How to fix/disable shaders in games(DLL,guide and fixes).
17 / 167
Was going through the games I missed for wiki and found Helix's original fixes for Assasin's creed revelations. Would like to add it to wiki but dont have game. Can anyone verify this override that I edited(just changed the names) is compatible with current d3d9.dll(release.zip). This is sky box fixes.
Update:Anyone? Ive seen ppl downloaded it....dont make me download it.
Was going through the games I missed for wiki and found Helix's original fixes for Assasin's creed revelations. Would like to add it to wiki but dont have game. Can anyone verify this override that I edited(just changed the names) is compatible with current d3d9.dll(release.zip). This is sky box fixes.
Update:Anyone? Ive seen ppl downloaded it....dont make me download it.
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
Wow... I had no idea that could be used to fix 2d crosshairs lol.
Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?
Also take a look at this code, would like an opinion. I think its can't be fixed using normal method but uncertain. It is the darkness II's 2D crosshair.
Wow... I had no idea that could be used to fix 2d crosshairs lol.
Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?
Also take a look at this code, would like an opinion. I think its can't be fixed using normal method but uncertain. It is the darkness II's 2D crosshair.
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
And I don't mind at all eqzitara, its all HeliX's original code anyways.
[/quote]
Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
[quote name='chiz' date='18 February 2012 - 04:23 AM' timestamp='1329539015' post='1371016']
Mass Effect 3 Demo
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
And I don't mind at all eqzitara, its all HeliX's original code anyways.
Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
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[quote name='Joohan' date='18 February 2012 - 03:06 PM' timestamp='1329577609' post='1371122']
Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
[/quote]
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
[quote name='Joohan' date='18 February 2012 - 03:06 PM' timestamp='1329577609' post='1371122']
Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
[quote name='eqzitara' date='18 February 2012 - 12:00 AM' timestamp='1329541231' post='1371023']
Wow... I had no idea that could be used to fix 2d crosshairs lol.
Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?[/quote]
Yeah the crosshairs work great in a bunch of games using this method, Skyrim, Alice and Prototype too. I think pretty much any game you can push the crosshair to near max interocular distance and the Nvapi values for separation adjust it downward dynamically from there. Its only slightly uncomfortable for very close objects as the depth is slightly off. I may be able to tweak this a little bit for better results.
I didn't have an issue with the CRCs changing either. Were you looking at pixel shaders or vertex shaders? The pixel shaders will change based on what vertex shaders you're inputting, but you will see those don't have the header info in them.
[quote]Also take a look at this code, would like an opinion. I think its can't be fixed using normal method but uncertain. It is the darkness II's 2D crosshair.
[/quote]
You're close, just missing a few key steps.
[quote name='eqzitara' date='18 February 2012 - 12:00 AM' timestamp='1329541231' post='1371023']
Wow... I had no idea that could be used to fix 2d crosshairs lol.
Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?
Yeah the crosshairs work great in a bunch of games using this method, Skyrim, Alice and Prototype too. I think pretty much any game you can push the crosshair to near max interocular distance and the Nvapi values for separation adjust it downward dynamically from there. Its only slightly uncomfortable for very close objects as the depth is slightly off. I may be able to tweak this a little bit for better results.
I didn't have an issue with the CRCs changing either. Were you looking at pixel shaders or vertex shaders? The pixel shaders will change based on what vertex shaders you're inputting, but you will see those don't have the header info in them.
Also take a look at this code, would like an opinion. I think its can't be fixed using normal method but uncertain. It is the darkness II's 2D crosshair.
You're close, just missing a few key steps.
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float VertexColorGamma;
// row_major float4x4 WorldViewProjection;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// WorldViewProjection c0 4
// VertexColorGamma c8 1
//
vs_3_0
def c220, 0.95, 0, 0.0625, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mul r0, c1, v0.y
mad r0, v0.x, c0, r0
mad r0, v0.z, c2, r0
add r3, r0, c3 //transpose temp register r3, o0 here
log r0.x, v1.x
log r0.y, v1.y
log r0.z, v1.z
mul r0.xyz, r0, c8.x
exp o1.x, r0.x
exp o1.y, r0.y
exp o1.z, r0.z
mov o1.w, v1.w
mov o2.xy, v2
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov o0, r3 //move temp register back here for output
// approximately 13 instruction slots used
Just tested myself, works great! Able to use both iron sights and in-game crosshair without any issues now.
@ Joohan yeah some of the games bury the .exe you just want to put the .dll in the same folder as the rest of the runtime binaries, not the launcher directory. Just place it where eqzitara stated:
[quote name='eqzitara' date='18 February 2012 - 10:17 AM' timestamp='1329578227' post='1371123']
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
[/quote]
Yeah there's still quite a few issues, dynamic shadows, transparency halo, flares at wrong depth, target boxes at wrong depth. The opening menu I can't do anything with without messing things up more. Can probably correct some of these but not sure its worth it in a demo at this point. Just wanted to get a solid base in case Nvidia doesn't come through with a 3D Vision patch. Even in its current state though I'd play through the game like this, it still has far fewer probelms than ME2 too imo (more effects properly rendered in 3D).
@ Joohan yeah some of the games bury the .exe you just want to put the .dll in the same folder as the rest of the runtime binaries, not the launcher directory. Just place it where eqzitara stated:
[quote name='eqzitara' date='18 February 2012 - 10:17 AM' timestamp='1329578227' post='1371123']
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
Yeah there's still quite a few issues, dynamic shadows, transparency halo, flares at wrong depth, target boxes at wrong depth. The opening menu I can't do anything with without messing things up more. Can probably correct some of these but not sure its worth it in a demo at this point. Just wanted to get a solid base in case Nvidia doesn't come through with a 3D Vision patch. Even in its current state though I'd play through the game like this, it still has far fewer probelms than ME2 too imo (more effects properly rendered in 3D).
@HeliX - not sure if you're still monitoring or just busy irl, was wondering if you could help me with a shader issue. Its VS_2_0 so threw me off your original code. I was hoping you knew the VS2 commands to get it working. I can see we want to replace oPos with our stereo texture but not sure if the same VS_3_0 commands work. I tried and was not able to get results. The code below is for Darksiders, a game that will be amazing if we can get 3D crosshairs to work.
@HeliX - not sure if you're still monitoring or just busy irl, was wondering if you could help me with a shader issue. Its VS_2_0 so threw me off your original code. I was hoping you knew the VS2 commands to get it working. I can see we want to replace oPos with our stereo texture but not sure if the same VS_3_0 commands work. I tried and was not able to get results. The code below is for Darksiders, a game that will be amazing if we can get 3D crosshairs to work.
VS_2_0 doesn't accept texture samplers , so you should change these shaders to VS_3_0.
There are some differences between VS2 and VS3 syntaxes. In VS3 you should declare output registers and in VS2 you just saving result in correct output register.
I did some changes in shaders to make them compatible with version 3.0, as you can see only thing I changed are output registers declarations
VS_2_0 doesn't accept texture samplers , so you should change these shaders to VS_3_0.
There are some differences between VS2 and VS3 syntaxes. In VS3 you should declare output registers and in VS2 you just saving result in correct output register.
I did some changes in shaders to make them compatible with version 3.0, as you can see only thing I changed are output registers declarations
Thanks HeliX that does make sense about the syntax differences looking at your changes. I'm still having issues though, the shader is clearly being read because I can get the HUD/crosshair to disappear with bad code or blanking the shader. I just can't get it to output in stereo, here's what I have so far:
I think this line is the problem? mov r3.zw, v0 // opos<2,3> replaced o0, r3
Is this a case where I need to use your alternate code because the z,w component isn't 1? It look as if v0 is inputting new z,w coordinates there before output. Thanks again for your patience and help as usual! :)
Update: Hmmm its close, I was able to get results with the 2nd shader (text) so there is hope! Will take another look at it.
Thanks HeliX that does make sense about the syntax differences looking at your changes. I'm still having issues though, the shader is clearly being read because I can get the HUD/crosshair to disappear with bad code or blanking the shader. I just can't get it to output in stereo, here's what I have so far:
// UI complex/crosshair
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o0, r3 // mov from temporary register to output
// approximately 7 instruction slots used
I think this line is the problem? mov r3.zw, v0 // opos<2,3> replaced o0, r3
Is this a case where I need to use your alternate code because the z,w component isn't 1? It look as if v0 is inputting new z,w coordinates there before output. Thanks again for your patience and help as usual! :)
Update: Hmmm its close, I was able to get results with the 2nd shader (text) so there is hope! Will take another look at it.
@chiz
Sorry to be a pain...fixed a number of things using the 2d->3d shader fix. However I got one thats giving me trouble. Will you look at this? I fixed the crosshair + removed some shaders from hunted just need to fix a texture to drop a release.
Also gonna start moving everything(files/etc) to wiki especially since forums went down for a while(and uploading isnt working right either). I really think this is pretty much the future of 3D with 3d vision. Don't want the forums to go down or something and we lose everything. So thought it was a good idea to start a back up before I have a mountain of work. Will give wiki access to contributors. PM me your wiki account names(if you want). You don't have to anything if you don't want to just post here when a file is changed. I will be monitoring.May attach 3D images(silverlight) at a later date.
Update:Done. Everything looks good. When/if a new release(d3d9.dll) is released it will update all pages. Didn't change skyrims link cause its so nicely done and I am not worried about that hosting going down compared to nvidia forums.
To people who downloaded fixes for mass effect 2+darkness 2(recently). Redl them. Apparently I kinda messed up the folder layout.
Sorry to be a pain...fixed a number of things using the 2d->3d shader fix. However I got one thats giving me trouble. Will you look at this? I fixed the crosshair + removed some shaders from hunted just need to fix a texture to drop a release.
Also gonna start moving everything(files/etc) to wiki especially since forums went down for a while(and uploading isnt working right either). I really think this is pretty much the future of 3D with 3d vision. Don't want the forums to go down or something and we lose everything. So thought it was a good idea to start a back up before I have a mountain of work. Will give wiki access to contributors. PM me your wiki account names(if you want). You don't have to anything if you don't want to just post here when a file is changed. I will be monitoring.May attach 3D images(silverlight) at a later date.
Update:Done. Everything looks good. When/if a new release(d3d9.dll) is released it will update all pages. Didn't change skyrims link cause its so nicely done and I am not worried about that hosting going down compared to nvidia forums.
To people who downloaded fixes for mass effect 2+darkness 2(recently). Redl them. Apparently I kinda messed up the folder layout.
My Darksiders fix ran into some issues, apparently the different HUD elements and crosshairs have different depth values....so not sure if its going to be a workable fix sadly.
My Darksiders fix ran into some issues, apparently the different HUD elements and crosshairs have different depth values....so not sure if its going to be a workable fix sadly.
Fixed UI,Crosshair,textures,words all 3d now. Shadows/shadow biproducts removed. Fog ghosting remains/water refraction.
Install
binaries/win32/d3d9.dll See front page/if on wiki click link.
binaries/win32/shaderoverride/
@TO ANYONE INTERESTED IN MAKING FIXES
http://helixmod.wikispot.org/Coding_Fixed_Issues
Feel free to try to make your own fixes guys. Removing shaders is SIMPLE. 2d->3d textures is Not that hard as well. Plenty of games need fixes via either needing 3d crosshairs/ui/etc or even textures removed. Full guide written by helix, with example codes, and images.
Fixed UI,Crosshair,textures,words all 3d now. Shadows/shadow biproducts removed. Fog ghosting remains/water refraction.
Install
binaries/win32/d3d9.dll See front page/if on wiki click link.
binaries/win32/shaderoverride/
@TO ANYONE INTERESTED IN MAKING FIXES
http://helixmod.wikispot.org/Coding_Fixed_Issues
Feel free to try to make your own fixes guys. Removing shaders is SIMPLE. 2d->3d textures is Not that hard as well. Plenty of games need fixes via either needing 3d crosshairs/ui/etc or even textures removed. Full guide written by helix, with example codes, and images.
Update:Anyone? Ive seen ppl downloaded it....dont make me download it.
Update:Anyone? Ive seen ppl downloaded it....dont make me download it.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
[attachment=24353:ShaderOverride.zip]
Will attach gallery from 3D Vision Live in a sec
http://photos.3dvisionlive.com/chizow/album/4f3f2a863785011165000001/
And I don't mind at all eqzitara, its all HeliX's original code anyways.
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
[attachment=24353:ShaderOverride.zip]
Will attach gallery from 3D Vision Live in a sec
http://photos.3dvisionlive.com/chizow/album/4f3f2a863785011165000001/
And I don't mind at all eqzitara, its all HeliX's original code anyways.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
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Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?
Also take a look at this code, would like an opinion. I think its can't be fixed using normal method but uncertain. It is the darkness II's 2D crosshair.
Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?
Also take a look at this code, would like an opinion. I think its can't be fixed using normal method but uncertain. It is the darkness II's 2D crosshair.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
[b]Mass Effect 3 Demo[/b]
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
[attachment=31554:ShaderOverride.zip]
Will attach gallery from 3D Vision Live in a sec
http://photos.3dvisionlive.com/chizow/album/4f3f2a863785011165000001/
And I don't mind at all eqzitara, its all HeliX's original code anyways.
[/quote]
Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
Mass Effect 3 Demo
I wasn't planning on messing with this because its just a demo and Nvidia may still be working on a 3D Vision solution, but I was messing with Mass Effect 2 and got some decent results so figured why not. May be a good backup plan if 3D Vision support falls through on launch.
Anyways, solid results, there's still some issues mainly due to fog and transparencies. I went ahead and threw in the 2 blanked textures eqzitara made as well. The real benefit is the 3D crosshairs, lots of fun with all the dynamic contextual stuff going on. I actually like the gunplay so far in this ME compared to the first two. A lot more like an FPS with how the weapons handle.
[attachment=31554:ShaderOverride.zip]
Will attach gallery from 3D Vision Live in a sec
http://photos.3dvisionlive.com/chizow/album/4f3f2a863785011165000001/
And I don't mind at all eqzitara, its all HeliX's original code anyways.
Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
Intel i5 2500K @ 4.5GHz
Asus P8P67 PRO
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Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
[/quote]
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
Forgive me for being such a noob on this issue but how do I exactly use these fixes? I downloaded the Release.zip which has the d3d9.dll from the first page of this thread and extracted the d3d9.dll to the folder where MassEffect3Demo.exe is located and then I downloaded your ShaderOverride.zip and extracted it's contents to the same folder. I tried the demo out but nothing seemed to have changed. So what am I doing wrong, and if possible could someone explain how to use these fixes in other games as well (I've tried to read through this thread but I really haven't understood how to use them). I sort of get the idea how they work (some fixes change the behavior of shaders which don't quite work in 3D and some fixes remove some shaders or shadows which don't render well in stereoscopic 3D). But easy to follow instructions for each game would be greatly appreciated. I think this is a great thing you genious people are doing, and I'd like to try them out and possibly even help or give tips in some instances as well, as I'm not that new to stereoscopic 3d gaming, but for some reason I find applying the fixes posted in this thread quite hard to understand.
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
Co-founder/Web host of helixmod.blog.com
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Wow... I had no idea that could be used to fix 2d crosshairs lol.
Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?[/quote]
Yeah the crosshairs work great in a bunch of games using this method, Skyrim, Alice and Prototype too. I think pretty much any game you can push the crosshair to near max interocular distance and the Nvapi values for separation adjust it downward dynamically from there. Its only slightly uncomfortable for very close objects as the depth is slightly off. I may be able to tweak this a little bit for better results.
I didn't have an issue with the CRCs changing either. Were you looking at pixel shaders or vertex shaders? The pixel shaders will change based on what vertex shaders you're inputting, but you will see those don't have the header info in them.
[quote]Also take a look at this code, would like an opinion. I think its can't be fixed using normal method but uncertain. It is the darkness II's 2D crosshair.
[/quote]
You're close, just missing a few key steps.
[code]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float VertexColorGamma;
// row_major float4x4 WorldViewProjection;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// WorldViewProjection c0 4
// VertexColorGamma c8 1
//
vs_3_0
def c220, 0.95, 0, 0.0625, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mul r0, c1, v0.y
mad r0, v0.x, c0, r0
mad r0, v0.z, c2, r0
add r3, r0, c3 //transpose temp register r3, o0 here
log r0.x, v1.x
log r0.y, v1.y
log r0.z, v1.z
mul r0.xyz, r0, c8.x
exp o1.x, r0.x
exp o1.y, r0.y
exp o1.z, r0.z
mov o1.w, v1.w
mov o2.xy, v2
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov o0, r3 //move temp register back here for output
// approximately 13 instruction slots used
[/code]
Just tested myself, works great! Able to use both iron sights and in-game crosshair without any issues now.
Wow... I had no idea that could be used to fix 2d crosshairs lol.
Yours is the wiki one now. I got frustrated with trying to fix demo when crc's kept changing. You didnt run into that issue?
Yeah the crosshairs work great in a bunch of games using this method, Skyrim, Alice and Prototype too. I think pretty much any game you can push the crosshair to near max interocular distance and the Nvapi values for separation adjust it downward dynamically from there. Its only slightly uncomfortable for very close objects as the depth is slightly off. I may be able to tweak this a little bit for better results.
I didn't have an issue with the CRCs changing either. Were you looking at pixel shaders or vertex shaders? The pixel shaders will change based on what vertex shaders you're inputting, but you will see those don't have the header info in them.
You're close, just missing a few key steps.
Just tested myself, works great! Able to use both iron sights and in-game crosshair without any issues now.
-=HeliX=- Mod 3DV Game Fixes
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[quote name='eqzitara' date='18 February 2012 - 10:17 AM' timestamp='1329578227' post='1371123']
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
[/quote]
Yeah there's still quite a few issues, dynamic shadows, transparency halo, flares at wrong depth, target boxes at wrong depth. The opening menu I can't do anything with without messing things up more. Can probably correct some of these but not sure its worth it in a demo at this point. Just wanted to get a solid base in case Nvidia doesn't come through with a 3D Vision patch. Even in its current state though I'd play through the game like this, it still has far fewer probelms than ME2 too imo (more effects properly rendered in 3D).
[quote name='eqzitara' date='18 February 2012 - 10:17 AM' timestamp='1329578227' post='1371123']
binaries/win32/d3d9.dll
binaries/win32/shaderoverride/
please make sure files are in that layout.
Not everything is fixed but should be more viewable and 3d crosshair. In game words in 3d also make sure you turn off orgin in game. Open origin. settings. uncheck the box that says enable origin in games.
Yeah there's still quite a few issues, dynamic shadows, transparency halo, flares at wrong depth, target boxes at wrong depth. The opening menu I can't do anything with without messing things up more. Can probably correct some of these but not sure its worth it in a demo at this point. Just wanted to get a solid base in case Nvidia doesn't come through with a 3D Vision patch. Even in its current state though I'd play through the game like this, it still has far fewer probelms than ME2 too imo (more effects properly rendered in 3D).
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
[attachment=24367:VertexShader.zip]
Thanks again for all your efforts!
[attachment=24367:VertexShader.zip]
Thanks again for all your efforts!
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
There are some differences between VS2 and VS3 syntaxes. In VS3 you should declare output registers and in VS2 you just saving result in correct output register.
I did some changes in shaders to make them compatible with version 3.0, as you can see only thing I changed are output registers declarations
There are some differences between VS2 and VS3 syntaxes. In VS3 you should declare output registers and in VS2 you just saving result in correct output register.
I did some changes in shaders to make them compatible with version 3.0, as you can see only thing I changed are output registers declarations
[code]// UI complex/crosshair
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float4 mvp[4];
// float4 texgen[2];
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// mvp c0 2
// texgen c4 2
//
vs_3_0
def c220, 0.50, 0, 0.0625, 0
dcl_position v0 // pos<0,1,2,3>
dcl_color v1 // color<0,1,2,3>
dcl_color1 v2 // factor<0,1,2,3>
dcl_2d s0
dcl_position o0
dcl_texcoord o1.xy
dcl_color o2
dcl_color1 o3
#line 12 "D:\Steam\steamapps\common\darksiders\memory"
dp4 r3.x, v0, c0 // opos<0> replaced o0, r3
dp4 r3.y, v0, c1 // opos<1> replaced o0, r3
dp4 o1.x, v0, c4 // otc0<0>
dp4 o1.y, v0, c5 // otc0<1>
#line 12
mov r3.zw, v0 // opos<2,3> replaced o0, r3
#line 16
mov o2, v1 // ocolor<0,1,2,3>
mov o3, v2 // ofactor<0,1,2,3>
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o0, r3 // mov from temporary register to output
// approximately 7 instruction slots used[/code]
I think this line is the problem? mov r3.zw, v0 // opos<2,3> replaced o0, r3
Is this a case where I need to use your alternate code because the z,w component isn't 1? It look as if v0 is inputting new z,w coordinates there before output. Thanks again for your patience and help as usual! :)
Update: Hmmm its close, I was able to get results with the 2nd shader (text) so there is hope! Will take another look at it.
I think this line is the problem? mov r3.zw, v0 // opos<2,3> replaced o0, r3
Is this a case where I need to use your alternate code because the z,w component isn't 1? It look as if v0 is inputting new z,w coordinates there before output. Thanks again for your patience and help as usual! :)
Update: Hmmm its close, I was able to get results with the 2nd shader (text) so there is hope! Will take another look at it.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
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Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
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or
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[code]
#line 12 "D:\Steam\steamapps\common\darksiders\memory"
dp4 r3.x, v0, c0 // opos<0> replaced o0, r3
dp4 r3.y, v0, c1 // opos<1> replaced o0, r3
dp4 o1.x, v0, c4 // otc0<0>
dp4 o1.y, v0, c5 // otc0<1>
mov r3.zw, v0 // opos<2,3> replaced o0, r3
mov o2, v1 // ocolor<0,1,2,3>
mov o3, v2 // ofactor<0,1,2,3>
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o0, r3 // mov from temprary register to output [/code]
Will upload fix in a sec, once again thank you HeliX for the help and guidance!!!
Will upload fix in a sec, once again thank you HeliX for the help and guidance!!!
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Sorry to be a pain...fixed a number of things using the 2d->3d shader fix. However I got one thats giving me trouble. Will you look at this? I fixed the crosshair + removed some shaders from hunted just need to fix a texture to drop a release.
Also gonna start moving everything(files/etc) to wiki especially since forums went down for a while(and uploading isnt working right either). I really think this is pretty much the future of 3D with 3d vision. Don't want the forums to go down or something and we lose everything. So thought it was a good idea to start a back up before I have a mountain of work. Will give wiki access to contributors. PM me your wiki account names(if you want). You don't have to anything if you don't want to just post here when a file is changed. I will be monitoring.May attach 3D images(silverlight) at a later date.
Update:Done. Everything looks good. When/if a new release(d3d9.dll) is released it will update all pages. Didn't change skyrims link cause its so nicely done and I am not worried about that hosting going down compared to nvidia forums.
To people who downloaded fixes for mass effect 2+darkness 2(recently). Redl them. Apparently I kinda messed up the folder layout.
Sorry to be a pain...fixed a number of things using the 2d->3d shader fix. However I got one thats giving me trouble. Will you look at this? I fixed the crosshair + removed some shaders from hunted just need to fix a texture to drop a release.
Also gonna start moving everything(files/etc) to wiki especially since forums went down for a while(and uploading isnt working right either). I really think this is pretty much the future of 3D with 3d vision. Don't want the forums to go down or something and we lose everything. So thought it was a good idea to start a back up before I have a mountain of work. Will give wiki access to contributors. PM me your wiki account names(if you want). You don't have to anything if you don't want to just post here when a file is changed. I will be monitoring.May attach 3D images(silverlight) at a later date.
Update:Done. Everything looks good. When/if a new release(d3d9.dll) is released it will update all pages. Didn't change skyrims link cause its so nicely done and I am not worried about that hosting going down compared to nvidia forums.
To people who downloaded fixes for mass effect 2+darkness 2(recently). Redl them. Apparently I kinda messed up the folder layout.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
mad r1, c9, v0.w, r0
should be this:
mad r3, c9, v0.w, r0
My Darksiders fix ran into some issues, apparently the different HUD elements and crosshairs have different depth values....so not sure if its going to be a workable fix sadly.
mad r1, c9, v0.w, r0
should be this:
mad r3, c9, v0.w, r0
My Darksiders fix ran into some issues, apparently the different HUD elements and crosshairs have different depth values....so not sure if its going to be a workable fix sadly.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Fixed UI,Crosshair,textures,words all 3d now. Shadows/shadow biproducts removed. Fog ghosting remains/water refraction.
Install
binaries/win32/d3d9.dll See front page/if on wiki click link.
binaries/win32/shaderoverride/
@TO ANYONE INTERESTED IN MAKING FIXES
http://helixmod.wikispot.org/Coding_Fixed_Issues
Feel free to try to make your own fixes guys. Removing shaders is SIMPLE. 2d->3d textures is Not that hard as well. Plenty of games need fixes via either needing 3d crosshairs/ui/etc or even textures removed. Full guide written by helix, with example codes, and images.
Fixed UI,Crosshair,textures,words all 3d now. Shadows/shadow biproducts removed. Fog ghosting remains/water refraction.
Install
binaries/win32/d3d9.dll See front page/if on wiki click link.
binaries/win32/shaderoverride/
@TO ANYONE INTERESTED IN MAKING FIXES
http://helixmod.wikispot.org/Coding_Fixed_Issues
Feel free to try to make your own fixes guys. Removing shaders is SIMPLE. 2d->3d textures is Not that hard as well. Plenty of games need fixes via either needing 3d crosshairs/ui/etc or even textures removed. Full guide written by helix, with example codes, and images.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918