[quote="bo3b"]Nevertheless, you found a particularly good improvement for at least the itof, utof type instructions, so even if it doesn't seem exactly right, this will improve the output code quality.[/quote]Actually right now I'm thinking those are the instructions we should leave alone, and it's all the rest of the integer instructions that may need tweaks if reading from a constant buffer of unknown type.
[quote]Not now, but after this stabilizes a bit, we should regenerate the shaders and reapply the fixes to take advantage of these improvements.[/quote]Yes, after removing some shaders to clear out the white screen, show_original is showing some distinct differences even in 2D. The worst affected I've seen so far is 7c44a1f4840ef159-ps_replace.txt (e.g. light from the fireplace in the starting room), which completely loses shadows when replaced. I've had a bit of a look through this one, but so far haven't worked out the cause (there's the obvious case of the missing TextureCubeArray, but Mike's fixup looks good to me) - maybe you can spot something?
[quote]The reason to do that even though we don't visually see glitches, is because we are also introducing pipeline errors that I see with full debug builds. It takes the game from 100% clean on GPU pipeline warnings to actual error levels, with mismatched inputs and outputs. This is clearly introduced by Decompiler bugs, and is very likely to be the 'white screen' problems you see.[/quote]
Yeah, after doing a bit of investigation last night I agree that it is some particular shader causing this (I didn't quite get as far as identifying exactly which one). It's pretty bizzare that the white screen occurs while using the show_original key though - either the shader has messed up something in the GPU or we might have some edge case we aren't handling properly there.
bo3b said:Nevertheless, you found a particularly good improvement for at least the itof, utof type instructions, so even if it doesn't seem exactly right, this will improve the output code quality.
Actually right now I'm thinking those are the instructions we should leave alone, and it's all the rest of the integer instructions that may need tweaks if reading from a constant buffer of unknown type.
Not now, but after this stabilizes a bit, we should regenerate the shaders and reapply the fixes to take advantage of these improvements.
Yes, after removing some shaders to clear out the white screen, show_original is showing some distinct differences even in 2D. The worst affected I've seen so far is 7c44a1f4840ef159-ps_replace.txt (e.g. light from the fireplace in the starting room), which completely loses shadows when replaced. I've had a bit of a look through this one, but so far haven't worked out the cause (there's the obvious case of the missing TextureCubeArray, but Mike's fixup looks good to me) - maybe you can spot something?
The reason to do that even though we don't visually see glitches, is because we are also introducing pipeline errors that I see with full debug builds. It takes the game from 100% clean on GPU pipeline warnings to actual error levels, with mismatched inputs and outputs. This is clearly introduced by Decompiler bugs, and is very likely to be the 'white screen' problems you see.
Yeah, after doing a bit of investigation last night I agree that it is some particular shader causing this (I didn't quite get as far as identifying exactly which one). It's pretty bizzare that the white screen occurs while using the show_original key though - either the shader has messed up something in the GPU or we might have some edge case we aren't handling properly there.
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
Unrelated departure subject but someone can help me for this problem of star that appears in 2D above the head in pro player in fifa 14 ? You can see it in the pictures, thank you in advance (I use helix mod)
Unrelated departure subject but someone can help me for this problem of star that appears in 2D above the head in pro player in fifa 14 ? You can see it in the pictures, thank you in advance (I use helix mod)
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
I found two broken things and I don`t remember if anyone mention that.
Rain drops are broken and Igni effect on the wall. Ground reflection from road village is also broken under water - I guess that`s the same shader.
I found two broken things and I don`t remember if anyone mention that.
Rain drops are broken and Igni effect on the wall. Ground reflection from road village is also broken under water - I guess that`s the same shader.
Hello SKAUT,
if I look at your picture and mine , I see that the plants on your mini map appear correctly and if you look at mine, they are in 2D , you know why?
[quote="lenyskills"]Hello SKAUT,
if I look at your picture and mine , I see that the plants on your mini map appear correctly and if you look at mine, they are in 2D , you know why?[/quote]
The markers sometime appear 2D. If you move around they will get back in depth... Noticed the same thing. The game does something strange there...
@SKAUT: Yes, I noticed the same effects. Apparently they are all controlled by one shader, that last I checked, bo3b was looking into why it doesn't compile properly...
if I look at your picture and mine , I see that the plants on your mini map appear correctly and if you look at mine, they are in 2D , you know why?
The markers sometime appear 2D. If you move around they will get back in depth... Noticed the same thing. The game does something strange there...
@SKAUT: Yes, I noticed the same effects. Apparently they are all controlled by one shader, that last I checked, bo3b was looking into why it doesn't compile properly...
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
I think the rain will be broken in a few places. I`ve noticed that on Contracts Board and few walls.
Might be related to overall rain shader - isn`t it ?
I think the rain will be broken in a few places. I`ve noticed that on Contracts Board and few walls.
Might be related to overall rain shader - isn`t it ?
OK, pretty big experimental update to the Decompiler. I'm thrashed at the moment, so I'll just leave this here in case someone can take a look.
[url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.9.zip[/url]
This includes an marginal fix for the resinfo_ instruction, it will pass through the asm, but require a hand-fix. There is no reflection information and no text information to parse, so we are kinda stuck there. In any case, you can look at the resinfo code to see the 6 variants or so to pick out the right one. The reason to do it this way is otherwise the shader wouldn't be generated at all.
This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.
Lastly, I added support for TextureCubeArray for the case where we have no headers. So one of the shaders, I think the main shadow one, will decompile with less trouble. Didn't seem to change much.
Good luck, hope that helps.
This includes an marginal fix for the resinfo_ instruction, it will pass through the asm, but require a hand-fix. There is no reflection information and no text information to parse, so we are kinda stuck there. In any case, you can look at the resinfo code to see the 6 variants or so to pick out the right one. The reason to do it this way is otherwise the shader wouldn't be generated at all.
This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.
Lastly, I added support for TextureCubeArray for the case where we have no headers. So one of the shaders, I think the main shadow one, will decompile with less trouble. Didn't seem to change much.
Good luck, hope that helps.
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="Falkir"]What about 1280x720 and 3dtv play. Is there any solution?[/quote]
look at the post from sammy123 at page 21.
You can find the dsr function in the section Manage 3D Settings from the nvidia panel.
if your display support only 720p you can skip the cru part.
If audio doesnt work add some audio formats in "custom extension blocks" in the cru tool.
[quote="helifax"]The markers sometime appear 2D. If you move around they will get back in depth... Noticed the same thing. The game does something strange there...[/quote]Are the markers something we adjusted?
Your description sounds a little like something I've hit before where the stereo adjustment applied by the driver would inconsistently turn on and off depending on camera angle. If it is the same thing the approach I used was to normalise the output position such that W == convergence, which neutralised the driver's stereo correction allowing my own correction to be applied without interference. Here's the shader where I ran into this issue before:
https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/Viking/ShaderFixes/fc1a985b6e496d96-vs_replace.txt
[quote="bo3b"]OK, pretty big experimental update to the Decompiler. I'm thrashed at the moment, so I'll just leave this here in case someone can take a look.[/quote]Sweet :)
Thanks for doing that - I'll take a look at it tomorrow.
helifax said:The markers sometime appear 2D. If you move around they will get back in depth... Noticed the same thing. The game does something strange there...
Are the markers something we adjusted?
Your description sounds a little like something I've hit before where the stereo adjustment applied by the driver would inconsistently turn on and off depending on camera angle. If it is the same thing the approach I used was to normalise the output position such that W == convergence, which neutralised the driver's stereo correction allowing my own correction to be applied without interference. Here's the shader where I ran into this issue before:
bo3b said:OK, pretty big experimental update to the Decompiler. I'm thrashed at the moment, so I'll just leave this here in case someone can take a look.
Sweet :)
Thanks for doing that - I'll take a look at it tomorrow.
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
[quote="lenyskills"]Hello everyone, a huge thank you to all those who are working on the fix. It s incredible et very very nice in 3d.
A french gamer,[/quote]
Wow, I've been checking the thread every once in a while to see if there are any screenshots posted. Finally seeing one, 3D is a gigantic boon to this game. That looks stellar.
lenyskills said:Hello everyone, a huge thank you to all those who are working on the fix. It s incredible et very very nice in 3d.
A french gamer,
Wow, I've been checking the thread every once in a while to see if there are any screenshots posted. Finally seeing one, 3D is a gigantic boon to this game. That looks stellar.
[quote="steffen00"][quote="Falkir"]What about 1280x720 and 3dtv play. Is there any solution?[/quote]
look at the post from sammy123 at page 21.
You can find the dsr function in the section Manage 3D Settings from the nvidia panel.
if your display support only 720p you can skip the cru part.
If audio doesnt work add some audio formats in "custom extension blocks" in the cru tool.[/quote]
Hi
I play on a laptop, and there doesn't seem to have any DSR setting on Nvidia laptop graphic cards.
Is there another solution to play in 720p with 3DTV Play ?
Small change which helped me to get less crashes then i had before (because like everybody else i star having them at some point). There is Overriding option in NV Control Panel which have to be marked and scaling have to be set to gpu. For me game crash less frequent so it`s worth to try - might help you as well.
Been also trying to switch HT on cpu but it didn`t do anything better. Neither memory changes or single vs sli.
Small change which helped me to get less crashes then i had before (because like everybody else i star having them at some point). There is Overriding option in NV Control Panel which have to be marked and scaling have to be set to gpu. For me game crash less frequent so it`s worth to try - might help you as well.
Been also trying to switch HT on cpu but it didn`t do anything better. Neither memory changes or single vs sli.
Yes, after removing some shaders to clear out the white screen, show_original is showing some distinct differences even in 2D. The worst affected I've seen so far is 7c44a1f4840ef159-ps_replace.txt (e.g. light from the fireplace in the starting room), which completely loses shadows when replaced. I've had a bit of a look through this one, but so far haven't worked out the cause (there's the obvious case of the missing TextureCubeArray, but Mike's fixup looks good to me) - maybe you can spot something?
Yeah, after doing a bit of investigation last night I agree that it is some particular shader causing this (I didn't quite get as far as identifying exactly which one). It's pretty bizzare that the white screen occurs while using the show_original key though - either the shader has messed up something in the GPU or we might have some edge case we aren't handling properly there.
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
A french gamer,
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
Rain drops are broken and Igni effect on the wall. Ground reflection from road village is also broken under water - I guess that`s the same shader.
https://steamcommunity.com/profiles/76561198014296177/
if I look at your picture and mine , I see that the plants on your mini map appear correctly and if you look at mine, they are in 2D , you know why?
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
The markers sometime appear 2D. If you move around they will get back in depth... Noticed the same thing. The game does something strange there...
@SKAUT: Yes, I noticed the same effects. Apparently they are all controlled by one shader, that last I checked, bo3b was looking into why it doesn't compile properly...
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)
Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7
Might be related to overall rain shader - isn`t it ?
https://steamcommunity.com/profiles/76561198014296177/
https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.9.zip
This includes an marginal fix for the resinfo_ instruction, it will pass through the asm, but require a hand-fix. There is no reflection information and no text information to parse, so we are kinda stuck there. In any case, you can look at the resinfo code to see the 6 variants or so to pick out the right one. The reason to do it this way is otherwise the shader wouldn't be generated at all.
This also includes a lot of changes to switch to asint() from (int) coercions. I did every instructions that was clearly integer based like IADD, ISHR, IGE, INEG and so on. I also did the UADD, UGE with asuint(). Fairly experimental here, I'd like to verify this works before sending it out, but it seems better to give you quick looks.
I spot checked some and it looks to at least be no worse than it was, can't promise it'll fix things though.
This is incomplete, just a good start. I didn't do the weird instructions like BFI or UBFE or SWAPC, because my brain is full.
Lastly, I added support for TextureCubeArray for the case where we have no headers. So one of the shaders, I think the main shadow one, will decompile with less trouble. Didn't seem to change much.
Good luck, hope that helps.
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
Intel Xeon E5430 @ 3.6GHz
GTX 960
8GB RAM
Windows 10
Gamepad xbox 360
look at the post from sammy123 at page 21.
You can find the dsr function in the section Manage 3D Settings from the nvidia panel.
if your display support only 720p you can skip the cru part.
If audio doesnt work add some audio formats in "custom extension blocks" in the cru tool.
Your description sounds a little like something I've hit before where the stereo adjustment applied by the driver would inconsistently turn on and off depending on camera angle. If it is the same thing the approach I used was to normalise the output position such that W == convergence, which neutralised the driver's stereo correction allowing my own correction to be applied without interference. Here's the shader where I ran into this issue before:
https://github.com/DarkStarSword/3d-fixes/blob/master/Unity5/Viking/ShaderFixes/fc1a985b6e496d96-vs_replace.txt
Sweet :)
Thanks for doing that - I'll take a look at it tomorrow.
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
Wow, I've been checking the thread every once in a while to see if there are any screenshots posted. Finally seeing one, 3D is a gigantic boon to this game. That looks stellar.
Hi
I play on a laptop, and there doesn't seem to have any DSR setting on Nvidia laptop graphic cards.
Is there another solution to play in 720p with 3DTV Play ?
Been also trying to switch HT on cpu but it didn`t do anything better. Neither memory changes or single vs sli.
https://steamcommunity.com/profiles/76561198014296177/