used in Frostbite engine) works in this game/engine....i try yesterday and shadows, lights, reflections are fixed with that pattern....i try in about 6 shaders and all works.
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.
Hi - lets coordinate on this. I have fixed loads of stuff, so we don't want to duplicate. I'll PM you.
Let me know if there is some chance of BETA-Testing your joint-fix. So i would start with it and may discover places with unknown issues ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
NOTE: After the Update (today or yesterday, i cant remember) the FPS lock will be enabled again, you have to unlock the FPS after an update, doing this:
https://forums.geforce.com/default/topic/839133/3d-vision/fallout-4/post/4722291/#4722291
NOTE: After the Update (today or yesterday, i cant remember) the FPS lock will be enabled again, you have to unlock the FPS after an update, doing this:
[quote="DarkStarSword"][quote="mike_ar69"]**EDIT Also I think you've added matrix/sample re-use now? I might need that as well, so what is the syntax for that? Sorry if you posted this before, but I have been off the grid for so long I'm feeling a bit newbie again...[/quote]
Here's a post with various examples of the syntax for copying constant buffers, textures, etc. either directly or using intermediate storage:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4693870/#4693870[/url]
Another update, covering the "post" keyword, the new [Present] section and max_copies_per_frame:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4700242/#4700242[/url]
And here's a post on auto-crosshair depth that uses this feature:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4694095/#4694095[/url]
[/quote]
Awesome - thanks very much!
mike_ar69 said:**EDIT Also I think you've added matrix/sample re-use now? I might need that as well, so what is the syntax for that? Sorry if you posted this before, but I have been off the grid for so long I'm feeling a bit newbie again...
Great!!
So the HUD will be the hard part....LOL
For that ground reflection, attach the shader in ASM format.....is the same issue i have in all CoD: Black Ops 3 shaders... it can be manually fixed, but ASM code is needed.
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My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Set up your d3dx.ini to analyse the constant buffers of just the shader you are interested in, e.g.
Then in the game reload the config with F10 (3DMigoto 1.2.6+ has fixed a bug related to reloading analyse_options), enable hunting and when the shadow of interest is visible press F8. You will get a new directory FrameAnalysis-<timestamp> containing the constant buffers available to each active shader (vertex + pixel) whenever the shader of interest was used in a draw call. Open them up and look for anything that looks like a projection or inverse projection matrix (can be recognised by a distinct pattern of zeroes / non-zeroes - see below), or any values that are close to the 0.84 (or it's reciprocal) you found through trial and error.
If you are trying to spot a matrix, here's some patterns:
Projection matrix:
Transposed projection matrix:
Inverse projection matrix:
Inverse transposed projection matrix:
e.g. an inverse projection matrix from World of Diving (I'm not entirely sure why cb1[13].z is -1 instead of 1, or why some of the 0s are negative - something to keep in mind I guess):
Other types of matrices will be harder to identify, but one thing to keep in mind is that any matrix that has NOT been multiplied by a projection matrix (e.g. a model-view matrix, even an inverse one) will have the final column as 0,0,0,1 (however some engines like Unity 5 omit the final column instead). e.g.
A complete MVP matrix won't have any easily identifiable pattern - it might have some 0s, but it could just as easily look like 16 random floating point numbers.
One last example - this is the pattern of a row-major (IIRC) inverse view-projection matrix that DOES NOT include the camera position (from Mad Max):
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
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)
If all of us are fixing the sames shaders will be a waste of time, i already fix 6 shaders (testing the pattern)....@zayou may have been fixed more?....and the HUD will need texture separation.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Ok, thanks for the heads up;))
I'll just drop out from this one then;)
If you require any assistance please let me know;)
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)
This was the value i had before and for me my value was better i thing. But i will compare both today later on and will check back for a conclusion here.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Great! Thanks I'll look at this tonight.
**EDIT Also I think you've added matrix/sample re-use now? I might need that as well, so what is the syntax for that? Sorry if you posted this before, but I have been off the grid for so long I'm feeling a bit newbie again...
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Hi - lets coordinate on this. I have fixed loads of stuff, so we don't want to duplicate. I'll PM you.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
https://steamcommunity.com/profiles/76561198014296177/
I Can not confirm this. I have noticed that, if i only change SLI Profile the convergence is much too high, thats the fault. So if you reduce it, the halos are still the same. My value results in not that hard flickering for the font and not that hard UI/Object overlay. Try to use my value, go ingame, save 3D Settings (STRG+F7), leave the game and copy my given "Fallout4" file over yours in C:\Users\USERNAME\Documents\NVStereoscopic3D.LOG Now you should have my conv/sep (max) settings thats optimum for me.
Let me hear about ur results.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Here's a post with various examples of the syntax for copying constant buffers, textures, etc. either directly or using intermediate storage:
https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4693870/#4693870
Another update, covering the "post" keyword, the new [Present] section and max_copies_per_frame:
https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4700242/#4700242
And here's a post on auto-crosshair depth that uses this feature:
https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4694095/#4694095
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
Let me know if there is some chance of BETA-Testing your joint-fix. So i would start with it and may discover places with unknown issues ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
https://forums.geforce.com/default/topic/839133/3d-vision/fallout-4/post/4722291/#4722291
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Awesome - thanks very much!
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278