Depending upon what you looked at, and how far along you are, you might want to look at Bo3b's School for ShaderHackers, for some background. [url]http://wiki.bo3b.net[/url]
With regard to the changing FOV, I don't think that usually causes a problem with 3D by itself. FOV doesn't usually directly impact the convergence or separation.
The shadows are typically a problem in a lot of games. As a first effort, it usually worthwhile to try to disable the shadows first, and try to actually fix them later. Disabling shadows can often take a game from unplayable to OK.
Depending upon what you looked at, and how far along you are, you might want to look at Bo3b's School for ShaderHackers, for some background. http://wiki.bo3b.net
With regard to the changing FOV, I don't think that usually causes a problem with 3D by itself. FOV doesn't usually directly impact the convergence or separation.
The shadows are typically a problem in a lot of games. As a first effort, it usually worthwhile to try to disable the shadows first, and try to actually fix them later. Disabling shadows can often take a game from unplayable to OK.
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
thanks a million for the link :)
the glasses are being shipped right now, can't wait to test them and tweak the settings :)
BTW, why are you reffering to your school in the third person? :D
No idea if this will help in any way, but I came across this
http://www.andrewhazelden.com/blog/2013/09/mental-ray-syntax-highlighter/
While looking at a new release from Nvidia "New version of Alembic import shader" http://blog.mentalray.com/
EDIT: seems like this is used primarily for GCI and pre-rendered scenes. Capcom/Blue Castle used it in Dead Rising games and Devil May Cry 4.
http://developer.download.nvidia.com/presentations/2009/GDC/GDC09_PlatformIndepShaderDev.pdf
I would like to toggle the hud in a game. I started testing with one file. When I run the game, the shader is disabled, but I did not edit the shader. What am I missing?
I previously converted it from vs_2_0 to vs_3_0. I have the same problem with both shader versions.
Shader code:
[code]
vs_3_0
dcl_position o10
dcl_texcoord o0.xy
dcl_color o8
dcl_color1 o9
dcl_position v0
dcl_color v1
dcl_color1 v2
dp4 o10.x, v0, c0
dp4 o10.y, v0, c1
dp4 o0.x, v0, c2
dp4 o0.y, v0, c3
mov o10.zw, v0
mov o8, v1.zyxw
mov o9, v2.zyxw[/code]
I would like to toggle the hud in a game. I started testing with one file. When I run the game, the shader is disabled, but I did not edit the shader. What am I missing?
I previously converted it from vs_2_0 to vs_3_0. I have the same problem with both shader versions.
If you're using the original unedited code it shouldn't be disabled when it starts even if it's not converted to vs_3_0, usually that only happens if there's an error in the shader code. I've run games with all(1000s) the shaders being loaded from the ShaderOverride folder, unconverted, without issue.
Like DarkStarSword mentioned in the other thread you can search the LOG.txt for the CRC to see if there are any errors and you can also try disabling the HUD via a Pixel Shader if you can find one ... so what game is this on? and what CRC is it? If I have the game I can see if I'm getting the same results as you.
If you're using the original unedited code it shouldn't be disabled when it starts even if it's not converted to vs_3_0, usually that only happens if there's an error in the shader code. I've run games with all(1000s) the shaders being loaded from the ShaderOverride folder, unconverted, without issue.
Like DarkStarSword mentioned in the other thread you can search the LOG.txt for the CRC to see if there are any errors and you can also try disabling the HUD via a Pixel Shader if you can find one ... so what game is this on? and what CRC is it? If I have the game I can see if I'm getting the same results as you.
The game is Fear 2. Using the dumps from Helix mod, every unedited shader I test disables it's effect in game whether v2 or converted to v3, pixel or vertex shader, using debug dll or release dll.
I want to disable every hud element in Fear 2 and the expansion: Reborn. But, disabling the hud also removes the game menus.
My goal: toggle the hud on/off. That way I can remove the hud in game but enable the menus when I need them.
The above code was for this vertex shader:
0B3F4AB7.txt
The other vertex shaders used for the hud are:
7AFF53E5.txt
869395BE.txt
B9A5B8A0.txt
C7560C0A.txt
And one Pixel shader (which removes the boxes around items in game. I'd just leave this off):
2CB1EC9F.txt
The LOG.txt file has LOTS of errors. Examples:
Start CreateVertexShader
luaL_loadfile cannot open VSscript.lua: No such file or directory
CreateVertexShader CRC: 0x60B16452
luaL_openlibs
luaL_loadfile cannot open PSscript.lua: No such file or directory
CreatePixelShader CRC: 0xAC99D535
The game is Fear 2. Using the dumps from Helix mod, every unedited shader I test disables it's effect in game whether v2 or converted to v3, pixel or vertex shader, using debug dll or release dll.
I want to disable every hud element in Fear 2 and the expansion: Reborn. But, disabling the hud also removes the game menus.
My goal: toggle the hud on/off. That way I can remove the hud in game but enable the menus when I need them.
The above code was for this vertex shader:
0B3F4AB7.txt
The other vertex shaders used for the hud are:
7AFF53E5.txt
869395BE.txt
B9A5B8A0.txt
C7560C0A.txt
And one Pixel shader (which removes the boxes around items in game. I'd just leave this off):
2CB1EC9F.txt
The LOG.txt file has LOTS of errors. Examples:
Start CreateVertexShader
luaL_loadfile cannot open VSscript.lua: No such file or directory
CreateVertexShader CRC: 0x60B16452
luaL_openlibs
luaL_loadfile cannot open PSscript.lua: No such file or directory
No need to worry about the PSscript.lua errors - those are normal.
It seems that some of those CRCs were used in eqzitara's fix for that game - do the versions from the fix work for you?
(Oh by the way - I think I've mentioned it a few times, but I wrote a shader database a while back, and the server is live so feel free to use it. If you give it the filename of a shader it will show the difference between your version and any fixed versions, otherwise you can just give it CRCs to see the fixed version(s))
I tried those CRCs - no difference. Using the included DX9settings.ini file makes the CRC files work though (with both the included CRC files and my old CRC files).
So, the shaders finally show up in the game. But, now I don't know how to properly disable them. I tried following this guide:
[url]http://wiki.bo3b.net/index.php?title=Lesson_2_-_disable_effect[/url]
The guide says to add a line like this to the shader file:
mov oC0.xyzw, c1.wwww
But, that doesn't have any effect. That guide doesn't provide before / after code comparisons, so I don't have a clue what would work.
Could someone create an example of how to properly disable a shader with one of the above CRC files?
I tried those CRCs - no difference. Using the included DX9settings.ini file makes the CRC files work though (with both the included CRC files and my old CRC files).
So, the shaders finally show up in the game. But, now I don't know how to properly disable them. I tried following this guide:
[quote="hudfreegamer"]Using the included DX9settings.ini file makes the CRC files work though (with both the included CRC files and my old CRC files).[/quote]Curious. I wonder if it was the OverrideMethod=2 that did the trick?
[quote]The guide says to add a line like this to the shader file:
mov oC0.xyzw, c1.wwww[/quote]oC0 is for pixel shaders - since this is a vertex shader you need to use whichever output register corresponds to the position - in this case it's o10. Here's an example - this is the shader you originally posted (I figured that would be a bit clearer than showing one with a depth adjustment as well):
[code]
vs_3_0
dcl_position o10
dcl_texcoord o0.xy
dcl_color o8
dcl_color1 o9
dcl_position v0
dcl_color v1
dcl_color1 v2
def c220, 0, 1, 0.0625, 0.5 // New (only using the first value for now)
dp4 o10.x, v0, c0
dp4 o10.y, v0, c1
dp4 o0.x, v0, c2
dp4 o0.y, v0, c3
mov o10.zw, v0
mov o8, v1.zyxw
mov o9, v2.zyxw
// Disable output position:
mov o10.xyzw, c220.xxxx
[/code]
Then you should be able to work through Bo3b's lesson to add a key binding to toggle that on and off.
hudfreegamer said:Using the included DX9settings.ini file makes the CRC files work though (with both the included CRC files and my old CRC files).
Curious. I wonder if it was the OverrideMethod=2 that did the trick?
The guide says to add a line like this to the shader file:
mov oC0.xyzw, c1.wwww
oC0 is for pixel shaders - since this is a vertex shader you need to use whichever output register corresponds to the position - in this case it's o10. Here's an example - this is the shader you originally posted (I figured that would be a bit clearer than showing one with a depth adjustment as well):
Yes, I think it was the OverrideMethod=2 that did it.
Good news, mov o10.xyzw, c220.xxxx worked to disable the vertex shader.
I've been trying to figure out how to toggle the shader on/off all day without luck.
My dx9settings.ini file has:
[code]General]
SkipSetScissorRect = true
OverrideMethod = 2
UseRenderedShaders=true
DumpAll=false
DefVSConst1 = 220
DefPSConst1 = 220
PresetsKeysList = 1;
// Type=1 is toggle, Type=2 is momentary.
[KEY1]
Key = 48 // 0 (zero key)
Presets = 1;2;
Type = 1
[PRES1]
Const1 = 0x3f800000
[PRES2]
Const1 = 0x00000000
UseByDef=True[/code]
I've been experimenting with two examples I found that are supposed to let me toggle an effect on/off with the 0 (zero) key. Toggle does not work though, they just turn the effect off.
// this line same in both
def c200, 0, 1, 0.0625, 0 // x=0 for comparison to Const1
1. Bo3b's example, modified with correct vertex shader reference.
[code]mov r30.x, c220.x
if_eq r30.x, c200.x
mov o10.xyzw, c200.xxxx
endif[/code]
2. Another example with else statement.
[code] mov r30.x, c220.x
if_eq r30.x, c200.x
mov r30, c200.xxxx // disable
else
mov r30, v0 // enable
endif[/code]
-----
I tried lots of variations. Here's an example with comments. Am I understanding what's going on?:
[code]// enable - disable hud
mov r30.x, c220.x // set temporary r30.x register to 0
if_eq r30.x, c200.x // if r30.x value is same as c200.x
mov o10.xyzw, c200.xxxx // then disable hud
else
mov r30.x, v0 // set r30.x to v0 default - v0 another name for o10
endif [/code]
Is any of that correct? This feels a lot like assembly. I'm a little rusty though. I only took an hour long class about programming in assembly 13 years ago.
// Type=1 is toggle, Type=2 is momentary.
[KEY1]
Key = 48 // 0 (zero key)
Presets = 1;2;
Type = 1
[PRES1]
Const1 = 0x3f800000
[PRES2]
Const1 = 0x00000000
UseByDef=True
I've been experimenting with two examples I found that are supposed to let me toggle an effect on/off with the 0 (zero) key. Toggle does not work though, they just turn the effect off.
// this line same in both
def c200, 0, 1, 0.0625, 0 // x=0 for comparison to Const1
1. Bo3b's example, modified with correct vertex shader reference.
-----
I tried lots of variations. Here's an example with comments. Am I understanding what's going on?:
// enable - disable hud
mov r30.x, c220.x // set temporary r30.x register to 0
if_eq r30.x, c200.x // if r30.x value is same as c200.x
mov o10.xyzw, c200.xxxx // then disable hud
else
mov r30.x, v0 // set r30.x to v0 default - v0 another name for o10
endif
Is any of that correct? This feels a lot like assembly. I'm a little rusty though. I only took an hour long class about programming in assembly 13 years ago.
Could be a couple of things going on there.
First off, please post your whole shader and dx9settings.ini files, snippets are typically not enough.
For your .ini file there- I'd remove the comment from any lines in the file. HelixMod does not support comments after commands, comments must be on lines by themselves, otherwise you get inscrutable failures.
[url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Gotchas[/url]
Comments are OK inline in the ASM file itself. And yes, it's assembly. GPU assembly, but definitely low level. For reference, 3Dmigoto only uses HLSL which is like C.
For the last part there though, it looks to me like you are confusing v0 and o10. Even though both have a dcl_position semantic, one is for input, and one is for output.
So your last line of 'mov r30.x, v0' is questionable because of your comment that 'v0 another name for o10'.
Depends on the rest of your code.
You have the right idea for the comparisons and using the constants, and passing in constants from dx9settings.
First off, please post your whole shader and dx9settings.ini files, snippets are typically not enough.
For your .ini file there- I'd remove the comment from any lines in the file. HelixMod does not support comments after commands, comments must be on lines by themselves, otherwise you get inscrutable failures.
Comments are OK inline in the ASM file itself. And yes, it's assembly. GPU assembly, but definitely low level. For reference, 3Dmigoto only uses HLSL which is like C.
For the last part there though, it looks to me like you are confusing v0 and o10. Even though both have a dcl_position semantic, one is for input, and one is for output.
So your last line of 'mov r30.x, v0' is questionable because of your comment that 'v0 another name for o10'.
Depends on the rest of your code.
You have the right idea for the comparisons and using the constants, and passing in constants from dx9settings.
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
After a week of trying to figure this out, it's time to admit that I don't know what I'm doing. I really need a simple working example of how to toggle an effect.
Could someone edit this shader code and dx9settings.ini file and show me how to toggle the shader on / off? Then I can use that as a jumping off point.
Here's the unedited shader file (I just added the game and crc comment at the top):
[code]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.950.2656
// Game - Fear 2
// CRC of Vertex Shader - 0B3F4AB7.txt
//
// Parameters:
//
// row_major float4x4 k_mGFxTransform;
// float4 k_vGFxTexGen1x;
// float4 k_vGFxTexGen1y;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// k_mGFxTransform c0 2
// k_vGFxTexGen1x c2 1
// k_vGFxTexGen1y c3 1
//
//
// Default values:
//
// k_mGFxTransform
// c0 = { 0, 0, 0, 0 };
// c1 = { 0, 0, 0, 0 };
//
// k_vGFxTexGen1x
// c2 = { 0, 0, 0, 0 };
//
// k_vGFxTexGen1y
// c3 = { 0, 0, 0, 0 };
//
vs_3_0
dcl_position o10
dcl_texcoord o0.xy
dcl_color o8
dcl_color1 o9
dcl_position v0
dcl_color v1
dcl_color1 v2
dp4 o10.x, v0, c0
dp4 o10.y, v0, c1
dp4 o0.x, v0, c2
dp4 o0.y, v0, c3
mov o10.zw, v0
mov o8, v1.zyxw
mov o9, v2.zyxw
// approximately 7 instruction slots used
[/code]
And here's my complete dx9settings.ini:
[code]
[General]
SkipSetScissorRect = true
OverrideMethod = 2
UseRenderedShaders = true
DumpAll = false
DefVSConst1 = 220
DefPSConst1 = 220
PresetsKeysList = 1;
[KEY1]
Key = 48
Presets = 1;2;
Type = 1
[PRES1]
// 0.0 in hex
Const1 = 0x00000000
[PRES2]
// 1.0 in hex
Const1 = 0x3f800000[/code]
I'm guessing the disable command DarkStarSword mentioned will need to be used:
mov o10.xyzw, c220.xxxx
_
After a week of trying to figure this out, it's time to admit that I don't know what I'm doing. I really need a simple working example of how to toggle an effect.
Could someone edit this shader code and dx9settings.ini file and show me how to toggle the shader on / off? Then I can use that as a jumping off point.
Here's the unedited shader file (I just added the game and crc comment at the top):
Has anyone come across issues with SkipSetScissorRect=true?
It seems an update to Life Is Strange has broken fog (e.g. in the school hallway in chapter 1) with this enabled, but I need it enabled to fix clipping on decals :-/
When I say broken it looks like it is using scissor clipping - it looks like it is trying to set it around something, but it flickers to different places around the screen as the camera moves. I'll probably just have to disable the effect...
Has anyone come across issues with SkipSetScissorRect=true?
It seems an update to Life Is Strange has broken fog (e.g. in the school hallway in chapter 1) with this enabled, but I need it enabled to fix clipping on decals :-/
When I say broken it looks like it is using scissor clipping - it looks like it is trying to set it around something, but it flickers to different places around the screen as the camera moves. I'll probably just have to disable the effect...
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
With regard to the changing FOV, I don't think that usually causes a problem with 3D by itself. FOV doesn't usually directly impact the convergence or separation.
The shadows are typically a problem in a lot of games. As a first effort, it usually worthwhile to try to disable the shadows first, and try to actually fix them later. Disabling shadows can often take a game from unplayable to OK.
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
the glasses are being shipped right now, can't wait to test them and tweak the settings :)
BTW, why are you reffering to your school in the third person? :D
http://www.andrewhazelden.com/blog/2013/09/mental-ray-syntax-highlighter/
While looking at a new release from Nvidia "New version of Alembic import shader" http://blog.mentalray.com/
EDIT: seems like this is used primarily for GCI and pre-rendered scenes. Capcom/Blue Castle used it in Dead Rising games and Devil May Cry 4.
http://developer.download.nvidia.com/presentations/2009/GDC/GDC09_PlatformIndepShaderDev.pdf
I previously converted it from vs_2_0 to vs_3_0. I have the same problem with both shader versions.
Shader code:
Like DarkStarSword mentioned in the other thread you can search the LOG.txt for the CRC to see if there are any errors and you can also try disabling the HUD via a Pixel Shader if you can find one ... so what game is this on? and what CRC is it? If I have the game I can see if I'm getting the same results as you.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I want to disable every hud element in Fear 2 and the expansion: Reborn. But, disabling the hud also removes the game menus.
My goal: toggle the hud on/off. That way I can remove the hud in game but enable the menus when I need them.
The above code was for this vertex shader:
0B3F4AB7.txt
The other vertex shaders used for the hud are:
7AFF53E5.txt
869395BE.txt
B9A5B8A0.txt
C7560C0A.txt
And one Pixel shader (which removes the boxes around items in game. I'd just leave this off):
2CB1EC9F.txt
The LOG.txt file has LOTS of errors. Examples:
Start CreateVertexShader
luaL_loadfile cannot open VSscript.lua: No such file or directory
CreateVertexShader CRC: 0x60B16452
luaL_openlibs
luaL_loadfile cannot open PSscript.lua: No such file or directory
CreatePixelShader CRC: 0xAC99D535
It seems that some of those CRCs were used in eqzitara's fix for that game - do the versions from the fix work for you?
(Oh by the way - I think I've mentioned it a few times, but I wrote a shader database a while back, and the server is live so feel free to use it. If you give it the filename of a shader it will show the difference between your version and any fixed versions, otherwise you can just give it CRCs to see the fixed version(s))
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
So, the shaders finally show up in the game. But, now I don't know how to properly disable them. I tried following this guide:
http://wiki.bo3b.net/index.php?title=Lesson_2_-_disable_effect
The guide says to add a line like this to the shader file:
mov oC0.xyzw, c1.wwww
But, that doesn't have any effect. That guide doesn't provide before / after code comparisons, so I don't have a clue what would work.
Could someone create an example of how to properly disable a shader with one of the above CRC files?
oC0 is for pixel shaders - since this is a vertex shader you need to use whichever output register corresponds to the position - in this case it's o10. Here's an example - this is the shader you originally posted (I figured that would be a bit clearer than showing one with a depth adjustment as well):
Then you should be able to work through Bo3b's lesson to add a key binding to toggle that on and off.
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
Good news, mov o10.xyzw, c220.xxxx worked to disable the vertex shader.
I've been trying to figure out how to toggle the shader on/off all day without luck.
My dx9settings.ini file has:
I've been experimenting with two examples I found that are supposed to let me toggle an effect on/off with the 0 (zero) key. Toggle does not work though, they just turn the effect off.
// this line same in both
def c200, 0, 1, 0.0625, 0 // x=0 for comparison to Const1
1. Bo3b's example, modified with correct vertex shader reference.
2. Another example with else statement.
-----
I tried lots of variations. Here's an example with comments. Am I understanding what's going on?:
Is any of that correct? This feels a lot like assembly. I'm a little rusty though. I only took an hour long class about programming in assembly 13 years ago.
First off, please post your whole shader and dx9settings.ini files, snippets are typically not enough.
For your .ini file there- I'd remove the comment from any lines in the file. HelixMod does not support comments after commands, comments must be on lines by themselves, otherwise you get inscrutable failures.
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Gotchas
Comments are OK inline in the ASM file itself. And yes, it's assembly. GPU assembly, but definitely low level. For reference, 3Dmigoto only uses HLSL which is like C.
For the last part there though, it looks to me like you are confusing v0 and o10. Even though both have a dcl_position semantic, one is for input, and one is for output.
So your last line of 'mov r30.x, v0' is questionable because of your comment that 'v0 another name for o10'.
Depends on the rest of your code.
You have the right idea for the comparisons and using the constants, and passing in constants from dx9settings.
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
Could someone edit this shader code and dx9settings.ini file and show me how to toggle the shader on / off? Then I can use that as a jumping off point.
Here's the unedited shader file (I just added the game and crc comment at the top):
And here's my complete dx9settings.ini:
I'm guessing the disable command DarkStarSword mentioned will need to be used:
mov o10.xyzw, c220.xxxx
_
Let me know if this works or not.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
It seems an update to Life Is Strange has broken fog (e.g. in the school hallway in chapter 1) with this enabled, but I need it enabled to fix clipping on decals :-/
When I say broken it looks like it is using scissor clipping - it looks like it is trying to set it around something, but it flickers to different places around the screen as the camera moves. I'll probably just have to disable the effect...
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
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