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thanks bo3b! i will take a look today night.
thanks bo3b! i will take a look today night.

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#16
Posted 11/09/2015 10:21 AM   
bo3b, [s]I have this error now:[/s] **remove** [s]Is this line:[/s] ** remove ** Edit: I just miss some line....sorry @bo3b I'm still don't get how to manually fix, when a variables changes, can you please help me with this one. The previous shader works perfect btw... I just fix the previous shadows shader....the shader attached is from reflection (you can see in the soldier) [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66945/[/img]
bo3b,

I have this error now:
**remove**

Is this line:
** remove **

Edit: I just miss some line....sorry


@bo3b
I'm still don't get how to manually fix, when a variables changes, can you please help me with this one.
The previous shader works perfect btw...

I just fix the previous shadows shader....the shader attached is from reflection (you can see in the soldier)
Image

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#17
Posted 11/09/2015 01:43 PM   
@DHR: OK, I fixed this second shader, and the checked in version is at: https://github.com/bo3b/3Dmigoto/blob/f92ed6a455ff10702009ef15c9e2df4fa7ee346c/BO3/d3504b41b3541520-vs_replace.txt I included some detail in the comments that might help clarify the hand fix for the instruction offsets. This compiles properly, and generates the same output asm. I've been studying this ld_structured_indexable, and I think I might be able to fix these now. I want to fix these in the Decompiler because most games we run into now are having this problem. If I can get it working I'll let you know. Congrats on that Shadow fix for the first one! Very promising.
@DHR:

OK, I fixed this second shader, and the checked in version is at:

https://github.com/bo3b/3Dmigoto/blob/f92ed6a455ff10702009ef15c9e2df4fa7ee346c/BO3/d3504b41b3541520-vs_replace.txt


I included some detail in the comments that might help clarify the hand fix for the instruction offsets.

This compiles properly, and generates the same output asm.


I've been studying this ld_structured_indexable, and I think I might be able to fix these now. I want to fix these in the Decompiler because most games we run into now are having this problem. If I can get it working I'll let you know.


Congrats on that Shadow fix for the first one! Very promising.

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#18
Posted 11/10/2015 09:05 AM   
Thanks bo3b....the manual fix i was trouble was this line: [code]r0.x = modelInstanceBuffer[0].worldMatrix.x;[/code] i was putting this code: [code]r0.x = modelInstanceBuffer[boneArrayIndex.x].worldMatrix.x;[/code] I have a trouble with one shader, this is the main shadows shader: 1) The shader is not hunted by the wrapper if i use VS hunting keys. I need the VS. 2) if i search for the PS, i found the PS related....so searching in the the shaderusage.txt i found the VS (d43a46f6c2a4cff9) 3) export_hlsl=1 produce a crash. Only dump 358 shaders (of course no d43a46f6c2a4cff9 was dumped) ....BUT one time i try the wrapper dump 359 shaders, and the 359 was the d43a46f6c2a4cff9 shader....lucky me!!! 4) I manually fix the shader, and press F10....ALL OK but with the shader broken (no fix) 5) I insert the fixing code in the shader, this actually fix the main shadows, BUT some objects disappear (example: the arms and some parts in the face in the soldier in the menu)...see screenshots...in the top left of the head you can see that shadow is fixed. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66976/[/img] My conclusions is that shader have more decompiler issues (I can be wrong with this of course) than only the "ld_structured_indexable" stuff. The fixing code is applied in the "viewProjectionMatrix" part in the bottom of the shader btw. I fix others lights shaders the same way, all are working fine and i can hunt normally....but this shader is different. Hope you can help. I attach the shader and the ASM version. And there are others lights shader that can't found either using VS or PS or CS hunting....really strange.
Thanks bo3b....the manual fix i was trouble was this line:
r0.x = modelInstanceBuffer[0].worldMatrix.x;


i was putting this code:
r0.x = modelInstanceBuffer[boneArrayIndex.x].worldMatrix.x;



I have a trouble with one shader, this is the main shadows shader:

1) The shader is not hunted by the wrapper if i use VS hunting keys. I need the VS.
2) if i search for the PS, i found the PS related....so searching in the the shaderusage.txt i found the VS (d43a46f6c2a4cff9)
3) export_hlsl=1 produce a crash. Only dump 358 shaders (of course no d43a46f6c2a4cff9 was dumped) ....BUT one time i try the wrapper dump 359 shaders, and the 359 was the d43a46f6c2a4cff9 shader....lucky me!!!
4) I manually fix the shader, and press F10....ALL OK but with the shader broken (no fix)
5) I insert the fixing code in the shader, this actually fix the main shadows, BUT some objects disappear (example: the arms and some parts in the face in the soldier in the menu)...see screenshots...in the top left of the head you can see that shadow is fixed.

Image


My conclusions is that shader have more decompiler issues (I can be wrong with this of course) than only the "ld_structured_indexable" stuff. The fixing code is applied in the "viewProjectionMatrix" part in the bottom of the shader btw.

I fix others lights shaders the same way, all are working fine and i can hunt normally....but this shader is different. Hope you can help. I attach the shader and the ASM version.

And there are others lights shader that can't found either using VS or PS or CS hunting....really strange.

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#19
Posted 11/10/2015 02:14 PM   
Spoiler Alert:[color="gray"] The arms disappear, just like in the campaign story :)))[/color]
Spoiler Alert: The arms disappear, just like in the campaign story :)))

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#20
Posted 11/10/2015 02:44 PM   
hey DHR, I saw this tips for stutter issues in this game: "Stutter fix For those with memory and stutter issues just open the file config.ini from folder Player in game directory. change as below MaxFrameLatency = "3" VideoMemory = "0.75" BackbufferCount = "3" No more stutter and memory issues. This may solve the issues till patch. Hope this helps." Trechyard said to limit the game at 58fps too
hey DHR,

I saw this tips for stutter issues in this game:

"Stutter fix

For those with memory and stutter issues just open the file config.ini from folder Player in game directory. change as below

MaxFrameLatency = "3"

VideoMemory = "0.75"

BackbufferCount = "3"

No more stutter and memory issues. This may solve the issues till patch.

Hope this helps."

Trechyard said to limit the game at 58fps too

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#21
Posted 11/10/2015 10:37 PM   
I reduce texture quality to HIGH, and now i don't have stutter.....but THANKS for the info!!! i will check I have "only" 8GB RAM...
I reduce texture quality to HIGH, and now i don't have stutter.....but THANKS for the info!!! i will check
I have "only" 8GB RAM...

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#22
Posted 11/10/2015 11:17 PM   
@DHR: When you get a crash on dumping, run it again, and again, until you get all the way into the game. There will be a few missing shaders, but you'll get a better set after multiple tries. It gets a little further each time, that's why you saw that next shader show up. There definitely looks to be a Decompiler problem with the shader you posted above. It's fine up to the last 20 lines or so, then it runs off the rails. I'm looking into that now. Edit: Actually not sure, but it looks like there is one small tweak in the original that would be worth trying. It's a swapped variable, instead of .xyzw it's .xywz. Very subtle and easy to miss. It's the last three of the ld_indexed commands, I've unrolled them here to make it more clear about the swizzle. Try this sequence for those, and see if it doesn't fix the missing arms. The rest of the code could be correct with the compiler being aggressive and rearranging registers. [code] // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r3.xyzw, r0.w, l(0), t5.xyzw r3.x = boneMatrixBuffer[r0.w].mat[0].x; r3.y = boneMatrixBuffer[r0.w].mat[0].y; r3.z = boneMatrixBuffer[r0.w].mat[0].z; r3.w = boneMatrixBuffer[r0.w].mat[0].w; // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r0.w, l(16), t5.xyzw r5.x = boneMatrixBuffer[r0.w].mat[1].x; r5.y = boneMatrixBuffer[r0.w].mat[1].y; r5.z = boneMatrixBuffer[r0.w].mat[1].z; r5.w = boneMatrixBuffer[r0.w].mat[1].w; // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r6.xyzw, r0.w, l(32), t5.xywz r6.x = boneMatrixBuffer[r0.w].mat[2].x; r6.y = boneMatrixBuffer[r0.w].mat[2].y; r6.z = boneMatrixBuffer[r0.w].mat[2].w; // <-- w, not z here. r6.w = boneMatrixBuffer[r0.w].mat[2].z; // z here. Makes no sense, but that's the original.[/code]
@DHR: When you get a crash on dumping, run it again, and again, until you get all the way into the game. There will be a few missing shaders, but you'll get a better set after multiple tries. It gets a little further each time, that's why you saw that next shader show up.

There definitely looks to be a Decompiler problem with the shader you posted above. It's fine up to the last 20 lines or so, then it runs off the rails. I'm looking into that now.

Edit: Actually not sure, but it looks like there is one small tweak in the original that would be worth trying. It's a swapped variable, instead of .xyzw it's .xywz. Very subtle and easy to miss.

It's the last three of the ld_indexed commands, I've unrolled them here to make it more clear about the swizzle. Try this sequence for those, and see if it doesn't fix the missing arms.

The rest of the code could be correct with the compiler being aggressive and rearranging registers.

// Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r3.xyzw, r0.w, l(0), t5.xyzw
r3.x = boneMatrixBuffer[r0.w].mat[0].x;
r3.y = boneMatrixBuffer[r0.w].mat[0].y;
r3.z = boneMatrixBuffer[r0.w].mat[0].z;
r3.w = boneMatrixBuffer[r0.w].mat[0].w;

// Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r0.w, l(16), t5.xyzw
r5.x = boneMatrixBuffer[r0.w].mat[1].x;
r5.y = boneMatrixBuffer[r0.w].mat[1].y;
r5.z = boneMatrixBuffer[r0.w].mat[1].z;
r5.w = boneMatrixBuffer[r0.w].mat[1].w;

// Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r6.xyzw, r0.w, l(32), t5.xywz
r6.x = boneMatrixBuffer[r0.w].mat[2].x;
r6.y = boneMatrixBuffer[r0.w].mat[2].y;
r6.z = boneMatrixBuffer[r0.w].mat[2].w; // <-- w, not z here.
r6.w = boneMatrixBuffer[r0.w].mat[2].z; // z here. Makes no sense, but that's the original.

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#23
Posted 11/11/2015 09:02 AM   
Thanks bo3b for looking!! i will try later i try that "technique", but always the game dump 358 shaders...i try like 10 times / 10 crashes....and same 358 shaders dumped.
Thanks bo3b for looking!! i will try later

i try that "technique", but always the game dump 358 shaders...i try like 10 times / 10 crashes....and same 358 shaders dumped.

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#24
Posted 11/11/2015 10:25 AM   
bo3b....same thing changing to .xywz, the arms disappear. I also try whith that shader only in the shaderfixes folder, if other shader may corrupt that one but the same. I don't know what else to try....
bo3b....same thing changing to .xywz, the arms disappear.
I also try whith that shader only in the shaderfixes folder, if other shader may corrupt that one but the same.

I don't know what else to try....

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#25
Posted 11/11/2015 11:56 AM   
It would be awesome i few got this working. the sections were everything stops during the cut scenes would look fantastic. Keep up the good work!
It would be awesome i few got this working. the sections were everything stops during the cut scenes would look fantastic.
Keep up the good work!

#26
Posted 11/11/2015 01:43 PM   
[quote="DHR"]bo3b....same thing changing to .xywz, the arms disappear. I also try whith that shader only in the shaderfixes folder, if other shader may corrupt that one but the same. I don't know what else to try....[/quote] OK, thanks for trying that out. I'll see if I can get it to generate closer code by tweaking the source. Take me a day or two.
DHR said:bo3b....same thing changing to .xywz, the arms disappear.
I also try whith that shader only in the shaderfixes folder, if other shader may corrupt that one but the same.

I don't know what else to try....

OK, thanks for trying that out. I'll see if I can get it to generate closer code by tweaking the source. Take me a day or two.

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#27
Posted 11/12/2015 12:01 AM   
I don't know if anyone has said this recently, but you guys are bloody awesome! It's so amazing to see such highly skilled elites and newcomers, all come together under a common interest, to fix issues which otherwise would be impossible, for the good of everyone :)
I don't know if anyone has said this recently, but you guys are bloody awesome!

It's so amazing to see such highly skilled elites and newcomers, all come together under a common interest, to fix issues which otherwise would be impossible, for the good of everyone :)

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#28
Posted 11/12/2015 01:10 AM   
@bo3b, i fix the shader in ASM...and have the same results. Shadows fixed, but the arms disappear. Really don't know what happens in this game.....i will try to tweak the fixing code. The shader is working fine, don't waste the time in there....unless the ASM code is wrong, but i doubt it
@bo3b, i fix the shader in ASM...and have the same results. Shadows fixed, but the arms disappear.
Really don't know what happens in this game.....i will try to tweak the fixing code.

The shader is working fine, don't waste the time in there....unless the ASM code is wrong, but i doubt it

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#29
Posted 11/12/2015 01:23 AM   
I test a little more and due i have to fix the shadows in the VS (because the PS is useless), that VS is related to many PS, one of them is the shadow and other are some objects.....so indeed fixing the VS affect all PS related included others things, like objects (ex: arm soldier and other stuff). I noticed by changing the fix with a fix value, and noticed that the arm split a little, if increase that value arms start to go out of the screen until disappear and shadows start to align. I don't know if is possible that the fix only apply in the VS and only in that shadow PS in the pipeline? The shadow PS is useless, but maybe fixing the v0 (position) in the PS....bringing the "ProjectionMatrix" from the VS....i will test later.
I test a little more and due i have to fix the shadows in the VS (because the PS is useless), that VS is related to many PS, one of them is the shadow and other are some objects.....so indeed fixing the VS affect all PS related included others things, like objects (ex: arm soldier and other stuff). I noticed by changing the fix with a fix value, and noticed that the arm split a little, if increase that value arms start to go out of the screen until disappear and shadows start to align.


I don't know if is possible that the fix only apply in the VS and only in that shadow PS in the pipeline?

The shadow PS is useless, but maybe fixing the v0 (position) in the PS....bringing the "ProjectionMatrix" from the VS....i will test later.

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#30
Posted 11/12/2015 10:35 AM   
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