Ok this is weird. I don't think i am doing anything wrong. I even tried it in another game and I got the shaderhunting text in game.
*edit*
Ok some reason I had to get rid of those files regardless for this game for it to hook in right.
Is there anything you can do if a game doesn't even create a log?
Thanks
Ok this is weird. I don't think i am doing anything wrong. I even tried it in another game and I got the shaderhunting text in game.
*edit*
Ok some reason I had to get rid of those files regardless for this game for it to hook in right.
Is there anything you can do if a game doesn't even create a log?
Thanks
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I'm almost done with the Van Helsing Final Cut fix (DX11). I am a few hours into the second part of the game and I haven't found a new shader to fix so far, so I'll release the fix and keep playing. If I find something new, I'll update the fix.
I know there is already a DX9 fix, but I wanted to do this for a few reasons: for fun, because I saw that it has some extra graphical effects and for easy HUD depth control.
So far, I have only had 3 problems:
1- The most important one is the one I described here (I won't copy andpaste to not make a huge post): https://forums.geforce.com/default/topic/544828/3d-vision/van-helsing/post/4809031/#4809031
2- Water shaders (2 vertex shaders, 2 pixel shaders) have a texture as a reflection background (so far I've seen two different ones: clouds and sky, and indoors reflection), which was covering the water at surface depth before I fixed the texcoord I needed to fix for the water in general.
After applying the fix, water has correct position and refraction, and 3D reflections are correct too. But the texture is now at screen depth, and it's annoying. What can be the best approach after that?
I did a frame analysis to dump the texture of one of the pixel shaders (6aa2fd2aab228272-ps_replace.txt, its vertex shader is 262152733f61426b-vs_replace.txt. The other water VS is 31b2c31d9db3e5d9-vs_replace.txt) and I got 3 textures. The names are "ps-t7-001204=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds", "ps-t7-001205=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds" and "ps-t7-001206=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds". You can download them here if you want: https://www.dropbox.com/s/ovug9um09pgkafw/VanHelsing_waterreflectiontextures.7z?dl=0
What should I do? Texture filtering to not apply the fix to the textures or to give them 100% depth? I know I have asked it in the past, but I still don't know how to do it. I know the "d3dx.ini" part, but I don't know what condition I have to write in the shader.
By the way, I tried this but it didn't work:
[code][TextureOverride1]
Hash = aa511f93
deny_cpu_read=1[/code]
Screenshots of the water with two convergence settings (look at the annoying cloud at the left):
[img]http://u.cubeupload.com/masterotaku/vanhelsingwaterlowde.jpg[/img]
[img]http://u.cubeupload.com/masterotaku/vanhelsingwaterhighd.jpg[/img]
3- Menu bars are overflowing their limits with 3Dmigoto loaded (it isn't a problem of dumping or altering the shader), and the minimap and skills screens also don't care about their containers. You can see the map problem a bit in the previous screenshots, but it's worse in big locations.
Here is the fix I have for now (hunting disabled in "d3dx.ini"): https://www.dropbox.com/s/0trjsji839beovv/VanHelsingFinalCut_pre_fix.7z?dl=0
Hotkeys:
- F1: HUD depth cycle.
- F2: convergence 0 (for testing).
- F3: convergence 1 (for testing).
- F4: normal convergence setting.
- F5: high convergence setting.
- F6: toggle off/on the HUD (default: on).
- F7: toggle on/off the lighting shader that is giving me problems (default: off);
I recommend using the F4 preset with high HUD depth or F5 preset with HUD at screen depth.
Any help will be greatly appreciated :).
I'm almost done with the Van Helsing Final Cut fix (DX11). I am a few hours into the second part of the game and I haven't found a new shader to fix so far, so I'll release the fix and keep playing. If I find something new, I'll update the fix.
I know there is already a DX9 fix, but I wanted to do this for a few reasons: for fun, because I saw that it has some extra graphical effects and for easy HUD depth control.
So far, I have only had 3 problems:
1- The most important one is the one I described here (I won't copy andpaste to not make a huge post): https://forums.geforce.com/default/topic/544828/3d-vision/van-helsing/post/4809031/#4809031
2- Water shaders (2 vertex shaders, 2 pixel shaders) have a texture as a reflection background (so far I've seen two different ones: clouds and sky, and indoors reflection), which was covering the water at surface depth before I fixed the texcoord I needed to fix for the water in general.
After applying the fix, water has correct position and refraction, and 3D reflections are correct too. But the texture is now at screen depth, and it's annoying. What can be the best approach after that?
I did a frame analysis to dump the texture of one of the pixel shaders (6aa2fd2aab228272-ps_replace.txt, its vertex shader is 262152733f61426b-vs_replace.txt. The other water VS is 31b2c31d9db3e5d9-vs_replace.txt) and I got 3 textures. The names are "ps-t7-001204=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds", "ps-t7-001205=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds" and "ps-t7-001206=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds". You can download them here if you want: https://www.dropbox.com/s/ovug9um09pgkafw/VanHelsing_waterreflectiontextures.7z?dl=0
What should I do? Texture filtering to not apply the fix to the textures or to give them 100% depth? I know I have asked it in the past, but I still don't know how to do it. I know the "d3dx.ini" part, but I don't know what condition I have to write in the shader.
Screenshots of the water with two convergence settings (look at the annoying cloud at the left):
3- Menu bars are overflowing their limits with 3Dmigoto loaded (it isn't a problem of dumping or altering the shader), and the minimap and skills screens also don't care about their containers. You can see the map problem a bit in the previous screenshots, but it's worse in big locations.
[quote="masterotaku"]1- The most important one is the one I described here (I won't copy andpaste to not make a huge post): https://forums.geforce.com/default/topic/544828/3d-vision/van-helsing/post/4809031/#4809031[/quote]Answered in the original thread.
[quote]2- Water shaders (2 vertex shaders, 2 pixel shaders) have a texture as a reflection background (so far I've seen two different ones: clouds and sky, and indoors reflection), which was covering the water at surface depth before I fixed the texcoord I needed to fix for the water in general.
After applying the fix, water has correct position and refraction, and 3D reflections are correct too. But the texture is now at screen depth, and it's annoying. What can be the best approach after that?[/quote]You will likely need to make two copies of whatever coordinate you adjusted - one corrected, one uncorrected. Then experiment with using each everywhere they are used in the shader to see if you can find a combination that fixes the broken effects, and leaves the working ones alone. If you did the correction in the vertex shader you may need to pass the extra output through to the pixel shader. If the shader is sufficiently complex you may also need to duplicate any code that modifies the original coordinate as well.
[quote]What should I do? Texture filtering to not apply the fix to the textures or to give them 100% depth?[/quote]No, you wouldn't use texture filtering for this - a single pass of the shader would draw all the effects at once, whereas texture filtering is more for separating out HUD elements drawn in separate passes.
[quote]I know the "d3dx.ini" part, but I don't know what condition I have to write in the shader.[/quote]It just goes in IniParams, so something like IniParams.Load(0).x depending on which one you chose.
[quote]By the way, I tried this but it didn't work:
[code][TextureOverride1]
Hash = aa511f93
deny_cpu_read=1[/code]
[/quote]Hmmm, is the comment in the d3dx.ini misleading? I can't think of any reason you would be trying to prevent the CPU reading a texture here since this isn't an occlusion buffer...
[quote]3- Menu bars are overflowing their limits with 3Dmigoto loaded (it isn't a problem of dumping or altering the shader), and the minimap and skills screens also don't care about their containers. You can see the map problem a bit in the previous screenshots, but it's worse in big locations.[/quote]This sounds like a problem caused by disabling scissor clipping, which we made the default at some point when it seemed to be harmless. You can enable it again with:
[code]
rasterizer_disable_scissor=0
[/code]
But you may then run into clipping issues if you try to adjust the depth of those HUD elements. I've considered an alternative approach that I could probably add to 3DMigoto if necessary - I could pass the bounds of the scissor rectangle into the pixel shader then you could apply the clipping yourself with the discard instruction and have the ability to adjust it as necessary.
masterotaku said:1- The most important one is the one I described here (I won't copy andpaste to not make a huge post): https://forums.geforce.com/default/topic/544828/3d-vision/van-helsing/post/4809031/#4809031
Answered in the original thread.
2- Water shaders (2 vertex shaders, 2 pixel shaders) have a texture as a reflection background (so far I've seen two different ones: clouds and sky, and indoors reflection), which was covering the water at surface depth before I fixed the texcoord I needed to fix for the water in general.
After applying the fix, water has correct position and refraction, and 3D reflections are correct too. But the texture is now at screen depth, and it's annoying. What can be the best approach after that?
You will likely need to make two copies of whatever coordinate you adjusted - one corrected, one uncorrected. Then experiment with using each everywhere they are used in the shader to see if you can find a combination that fixes the broken effects, and leaves the working ones alone. If you did the correction in the vertex shader you may need to pass the extra output through to the pixel shader. If the shader is sufficiently complex you may also need to duplicate any code that modifies the original coordinate as well.
What should I do? Texture filtering to not apply the fix to the textures or to give them 100% depth?
No, you wouldn't use texture filtering for this - a single pass of the shader would draw all the effects at once, whereas texture filtering is more for separating out HUD elements drawn in separate passes.
I know the "d3dx.ini" part, but I don't know what condition I have to write in the shader.
It just goes in IniParams, so something like IniParams.Load(0).x depending on which one you chose.
Hmmm, is the comment in the d3dx.ini misleading? I can't think of any reason you would be trying to prevent the CPU reading a texture here since this isn't an occlusion buffer...
3- Menu bars are overflowing their limits with 3Dmigoto loaded (it isn't a problem of dumping or altering the shader), and the minimap and skills screens also don't care about their containers. You can see the map problem a bit in the previous screenshots, but it's worse in big locations.
This sounds like a problem caused by disabling scissor clipping, which we made the default at some point when it seemed to be harmless. You can enable it again with:
rasterizer_disable_scissor=0
But you may then run into clipping issues if you try to adjust the depth of those HUD elements. I've considered an alternative approach that I could probably add to 3DMigoto if necessary - I could pass the bounds of the scissor rectangle into the pixel shader then you could apply the clipping yourself with the discard instruction and have the ability to adjust it as necessary.
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
Most of the lighting is all handled by a single compute shader. Finding the spot to correct, and fixing the stereo position was easy, but the spotlights all get clipped on the sides at a distance (can provide screenshot if necessary). My past experience of working with lighting in a standard PS/VS setup has taught me that this would involve a fix in the VS, however that certainly doesn't apply here with it being a CS, so I'm at a bit of a loss after trying a few different fix variations.
2 things will probably come as no surprise:
1) The shader is extremely long and complex
2) There were HLSL decompiler issues, so I've been having to work with the ASM code
Here's the ASM of the shader that I've got so far (let me know if you want to see the broken HLSL for whatever reason):
If DSS looks at this, I'm sure he'll notice that this looks very similar in places as the CS he worked on in Batman: AK (which isn't surprising, since they're both using UE3.5). Since encountering this issue, I've studied his fix in that shader (and modified my fix code to be as identical to his as possible, but it's still the same result), but I don't see a section in this shader similar to the 2nd part where he does a second stereo correction to remove the clipping, and being the first compute shader I've worked on, pretty much everything after the correction part goes over my head...
So yeah, umm, help plz?
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Reporting back about Van Helsing.
About the lighting, I commented the fix in the vertex shader and 100% fixed 2 out of the 3 pixel shaders that it controls (sadly, they are specific to the title screens and not the main pixel shader). What I did was storing the same v1 texcoord in another variable, applying a correction and partially copying the same operations of the normal shader in a new "r3" or whatever number isn't used in the shader. Then I swapped at a specific place the normal "r" with my modified "r", and it worked.
For the main pixel shader, that solved haloing and now the lights aren't at screen depth, but they still don't have the correct position. This time I used two new variables. One of them fixes haloing and the other controls the position. There are many things to try to fix the position, so I don't have the correct formula yet. It doesn't look too bad, at least.
This is how the shader looks now:
[code]//Lighting PS 1.
// ---- Created with 3Dmigoto v1.2.30 on Wed Feb 17 22:41:55 2016
cbuffer _Globals : register(b0)
{
float3 _g_vCamEye : packoffset(c0);
float _g_fCamFar : packoffset(c1);
float3 _g_vCamFrustumCorner00 : packoffset(c2);
float3 _g_vCamFrustumCorner01 : packoffset(c3);
float3 _g_vCamFrustumCorner10 : packoffset(c4);
float3 _g_vCamFrustumCorner11 : packoffset(c5);
float2 _g_vRTResHalfRecip : packoffset(c6);
float _g_fFogZMax : packoffset(c7);
float _g_fFogHMax : packoffset(c8);
float _g_fFogHMin : packoffset(c9);
float _g_fFogCamera : packoffset(c10);
float _g_fFogTanIn : packoffset(c11);
float _g_fFogTanOut : packoffset(c12);
float3 _g_vPointLightPos : packoffset(c13);
float _g_fPointLightRange : packoffset(c14);
float _g_fPointLightAttenuation : packoffset(c15);
float3 _g_vPointLightDiffuseColor : packoffset(c16);
float _g_fPointLightFogPower : packoffset(c17);
}
SamplerState _g_sG_DepthPoint_s : register(s0);
SamplerState _g_sFogGradientLight_s : register(s1);
Texture2D<float4> _TMP51 : register(t0);
Texture1D<float4> _TMP52 : register(t1);
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : SV_Position0,
float4 v1 : TEXCOORD0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3;
uint4 bitmask, uiDest;
float4 fDest;
float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;
//This variable affects the position. Incorrect correction formula for now.
float4 prev=v1.xyzw;
prev.x-=separation*(prev.w-convergence*2);
//This variable fixes haloing.
float4 prev2=v1.xyzw;
prev2.x+=separation*(prev.w-convergence);
r0.xyz = _g_vCamFrustumCorner11.xyz + -_g_vCamFrustumCorner01.xyz;
r1.xy = prev2.xy / v1.ww;
r3.xy= prev.xy / v1.ww;
r1.xy = r1.xy * float2(0.5,-0.5) + float2(0.5,0.5);
r3.xy = r3.xy * float2(0.5,-0.5) + float2(0.5,0.5);
r0.xyz = r3.xxx * r0.xyz + _g_vCamFrustumCorner01.xyz;
r2.xyz = _g_vCamFrustumCorner10.xyz + -_g_vCamFrustumCorner00.xyz;
r2.xyz = r1.xxx * r2.xyz + _g_vCamFrustumCorner00.xyz;
r0.xyz = -r2.xyz + r0.xyz;
r0.xyz = r1.yyy * r0.xyz + r2.xyz;
r1.xy = _g_vRTResHalfRecip.xy + r1.xy;
r0.w = _TMP51.SampleLevel(_g_sG_DepthPoint_s, r1.xy, 0).x;
r0.xyz = -_g_vCamEye.xyz + r0.xyz;
r0.xyz = r0.www * r0.xyz + _g_vCamEye.xyz;
r0.w = _g_fCamFar * r0.w;
r0.w = r0.w / _g_fFogZMax;
r0.w = _TMP52.SampleLevel(_g_sFogGradientLight_s, r0.w, 0).w;
r1.xyz = -_g_vPointLightPos.xyz + r0.xyz;
r0.x = -_g_fFogHMin + r0.z;
r0.y = dot(r1.xyz, r1.xyz);
r0.y = rsqrt(r0.y);
r0.y = 1 / r0.y;
r0.y = saturate(r0.y / _g_fPointLightRange);
r0.y = 1 + -r0.y;
r0.z = r0.y * r0.y + -9.99999997e-007;
r0.y = log2(r0.y);
r0.y = _g_fPointLightAttenuation * r0.y;
r0.y = exp2(r0.y);
r1.xyz = _g_vPointLightDiffuseColor.xyz * r0.yyy;
r0.y = cmp(r0.z < 0);
if (r0.y != 0) discard;
r0.y = -_g_fFogHMin + _g_fFogHMax;
r0.x = saturate(r0.x / r0.y);
r0.x = max(_g_fFogCamera, r0.x);
r0.x = log2(r0.x);
r0.x = _g_fFogTanIn * r0.x;
r0.x = exp2(r0.x);
r0.x = 1 + -r0.x;
r0.x = log2(r0.x);
r0.x = _g_fFogTanOut * r0.x;
r0.x = exp2(r0.x);
r0.x = 1 + -r0.x;
r0.x = 3.1415 * r0.x;
r0.x = cos(r0.x);
r0.x = r0.x * 0.5 + 0.5;
r0.x = 1 + -r0.x;
r0.x = saturate(r0.x * r0.w);
r0.x = 1 + -r0.x;
r0.x = log2(r0.x);
r0.x = _g_fPointLightFogPower * r0.x;
r0.x = exp2(r0.x);
r0.xyz = r1.xyz * r0.xxx;
o0.xyz = min(float3(10,10,10), r0.xyz);
o0.w = 1;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.30 on Wed Feb 17 22:41:55 2016
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float3 _g_vCamEye; // Offset: 0 Size: 12
// float _g_fCamFar; // Offset: 16 Size: 4
// float3 _g_vCamFrustumCorner00; // Offset: 32 Size: 12
// float3 _g_vCamFrustumCorner01; // Offset: 48 Size: 12
// float3 _g_vCamFrustumCorner10; // Offset: 64 Size: 12
// float3 _g_vCamFrustumCorner11; // Offset: 80 Size: 12
// float2 _g_vRTResHalfRecip; // Offset: 96 Size: 8
// float _g_fFogZMax; // Offset: 112 Size: 4
// float _g_fFogHMax; // Offset: 128 Size: 4
// float _g_fFogHMin; // Offset: 144 Size: 4
// float _g_fFogCamera; // Offset: 160 Size: 4
// float _g_fFogTanIn; // Offset: 176 Size: 4
// float _g_fFogTanOut; // Offset: 192 Size: 4
// float3 _g_vPointLightPos; // Offset: 208 Size: 12
// float _g_fPointLightRange; // Offset: 224 Size: 4
// float _g_fPointLightAttenuation; // Offset: 240 Size: 4
// float3 _g_vPointLightDiffuseColor; // Offset: 256 Size: 12
// float _g_fPointLightFogPower; // Offset: 272 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _g_sG_DepthPoint sampler NA NA 0 1
// _g_sFogGradientLight sampler NA NA 1 1
// _TMP51 texture float4 2d 0 1
// _TMP52 texture float4 1d 1 1
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy w
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[18], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t1
dcl_input_ps linear v1.xyw
dcl_output o0.xyzw
dcl_temps 3
add r0.xyz, -cb0[3].xyzx, cb0[5].xyzx
div r1.xy, v1.xyxx, v1.wwww
mad r1.xy, r1.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.xyz, r1.xxxx, r0.xyzx, cb0[3].xyzx
add r2.xyz, -cb0[2].xyzx, cb0[4].xyzx
mad r2.xyz, r1.xxxx, r2.xyzx, cb0[2].xyzx
add r0.xyz, r0.xyzx, -r2.xyzx
mad r0.xyz, r1.yyyy, r0.xyzx, r2.xyzx
add r1.xy, r1.xyxx, cb0[6].xyxx
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.yzwx, s0, l(0.000000)
add r0.xyz, r0.xyzx, -cb0[0].xyzx
mad r0.xyz, r0.wwww, r0.xyzx, cb0[0].xyzx
mul r0.w, r0.w, cb0[1].x
div r0.w, r0.w, cb0[7].x
sample_l_indexable(texture1d)(float,float,float,float) r0.w, r0.w, t1.xyzw, s1, l(0.000000)
add r1.xyz, r0.xyzx, -cb0[13].xyzx
add r0.x, r0.z, -cb0[9].x
dp3 r0.y, r1.xyzx, r1.xyzx
rsq r0.y, r0.y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
div_sat r0.y, r0.y, cb0[14].x
add r0.y, -r0.y, l(1.000000)
mad r0.z, r0.y, r0.y, l(-0.000001)
log r0.y, r0.y
mul r0.y, r0.y, cb0[15].x
exp r0.y, r0.y
mul r1.xyz, r0.yyyy, cb0[16].xyzx
lt r0.y, r0.z, l(0.000000)
discard_nz r0.y
add r0.y, cb0[8].x, -cb0[9].x
div_sat r0.x, r0.x, r0.y
max r0.x, r0.x, cb0[10].x
log r0.x, r0.x
mul r0.x, r0.x, cb0[11].x
exp r0.x, r0.x
add r0.x, -r0.x, l(1.000000)
log r0.x, r0.x
mul r0.x, r0.x, cb0[12].x
exp r0.x, r0.x
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, l(3.141500)
sincos null, r0.x, r0.x
mad r0.x, r0.x, l(0.500000), l(0.500000)
add r0.x, -r0.x, l(1.000000)
mul_sat r0.x, r0.w, r0.x
add r0.x, -r0.x, l(1.000000)
log r0.x, r0.x
mul r0.x, r0.x, cb0[17].x
exp r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
min o0.xyz, r0.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 53 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
About the water, I tried doing similar things but it didn't work (for now, at least). I could affect the water waves, brightness of many effects, etc, but I didn't see anything affecting the texture size or position.
[quote="DarkStarSword"]
Hmmm, is the comment in the d3dx.ini misleading? I can't think of any reason you would be trying to prevent the CPU reading a texture here since this isn't an occlusion buffer...[/quote]
OK, my fault. I didn't read the description thoroughly, but it was quick to try :p.
[quote="DarkStarSword"]This sounds like a problem caused by disabling scissor clipping, which we made the default at some point when it seemed to be harmless. You can enable it again with:
[code]
rasterizer_disable_scissor=0
[/code]
But you may then run into clipping issues if you try to adjust the depth of those HUD elements. I've considered an alternative approach that I could probably add to 3DMigoto if necessary - I could pass the bounds of the scissor rectangle into the pixel shader then you could apply the clipping yourself with the discard instruction and have the ability to adjust it as necessary.
[/quote]
I tried that "rasterizer_disable_scissor=0" and it worked, but as you said, elements inside the HUD and menus are clipped more and more as I increase the HUD depth. The DX9 fix shows this, and that's probably the reason of the low HUD depth there.
About the lighting, I commented the fix in the vertex shader and 100% fixed 2 out of the 3 pixel shaders that it controls (sadly, they are specific to the title screens and not the main pixel shader). What I did was storing the same v1 texcoord in another variable, applying a correction and partially copying the same operations of the normal shader in a new "r3" or whatever number isn't used in the shader. Then I swapped at a specific place the normal "r" with my modified "r", and it worked.
For the main pixel shader, that solved haloing and now the lights aren't at screen depth, but they still don't have the correct position. This time I used two new variables. One of them fixes haloing and the other controls the position. There are many things to try to fix the position, so I don't have the correct formula yet. It doesn't look too bad, at least.
This is how the shader looks now:
//Lighting PS 1.
// ---- Created with 3Dmigoto v1.2.30 on Wed Feb 17 22:41:55 2016
About the water, I tried doing similar things but it didn't work (for now, at least). I could affect the water waves, brightness of many effects, etc, but I didn't see anything affecting the texture size or position.
DarkStarSword said:
Hmmm, is the comment in the d3dx.ini misleading? I can't think of any reason you would be trying to prevent the CPU reading a texture here since this isn't an occlusion buffer...
OK, my fault. I didn't read the description thoroughly, but it was quick to try :p.
DarkStarSword said:This sounds like a problem caused by disabling scissor clipping, which we made the default at some point when it seemed to be harmless. You can enable it again with:
rasterizer_disable_scissor=0
But you may then run into clipping issues if you try to adjust the depth of those HUD elements. I've considered an alternative approach that I could probably add to 3DMigoto if necessary - I could pass the bounds of the scissor rectangle into the pixel shader then you could apply the clipping yourself with the discard instruction and have the ability to adjust it as necessary.
I tried that "rasterizer_disable_scissor=0" and it worked, but as you said, elements inside the HUD and menus are clipped more and more as I increase the HUD depth. The DX9 fix shows this, and that's probably the reason of the low HUD depth there.
//Here we must do the stereo correction
// Still not working....
float4 stereo = StereoParams.Load(0);
r1.x += stereo.x * (r1.z - stereo.y) * g_projection._m00;
Edit:
This shader is from Elder Scrolls Online. The DX9 renderer has been dropped. I am trying to update the game for DX11.
I already found the VS for the shadows and made it 2D. So now I only have to correct it in PS, but can't figure it out for the life of me... :(
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[quote="DHR"]@helifax
try the correction in there and divide by projection, not *
Also try to change the sign: r1.x -= .... and -r1.z and all the combinations.
[code]r0.xy = (int2)v0.xy;
r0.zw = float2(0,0);
r0.xyzw = g_sceneTexture2.Load(r0.xyz, int3(0, 0, 0)).xyzw;
r0.y = -g_shadowPixelSize * 2.5 + r0.x;
r1.xyz = v1.xyz / v1.zzz;
r0.xzw = r1.xyz * -r0.xxx;
r1.xyz = r0.xzw / r0.www;
float4 stereo = StereoParams.Load(0);
r1.x += stereo.x * (r1.z - stereo.y) / g_projection._m00;
r1.xyz = r1.xyz * -r0.yyy;
r2.xyzw = g_cameraToShadowProjector._m10_m11_m12_m13 * r1.yyyy;
r2.xyzw = r1.xxxx * g_cameraToShadowProjector._m00_m01_m02_m03 + r2.xyzw;
r1.xyzw = r1.zzzz * g_cameraToShadowProjector._m20_m21_m22_m23 + r2.xyzw;
r1.xyzw = g_cameraToShadowProjector._m30_m31_m32_m33 + r1.xyzw;
r1.xyz = r1.zxy / r1.www;[/code]
Hope this works![/quote]
Big thx;) Already tried all possible combinations there;) (+/- and */divide) I can definitely see the shadows changing position but something... is not right... They are offset but not by the correct amount and the projection looks weird...
Big thx;) Already tried all possible combinations there;) (+/- and */divide) I can definitely see the shadows changing position but something... is not right... They are offset but not by the correct amount and the projection looks weird...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
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- SanDisk SSD PLUS 480 GB.
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Windows 10 x64 Pro.
etc
If anyone wants this and thinks they can fix it. Its all yours
Saw Tales of Zestiria so decided to look at it. Everything should be fixed besides shadows.
Seperate convergence setting for traveling, combat, story.
Seperate hud depth for each.
Removed minor hud element [Targetting enemy. Since you can tell which enemy your aiming at and speech bubble connectors]
[url]https://s3.amazonaws.com/3drequest/shaderoverride.zip[/url]
If anyone wants this and thinks they can fix it. Its all yours
Saw Tales of Zestiria so decided to look at it. Everything should be fixed besides shadows.
Seperate convergence setting for traveling, combat, story.
Seperate hud depth for each.
Removed minor hud element [Targetting enemy. Since you can tell which enemy your aiming at and speech bubble connectors]
Big thx;) Already tried all possible combinations there;) (+/- and */divide) I can definitely see the shadows changing position but something... is not right... They are offset but not by the correct amount and the projection looks weird...
Looking at the Dx9 fix, it looks like the shadows were fixed like this:
Thx, 4everAwake,
I will try the same when I will be able to. Yes I looked in the original fix and saw the extra texcood being stereorized there. I haven't tried that one yet, but if I remove the position stereo the shadows do go to ScreenDepth (2D).
Will play a bit more with it;) Thank you again!
Thx, 4everAwake,
I will try the same when I will be able to. Yes I looked in the original fix and saw the extra texcood being stereorized there. I haven't tried that one yet, but if I remove the position stereo the shadows do go to ScreenDepth (2D).
Will play a bit more with it;) Thank you again!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
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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 would love to translate this from the vs/ps_3 to vs/ps_4 but have no idea how... Anyone willing to help?:)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
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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
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
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
*edit*
Ok some reason I had to get rid of those files regardless for this game for it to hook in right.
Is there anything you can do if a game doesn't even create a log?
Thanks
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I know there is already a DX9 fix, but I wanted to do this for a few reasons: for fun, because I saw that it has some extra graphical effects and for easy HUD depth control.
So far, I have only had 3 problems:
1- The most important one is the one I described here (I won't copy andpaste to not make a huge post): https://forums.geforce.com/default/topic/544828/3d-vision/van-helsing/post/4809031/#4809031
2- Water shaders (2 vertex shaders, 2 pixel shaders) have a texture as a reflection background (so far I've seen two different ones: clouds and sky, and indoors reflection), which was covering the water at surface depth before I fixed the texcoord I needed to fix for the water in general.
After applying the fix, water has correct position and refraction, and 3D reflections are correct too. But the texture is now at screen depth, and it's annoying. What can be the best approach after that?
I did a frame analysis to dump the texture of one of the pixel shaders (6aa2fd2aab228272-ps_replace.txt, its vertex shader is 262152733f61426b-vs_replace.txt. The other water VS is 31b2c31d9db3e5d9-vs_replace.txt) and I got 3 textures. The names are "ps-t7-001204=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds", "ps-t7-001205=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds" and "ps-t7-001206=aa511f93-vs=262152733f61426b-ps=6aa2fd2aab228272.dds". You can download them here if you want: https://www.dropbox.com/s/ovug9um09pgkafw/VanHelsing_waterreflectiontextures.7z?dl=0
What should I do? Texture filtering to not apply the fix to the textures or to give them 100% depth? I know I have asked it in the past, but I still don't know how to do it. I know the "d3dx.ini" part, but I don't know what condition I have to write in the shader.
By the way, I tried this but it didn't work:
Screenshots of the water with two convergence settings (look at the annoying cloud at the left):
3- Menu bars are overflowing their limits with 3Dmigoto loaded (it isn't a problem of dumping or altering the shader), and the minimap and skills screens also don't care about their containers. You can see the map problem a bit in the previous screenshots, but it's worse in big locations.
Here is the fix I have for now (hunting disabled in "d3dx.ini"): https://www.dropbox.com/s/0trjsji839beovv/VanHelsingFinalCut_pre_fix.7z?dl=0
Hotkeys:
- F1: HUD depth cycle.
- F2: convergence 0 (for testing).
- F3: convergence 1 (for testing).
- F4: normal convergence setting.
- F5: high convergence setting.
- F6: toggle off/on the HUD (default: on).
- F7: toggle on/off the lighting shader that is giving me problems (default: off);
I recommend using the F4 preset with high HUD depth or F5 preset with HUD at screen depth.
Any help will be greatly appreciated :).
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You will likely need to make two copies of whatever coordinate you adjusted - one corrected, one uncorrected. Then experiment with using each everywhere they are used in the shader to see if you can find a combination that fixes the broken effects, and leaves the working ones alone. If you did the correction in the vertex shader you may need to pass the extra output through to the pixel shader. If the shader is sufficiently complex you may also need to duplicate any code that modifies the original coordinate as well.
No, you wouldn't use texture filtering for this - a single pass of the shader would draw all the effects at once, whereas texture filtering is more for separating out HUD elements drawn in separate passes.
It just goes in IniParams, so something like IniParams.Load(0).x depending on which one you chose.
Hmmm, is the comment in the d3dx.ini misleading? I can't think of any reason you would be trying to prevent the CPU reading a texture here since this isn't an occlusion buffer...
This sounds like a problem caused by disabling scissor clipping, which we made the default at some point when it seemed to be harmless. You can enable it again with:
But you may then run into clipping issues if you try to adjust the depth of those HUD elements. I've considered an alternative approach that I could probably add to 3DMigoto if necessary - I could pass the bounds of the scissor rectangle into the pixel shader then you could apply the clipping yourself with the discard instruction and have the ability to adjust it as necessary.
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Most of the lighting is all handled by a single compute shader. Finding the spot to correct, and fixing the stereo position was easy, but the spotlights all get clipped on the sides at a distance (can provide screenshot if necessary). My past experience of working with lighting in a standard PS/VS setup has taught me that this would involve a fix in the VS, however that certainly doesn't apply here with it being a CS, so I'm at a bit of a loss after trying a few different fix variations.
2 things will probably come as no surprise:
1) The shader is extremely long and complex
2) There were HLSL decompiler issues, so I've been having to work with the ASM code
Here's the ASM of the shader that I've got so far (let me know if you want to see the broken HLSL for whatever reason):
If DSS looks at this, I'm sure he'll notice that this looks very similar in places as the CS he worked on in Batman: AK (which isn't surprising, since they're both using UE3.5). Since encountering this issue, I've studied his fix in that shader (and modified my fix code to be as identical to his as possible, but it's still the same result), but I don't see a section in this shader similar to the 2nd part where he does a second stereo correction to remove the clipping, and being the first compute shader I've worked on, pretty much everything after the correction part goes over my head...
So yeah, umm, help plz?
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About the lighting, I commented the fix in the vertex shader and 100% fixed 2 out of the 3 pixel shaders that it controls (sadly, they are specific to the title screens and not the main pixel shader). What I did was storing the same v1 texcoord in another variable, applying a correction and partially copying the same operations of the normal shader in a new "r3" or whatever number isn't used in the shader. Then I swapped at a specific place the normal "r" with my modified "r", and it worked.
For the main pixel shader, that solved haloing and now the lights aren't at screen depth, but they still don't have the correct position. This time I used two new variables. One of them fixes haloing and the other controls the position. There are many things to try to fix the position, so I don't have the correct formula yet. It doesn't look too bad, at least.
This is how the shader looks now:
About the water, I tried doing similar things but it didn't work (for now, at least). I could affect the water waves, brightness of many effects, etc, but I didn't see anything affecting the texture size or position.
OK, my fault. I didn't read the description thoroughly, but it was quick to try :p.
I tried that "rasterizer_disable_scissor=0" and it worked, but as you said, elements inside the HUD and menus are clipped more and more as I increase the HUD depth. The DX9 fix shows this, and that's probably the reason of the low HUD depth there.
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I bet is a simple thing BUT can't seem to see it.....
Anyone willing to give me a hint? ^_^ thx
Edit:
This shader is from Elder Scrolls Online. The DX9 renderer has been dropped. I am trying to update the game for DX11.
I already found the VS for the shadows and made it 2D. So now I only have to correct it in PS, but can't figure it out for the life of me... :(
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- 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
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try the correction in there and divide by projection, not *
Also try to change the sign: r1.x -= .... and -r1.z and all the combinations.
Hope this works!
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Big thx;) Already tried all possible combinations there;) (+/- and */divide) I can definitely see the shadows changing position but something... is not right... They are offset but not by the correct amount and the projection looks weird...
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)
Saw Tales of Zestiria so decided to look at it. Everything should be fixed besides shadows.
Seperate convergence setting for traveling, combat, story.
Seperate hud depth for each.
Removed minor hud element [Targetting enemy. Since you can tell which enemy your aiming at and speech bubble connectors]
https://s3.amazonaws.com/3drequest/shaderoverride.zip
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Looking at the Dx9 fix, it looks like the shadows were fixed like this:
"g_cameraToShadow" may need to be stereoized, as well.
Also looking at the accompanying dx9 VS, the output position isn't reverse stereoized. Instead one of the texcoords is stereoized:
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
I will try the same when I will be able to. Yes I looked in the original fix and saw the extra texcood being stereorized there. I haven't tried that one yet, but if I remove the position stereo the shadows do go to ScreenDepth (2D).
Will play a bit more with it;) Thank you again!
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)
VS from Original FIX:
I see he is declaring an extra output o3 that is basically o1 + stereo correction
In original PS from fix:
He is using v3 to put in r0 and than later on adds the stereo to r1.
Now in the DX11 version the VS is like this:
And the PS:
I would love to translate this from the vs/ps_3 to vs/ps_4 but have no idea how... Anyone willing to help?:)
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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)
I hate asm!! jajaja
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PS:
VS:
^_^
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- 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)