@ronrebell: I took a quick look at your screenshots you posted above, and the problems are pretty small as you note.
The headlights for the cars, and the lights from brakes on the ground are actually right, it's just the stupid bloom and lens flare effects that are broken. The screen smudge effect from the sun is also another over-the-top and useless lens flare.
Look for some modder way to disable bloom and lens flare.
If that doesn't seem possible, it looks like you could make this one work without trouble. Finding and disabling these effects is very easy. You can definitely do it.
Given the lack of attention that racing games get, I would definitely encourage you to take a look.
I will be happy to help you learn this.
@ronrebell: I took a quick look at your screenshots you posted above, and the problems are pretty small as you note.
The headlights for the cars, and the lights from brakes on the ground are actually right, it's just the stupid bloom and lens flare effects that are broken. The screen smudge effect from the sun is also another over-the-top and useless lens flare.
Look for some modder way to disable bloom and lens flare.
If that doesn't seem possible, it looks like you could make this one work without trouble. Finding and disabling these effects is very easy. You can definitely do it.
Given the lack of attention that racing games get, I would definitely encourage you to take a look.
I will be happy to help you learn this.
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
Sorry, I can`t handle this.
Played it through with ligthning issues and shadows off.
Racing games are not that popular to be fixed as RPGs or other genres.
[quote="bo3b"]
The headlights for the cars, and the lights from brakes on the ground are actually right, it's just the stupid bloom and lens flare effects that are broken. The screen smudge effect from the sun is also another over-the-top and useless lens flare.
Look for some modder way to disable bloom and lens flare.
If that doesn't seem possible, it looks like you could make this one work without trouble. Finding and disabling these effects is very easy. You can definitely do it.
I will be happy to help you learn this.[/quote]
I'm thinking of having a go at this, though my time is limited too. Bo3b, could you give me a ballpark figure of how long a job like this might take for someone new to 3dmigoto? Like, ~5 hours or ~30?
bo3b said:
The headlights for the cars, and the lights from brakes on the ground are actually right, it's just the stupid bloom and lens flare effects that are broken. The screen smudge effect from the sun is also another over-the-top and useless lens flare.
Look for some modder way to disable bloom and lens flare.
If that doesn't seem possible, it looks like you could make this one work without trouble. Finding and disabling these effects is very easy. You can definitely do it.
I will be happy to help you learn this.
I'm thinking of having a go at this, though my time is limited too. Bo3b, could you give me a ballpark figure of how long a job like this might take for someone new to 3dmigoto? Like, ~5 hours or ~30?
[quote="Volnaiskra"][quote="bo3b"]
The headlights for the cars, and the lights from brakes on the ground are actually right, it's just the stupid bloom and lens flare effects that are broken. The screen smudge effect from the sun is also another over-the-top and useless lens flare.
Look for some modder way to disable bloom and lens flare.
If that doesn't seem possible, it looks like you could make this one work without trouble. Finding and disabling these effects is very easy. You can definitely do it.
I will be happy to help you learn this.[/quote]I'm thinking of having a go at this, though my time is limited too. Bo3b, could you give me a ballpark figure of how long a job like this might take for someone new to 3dmigoto? Like, ~5 hours or ~30?[/quote]
You should be able to disable these effects pretty easily. I would not worry about actually fixing them, bloom effects are mostly worthless.
To disable them is on the order of 5 hours, definitely not 30 hours.
The basic technique is to use 3Dmigoto, and shader hunt the pixel shaders (Numpad 2,1) that you want removed. Once you mark those with the CopyOnMark feature (Numpad 3), you can alt-tab out and see the ShaderFixes folder with a pixel shader.
Assuming it Decompiles properly and is available, you can edit that file, and add something like 'o0=0;' at the bottom to set the output to blank. Alt-tab back in, and hit F10 to reload the shader live, and it should blank out the bad effect.
That's pretty much it, unless something breaks.
bo3b said:
The headlights for the cars, and the lights from brakes on the ground are actually right, it's just the stupid bloom and lens flare effects that are broken. The screen smudge effect from the sun is also another over-the-top and useless lens flare.
Look for some modder way to disable bloom and lens flare.
If that doesn't seem possible, it looks like you could make this one work without trouble. Finding and disabling these effects is very easy. You can definitely do it.
I will be happy to help you learn this.
I'm thinking of having a go at this, though my time is limited too. Bo3b, could you give me a ballpark figure of how long a job like this might take for someone new to 3dmigoto? Like, ~5 hours or ~30?
You should be able to disable these effects pretty easily. I would not worry about actually fixing them, bloom effects are mostly worthless.
To disable them is on the order of 5 hours, definitely not 30 hours.
The basic technique is to use 3Dmigoto, and shader hunt the pixel shaders (Numpad 2,1) that you want removed. Once you mark those with the CopyOnMark feature (Numpad 3), you can alt-tab out and see the ShaderFixes folder with a pixel shader.
Assuming it Decompiles properly and is available, you can edit that file, and add something like 'o0=0;' at the bottom to set the output to blank. Alt-tab back in, and hit F10 to reload the shader live, and it should blank out the bad effect.
That's pretty much it, unless something breaks.
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
Cool. I'll have a go then. What about fixing shadows? Would that be more like 30 hours?
I'm taking a look at bo3b's school for shaderhackers, and looking through the wiki. It seems to mainly relate to helixmod though. Is there somewhere else I should be looking for 3dmigoto tutes?
Cool. I'll have a go then. What about fixing shadows? Would that be more like 30 hours?
I'm taking a look at bo3b's school for shaderhackers, and looking through the wiki. It seems to mainly relate to helixmod though. Is there somewhere else I should be looking for 3dmigoto tutes?
Most of what you'll learn in the school is reasonably applicable to 3dmigoto too. I've now done one helixmod fix, and one 3dmigoto fix - and I have no background in this stuff. I had a lot of help from bo3b and DarkStarSword, and I'm up to lesson 5 of the school.
Generally speaking, shadows seem to be one of the harder things to fix. I would probably try to get a working fix without shadows to start with.
Most of what you'll learn in the school is reasonably applicable to 3dmigoto too. I've now done one helixmod fix, and one 3dmigoto fix - and I have no background in this stuff. I had a lot of help from bo3b and DarkStarSword, and I'm up to lesson 5 of the school.
Generally speaking, shadows seem to be one of the harder things to fix. I would probably try to get a working fix without shadows to start with.
For shadows, the time is more like infinite. At present, I have yet to fix a shadow shader without support. And I've put hundreds of hours of study into them. I understand the principles, I know what coordinate space to target. And yet, I've never successfully created one.
You might have a natural affinity for it, or a background in 3D graphics and how deferred rendering works, in which case you might be able to do it. But, barring that, I would definitely recommend just disabling them.
If the game engine is a known quantity, and you thus have something to crib off of, you can make a fix without too much trouble. For de novo fixes of shadows, only Helix, Mike, and DarkStarSword have successfully created them. (maybe mana84 and DHR, not certain)
Sorry, no direct tutorial for 3Dmigoto just yet. The principles from the School are identical, just the actual details and workflow are slightly different. 3Dmigoto tends to be easier to use because we tried to fix a lot of the sharp edges on HelixMod.
[i]Disabling [/i]shaders is super easy and fast, and I always recommend that first anyway, because you can take something from unplayable to useful in just a few hours. [i]Fixing[/i] shaders is quite a lot harder and is a bigger time sink.
For shadows, the time is more like infinite. At present, I have yet to fix a shadow shader without support. And I've put hundreds of hours of study into them. I understand the principles, I know what coordinate space to target. And yet, I've never successfully created one.
You might have a natural affinity for it, or a background in 3D graphics and how deferred rendering works, in which case you might be able to do it. But, barring that, I would definitely recommend just disabling them.
If the game engine is a known quantity, and you thus have something to crib off of, you can make a fix without too much trouble. For de novo fixes of shadows, only Helix, Mike, and DarkStarSword have successfully created them. (maybe mana84 and DHR, not certain)
Sorry, no direct tutorial for 3Dmigoto just yet. The principles from the School are identical, just the actual details and workflow are slightly different. 3Dmigoto tends to be easier to use because we tried to fix a lot of the sharp edges on HelixMod.
Disabling shaders is super easy and fast, and I always recommend that first anyway, because you can take something from unplayable to useful in just a few hours. Fixing shaders is quite a lot harder and is a bigger time sink.
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
ok, I'll leave shadows alone for now. Still waiting for The Crew to finish downloading (started some 30 hours ago). Bloody Australian internet, so I'll have a look at The Ball tute.
Anyway, I just tried to download 3dmigoto from the link on [url="http://helixmod.blogspot.com.au/2010/12/how-to-guides.html"]this page[/url], but it takes me to a notice about the 3dmigoto.com domain being expired. Anywhere else I can download it for now?
ok, I'll leave shadows alone for now. Still waiting for The Crew to finish downloading (started some 30 hours ago). Bloody Australian internet, so I'll have a look at The Ball tute.
Anyway, I just tried to download 3dmigoto from the link on this page, but it takes me to a notice about the 3dmigoto.com domain being expired. Anywhere else I can download it for now?
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
Thanks for the note there, I fixed the HelixModBlog page to point to the github releases. I'll let Chiri know the domain expired in case it's important.
Thanks for the note there, I fixed the HelixModBlog page to point to the github releases. I'll let Chiri know the domain expired in case it's important.
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
ok, maybe tell mike to point the solutiongaming 3dmigoto page to github as well.
So I'm cycling through shaders with 3dmigoto in The Crew, and it's deactivating them one by one, but there's no debug text anywhere (like the red text on the top of helixmod). Shouldn't there be?
I'll first deactivate the bloom, but ultimately I'll want to see if I can fix it instead of removing it, because the bloom seems to be what makes car lights look like they're on. I think removing it will make all the car lights look off, which will be especially weird at night. Is bloom likely to be easier than shadows to fix?
ok, maybe tell mike to point the solutiongaming 3dmigoto page to github as well.
So I'm cycling through shaders with 3dmigoto in The Crew, and it's deactivating them one by one, but there's no debug text anywhere (like the red text on the top of helixmod). Shouldn't there be?
I'll first deactivate the bloom, but ultimately I'll want to see if I can fix it instead of removing it, because the bloom seems to be what makes car lights look like they're on. I think removing it will make all the car lights look off, which will be especially weird at night. Is bloom likely to be easier than shadows to fix?
No, the 3Dmigoto does not have the red text on screen. The text is of marginal value, mostly telling you that it has loaded. We rarely used the actual numbers or info, and made different techniques to make it simpler. If you see shaders blink in and out, that demonstrates it's working. (Later we'll likely add some sort of indicator, but it's low priority)
For the bloom, these are generally the 3rd easiest things to fix, so you might very well be able to apply a fix. Look for the VertexShader associated with them, and try to adjust the output position. They will sometimes be in the PixelShader, but most often they are drawn at screen depth, and we just need to move them.
These are getting closer to the 30 hour mark though, including time to learn how to move vertices and going through the lessons.
No, the 3Dmigoto does not have the red text on screen. The text is of marginal value, mostly telling you that it has loaded. We rarely used the actual numbers or info, and made different techniques to make it simpler. If you see shaders blink in and out, that demonstrates it's working. (Later we'll likely add some sort of indicator, but it's low priority)
For the bloom, these are generally the 3rd easiest things to fix, so you might very well be able to apply a fix. Look for the VertexShader associated with them, and try to adjust the output position. They will sometimes be in the PixelShader, but most often they are drawn at screen depth, and we just need to move them.
These are getting closer to the 30 hour mark though, including time to learn how to move vertices and going through the lessons.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="Volnaiskra"]So I'm cycling through shaders with 3dmigoto in The Crew, and it's deactivating them one by one, but there's no debug text anywhere (like the red text on the top of helixmod). Shouldn't there be?[/quote]3Dmigoto doesn't have an overlay yet, so that's normal. For my personal workflow I often have a second laptop logged into my gaming laptop via SSH running 'tail -f d3d11_log.txt' (that's a cygwin command) to keep an eye on it, but it's generally not necessary. If 3Dmigoto gives you an error tone (low pitched boop) you should check the log file to find out what went wrong (usually a compile error in a shader). The nice thing is you can examine the log file while the game is running :)
[quote]I'll first deactivate the bloom, but ultimately I'll want to see if I can fix it instead of removing it, because the bloom seems to be what makes car lights look like they're on. I think removing it will make all the car lights look off, which will be especially weird at night. Is bloom likely to be easier than shadows to fix?[/quote]Definitely easier to fix than shadows, but it's not always possible to accurately fix it since the shaders may be missing the necessary depth information. However it seems that in many cases moving it to an infinite depth is a close enough approximation.
One important factor is whether you are trying to fix a post-processing bloom light-bleeding and/or lens glare effect, or simply a halo around lights. The simplest way I can think of to determine this is to find the pixel shader and set it's output to 1. If the entire screen goes white it might be a post-processing effect, while if only a box around the effect goes white it's probably just a halo drawn around the light itself.
Here's a few examples of bloom effects I've fixed.
Simple halos around lights in Life is Strange (DX9) - adjusted output position X by separation*convergence to move them to infinity (separation*convergence is the maths to move an effect to infinity if it is already being adjusted by the driver):
https://github.com/DarkStarSword/3d-fixes/commit/cb3d12b4fc987ccfced9528dc0374c7fc275258a
eqzitara also shared the way he fixes bloom in UE games, adjusting them by a fixed offset. As noted in this case the offset is surprisingly small, but once you add the existing driver adjustment and the hidden perspective divide into the formula it makes sense that it would move the effect to just before infinity (if I entered that right into mathomatic it will end up as separation * (1 - 1/(10*W)) after the perspective divide):
[url]https://forums.geforce.com/default/topic/807717/3d-vision/life-is-strange-3d-vision-surround-support/post/4443791/#4443791[/url]
Simple halos around lights in Far Cry 4 (DX11) - adjusted output position X by separation to move them to infinity (separation*convergence did not work in this case, presumably because the driver's heuristics decided not to adjust this one. Note that it might be more correct to adjust it by separation * W as you need to counter the perspective divide by W, but in this case W was 1 so it didn't matter):
https://github.com/bo3b/3Dmigoto/blob/master/FC4/ShaderFixes/9cdd6a70ff368f22-vs_replace.txt
Post-processed bloom / lens grit in Far Cry 4. I'm not actually fixing the post-processed light-bleeding bloom effect itself here (which was already correct in 3D), rather I am adjusting the depth of the "dirty lens" to make it less distracting (and simultaneously stretching it to avoid clipping at the edge of the screen). This is a much more advanced fix than simply moving something, but it might prove interesting to study:
https://github.com/bo3b/3Dmigoto/blob/9afc2a179691159e4d7949b73ad43626d50c72a4/FC4/ShaderFixes/23314f6e050d3f58-ps_replace.txt
Volnaiskra said:So I'm cycling through shaders with 3dmigoto in The Crew, and it's deactivating them one by one, but there's no debug text anywhere (like the red text on the top of helixmod). Shouldn't there be?
3Dmigoto doesn't have an overlay yet, so that's normal. For my personal workflow I often have a second laptop logged into my gaming laptop via SSH running 'tail -f d3d11_log.txt' (that's a cygwin command) to keep an eye on it, but it's generally not necessary. If 3Dmigoto gives you an error tone (low pitched boop) you should check the log file to find out what went wrong (usually a compile error in a shader). The nice thing is you can examine the log file while the game is running :)
I'll first deactivate the bloom, but ultimately I'll want to see if I can fix it instead of removing it, because the bloom seems to be what makes car lights look like they're on. I think removing it will make all the car lights look off, which will be especially weird at night. Is bloom likely to be easier than shadows to fix?
Definitely easier to fix than shadows, but it's not always possible to accurately fix it since the shaders may be missing the necessary depth information. However it seems that in many cases moving it to an infinite depth is a close enough approximation.
One important factor is whether you are trying to fix a post-processing bloom light-bleeding and/or lens glare effect, or simply a halo around lights. The simplest way I can think of to determine this is to find the pixel shader and set it's output to 1. If the entire screen goes white it might be a post-processing effect, while if only a box around the effect goes white it's probably just a halo drawn around the light itself.
Here's a few examples of bloom effects I've fixed.
eqzitara also shared the way he fixes bloom in UE games, adjusting them by a fixed offset. As noted in this case the offset is surprisingly small, but once you add the existing driver adjustment and the hidden perspective divide into the formula it makes sense that it would move the effect to just before infinity (if I entered that right into mathomatic it will end up as separation * (1 - 1/(10*W)) after the perspective divide): https://forums.geforce.com/default/topic/807717/3d-vision/life-is-strange-3d-vision-surround-support/post/4443791/#4443791
Simple halos around lights in Far Cry 4 (DX11) - adjusted output position X by separation to move them to infinity (separation*convergence did not work in this case, presumably because the driver's heuristics decided not to adjust this one. Note that it might be more correct to adjust it by separation * W as you need to counter the perspective divide by W, but in this case W was 1 so it didn't matter):
https://github.com/bo3b/3Dmigoto/blob/master/FC4/ShaderFixes/9cdd6a70ff368f22-vs_replace.txt
Post-processed bloom / lens grit in Far Cry 4. I'm not actually fixing the post-processed light-bleeding bloom effect itself here (which was already correct in 3D), rather I am adjusting the depth of the "dirty lens" to make it less distracting (and simultaneously stretching it to avoid clipping at the edge of the screen). This is a much more advanced fix than simply moving something, but it might prove interesting to study:
https://github.com/bo3b/3Dmigoto/blob/9afc2a179691159e4d7949b73ad43626d50c72a4/FC4/ShaderFixes/23314f6e050d3f58-ps_replace.txt
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
The headlights for the cars, and the lights from brakes on the ground are actually right, it's just the stupid bloom and lens flare effects that are broken. The screen smudge effect from the sun is also another over-the-top and useless lens flare.
Look for some modder way to disable bloom and lens flare.
If that doesn't seem possible, it looks like you could make this one work without trouble. Finding and disabling these effects is very easy. You can definitely do it.
Given the lack of attention that racing games get, I would definitely encourage you to take a look.
I will be happy to help you learn this.
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
Played it through with ligthning issues and shadows off.
Racing games are not that popular to be fixed as RPGs or other genres.
System: http://www.sysprofile.de/id159419
Nvidia 3D Vision - Virtual Reality - 3D Gaming:
http://www.computerbase.de/forum/showthread.php?t=1546633
I'm thinking of having a go at this, though my time is limited too. Bo3b, could you give me a ballpark figure of how long a job like this might take for someone new to 3dmigoto? Like, ~5 hours or ~30?
You should be able to disable these effects pretty easily. I would not worry about actually fixing them, bloom effects are mostly worthless.
To disable them is on the order of 5 hours, definitely not 30 hours.
The basic technique is to use 3Dmigoto, and shader hunt the pixel shaders (Numpad 2,1) that you want removed. Once you mark those with the CopyOnMark feature (Numpad 3), you can alt-tab out and see the ShaderFixes folder with a pixel shader.
Assuming it Decompiles properly and is available, you can edit that file, and add something like 'o0=0;' at the bottom to set the output to blank. Alt-tab back in, and hit F10 to reload the shader live, and it should blank out the bad effect.
That's pretty much it, unless something breaks.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I'm taking a look at bo3b's school for shaderhackers, and looking through the wiki. It seems to mainly relate to helixmod though. Is there somewhere else I should be looking for 3dmigoto tutes?
Generally speaking, shadows seem to be one of the harder things to fix. I would probably try to get a working fix without shadows to start with.
You might have a natural affinity for it, or a background in 3D graphics and how deferred rendering works, in which case you might be able to do it. But, barring that, I would definitely recommend just disabling them.
If the game engine is a known quantity, and you thus have something to crib off of, you can make a fix without too much trouble. For de novo fixes of shadows, only Helix, Mike, and DarkStarSword have successfully created them. (maybe mana84 and DHR, not certain)
Sorry, no direct tutorial for 3Dmigoto just yet. The principles from the School are identical, just the actual details and workflow are slightly different. 3Dmigoto tends to be easier to use because we tried to fix a lot of the sharp edges on HelixMod.
Disabling shaders is super easy and fast, and I always recommend that first anyway, because you can take something from unplayable to useful in just a few hours. Fixing shaders is quite a lot harder and is a bigger time sink.
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
Anyway, I just tried to download 3dmigoto from the link on this page, but it takes me to a notice about the 3dmigoto.com domain being expired. Anywhere else I can download it for now?
https://github.com/bo3b/3Dmigoto/releases
That way you know is always the latest one;))
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)
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
So I'm cycling through shaders with 3dmigoto in The Crew, and it's deactivating them one by one, but there's no debug text anywhere (like the red text on the top of helixmod). Shouldn't there be?
I'll first deactivate the bloom, but ultimately I'll want to see if I can fix it instead of removing it, because the bloom seems to be what makes car lights look like they're on. I think removing it will make all the car lights look off, which will be especially weird at night. Is bloom likely to be easier than shadows to fix?
For the bloom, these are generally the 3rd easiest things to fix, so you might very well be able to apply a fix. Look for the VertexShader associated with them, and try to adjust the output position. They will sometimes be in the PixelShader, but most often they are drawn at screen depth, and we just need to move them.
These are getting closer to the 30 hour mark though, including time to learn how to move vertices and going through the lessons.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Definitely easier to fix than shadows, but it's not always possible to accurately fix it since the shaders may be missing the necessary depth information. However it seems that in many cases moving it to an infinite depth is a close enough approximation.
One important factor is whether you are trying to fix a post-processing bloom light-bleeding and/or lens glare effect, or simply a halo around lights. The simplest way I can think of to determine this is to find the pixel shader and set it's output to 1. If the entire screen goes white it might be a post-processing effect, while if only a box around the effect goes white it's probably just a halo drawn around the light itself.
Here's a few examples of bloom effects I've fixed.
Simple halos around lights in Life is Strange (DX9) - adjusted output position X by separation*convergence to move them to infinity (separation*convergence is the maths to move an effect to infinity if it is already being adjusted by the driver):
https://github.com/DarkStarSword/3d-fixes/commit/cb3d12b4fc987ccfced9528dc0374c7fc275258a
eqzitara also shared the way he fixes bloom in UE games, adjusting them by a fixed offset. As noted in this case the offset is surprisingly small, but once you add the existing driver adjustment and the hidden perspective divide into the formula it makes sense that it would move the effect to just before infinity (if I entered that right into mathomatic it will end up as separation * (1 - 1/(10*W)) after the perspective divide):
https://forums.geforce.com/default/topic/807717/3d-vision/life-is-strange-3d-vision-surround-support/post/4443791/#4443791
Simple halos around lights in Far Cry 4 (DX11) - adjusted output position X by separation to move them to infinity (separation*convergence did not work in this case, presumably because the driver's heuristics decided not to adjust this one. Note that it might be more correct to adjust it by separation * W as you need to counter the perspective divide by W, but in this case W was 1 so it didn't matter):
https://github.com/bo3b/3Dmigoto/blob/master/FC4/ShaderFixes/9cdd6a70ff368f22-vs_replace.txt
Post-processed bloom / lens grit in Far Cry 4. I'm not actually fixing the post-processed light-bleeding bloom effect itself here (which was already correct in 3D), rather I am adjusting the depth of the "dirty lens" to make it less distracting (and simultaneously stretching it to avoid clipping at the edge of the screen). This is a much more advanced fix than simply moving something, but it might prove interesting to study:
https://github.com/bo3b/3Dmigoto/blob/9afc2a179691159e4d7949b73ad43626d50c72a4/FC4/ShaderFixes/23314f6e050d3f58-ps_replace.txt
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Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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