Elite Dangerous Fix
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Yeah, starfield shaders have been changed in the new update. I've actually started working back on this game again last week and fixed them. You're correct with 0c3345e4f21bc6de being one of the new shaders, however the output position is not in o0, it's in o6 in that shader. Change that and it will work. Also, it's just semantics, but stereo.x is not depth, it's separation (but your calculation will still work since it's just a variable name you're giving the same parameter).
Yeah, starfield shaders have been changed in the new update. I've actually started working back on this game again last week and fixed them. You're correct with 0c3345e4f21bc6de being one of the new shaders, however the output position is not in o0, it's in o6 in that shader. Change that and it will work. Also, it's just semantics, but stereo.x is not depth, it's separation (but your calculation will still work since it's just a variable name you're giving the same parameter).

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Posted 10/30/2016 09:08 PM   
yes in the code I have the correct bit o6 but I had a copy and paste from the file in My Docements that is all I do believe it works as I added this file: // Stars to infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o6.x += depth*convergence*2.0; I used this as it can be adjusted thnx tho.. If you are going to use your fix what would be different then it is with v16 of the fix??
yes in the code I have the correct bit o6 but I had a copy and paste from the file in My Docements that is all

I do believe it works as I added this file:


// Stars to infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o6.x += depth*convergence*2.0;

I used this as it can be adjusted thnx tho..
If you are going to use your fix what would be different then it is with v16 of the fix??

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Posted 10/31/2016 02:13 AM   
[quote="The_Nephilim"]o6.x += depth*convergence*2.0;[/quote] Don't think that would be the correct formula to work for everyone. If separation * convergence doesn't work, then try just adding separation and that would probably be correct. [quote]If you are going to use your fix what would be different then it is with v16 of the fix??[/quote] [url]https://forums.geforce.com/default/topic/882500/3d-vision/elite-dangerous-fix/post/4979109/#4979109[/url] Again, sorry if you feel like I'm stepping on your toes, and I don't want you to feel discouraged about working on this game further, but I've got my own personal interest in starting up this game and would rather implement a fully functioning fix for myself rather than settle for no shadows and a bunch of missing shaders (but if I do create a fix, it would only be right that I release it of course), which is why I gave the heads up before that I'd be looking into this (but had other projects come up that I needed to look at first, like Quantum Break). Even though I am looking into this, having to use the old version of 3DMigoto may be limiting me from successfully fixing shadows, and that's what's been a major holdup as I've been in contact with bo3b and just opened a ticket with Frontier to see if I could get some cooperation on their end. So by all means, it's great that you're maintaining the current fix to at least keep the game playable in the meantime, which allows me to take my time to work on the larger tasks that I'm working on. The cockpit / HUD implementation I've got working may need to be redone on an individual ship basis (I'm really hoping it wont but knowing the way these things work expecting it will), and if so, then that's going to take some serious time and effort to essentially obtain every ship in the game, although I'll probably focus on the more popular ones and release fix updates as I obtain others. [s]Edit: Ok, now it might take even longer since I can't seem to get the game to launch in 3D anymore! If I try launching through Steam I get a Watchdog 740 error. If I launch EDLaunch.exe manually as Administrator it causes my monitor to go into 3D mode for that, but then launching the game doesn't cause 3D to kick in. Other games load fine in 3D. Just did a DDU reinstall of my driver and that didn't help. Next is verifying game integrity and/or reinstalling the game. Anyone else run into anything similar like this before?[/s] Fixed this issue. Turns out I set compatibility mode for Win 7 on the .exe when I was trying a few things to get the newer 3DMigoto version running. Edit 2: Ok, so works if load up the same installation with Windows 7. Would think that would suggest a driver problem, but already tried that, so I guess I'm thinking a user configuration issue, maybe? (had to redo all my graphics settings on Win 7, so that leads me to suspect that) Will try that, otherwise at least I can load up fine on Win 7. On another note, I think I may have made progress with shadows, finally.
The_Nephilim said:o6.x += depth*convergence*2.0;


Don't think that would be the correct formula to work for everyone. If separation * convergence doesn't work, then try just adding separation and that would probably be correct.

If you are going to use your fix what would be different then it is with v16 of the fix??


https://forums.geforce.com/default/topic/882500/3d-vision/elite-dangerous-fix/post/4979109/#4979109

Again, sorry if you feel like I'm stepping on your toes, and I don't want you to feel discouraged about working on this game further, but I've got my own personal interest in starting up this game and would rather implement a fully functioning fix for myself rather than settle for no shadows and a bunch of missing shaders (but if I do create a fix, it would only be right that I release it of course), which is why I gave the heads up before that I'd be looking into this (but had other projects come up that I needed to look at first, like Quantum Break). Even though I am looking into this, having to use the old version of 3DMigoto may be limiting me from successfully fixing shadows, and that's what's been a major holdup as I've been in contact with bo3b and just opened a ticket with Frontier to see if I could get some cooperation on their end. So by all means, it's great that you're maintaining the current fix to at least keep the game playable in the meantime, which allows me to take my time to work on the larger tasks that I'm working on. The cockpit / HUD implementation I've got working may need to be redone on an individual ship basis (I'm really hoping it wont but knowing the way these things work expecting it will), and if so, then that's going to take some serious time and effort to essentially obtain every ship in the game, although I'll probably focus on the more popular ones and release fix updates as I obtain others.

Edit: Ok, now it might take even longer since I can't seem to get the game to launch in 3D anymore! If I try launching through Steam I get a Watchdog 740 error. If I launch EDLaunch.exe manually as Administrator it causes my monitor to go into 3D mode for that, but then launching the game doesn't cause 3D to kick in. Other games load fine in 3D. Just did a DDU reinstall of my driver and that didn't help. Next is verifying game integrity and/or reinstalling the game. Anyone else run into anything similar like this before?
Fixed this issue. Turns out I set compatibility mode for Win 7 on the .exe when I was trying a few things to get the newer 3DMigoto version running.

Edit 2: Ok, so works if load up the same installation with Windows 7. Would think that would suggest a driver problem, but already tried that, so I guess I'm thinking a user configuration issue, maybe? (had to redo all my graphics settings on Win 7, so that leads me to suspect that) Will try that, otherwise at least I can load up fine on Win 7. On another note, I think I may have made progress with shadows, finally.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 10/31/2016 08:31 AM   
Well you are not stepping on my toes if you can get a better fix I am all in.. I really don't care about that I have no ego to bruise ;) But I am just really starting out and the code I use was suggested by others so I really dont't know what the correct sequence of words to use by all means let me know and I can correct it.. but I would prefer for you to put in the correct line of code so I can see it for myself to help reduce mistakes in my understanding of what you are saying.. I would love for the shadows to be fixed that would be super.. so if you need any help testing let me know. I could be a beta tester of sorts but really would love a better understanding off all the shader modding..
Well you are not stepping on my toes if you can get a better fix I am all in.. I really don't care about that I have no ego to bruise ;)

But I am just really starting out and the code I use was suggested by others so I really dont't know what the correct sequence of words to use by all means let me know and I can correct it.. but I would prefer for you to put in the correct line of code so I can see it for myself to help reduce mistakes in my understanding of what you are saying..

I would love for the shadows to be fixed that would be super.. so if you need any help testing let me know. I could be a beta tester of sorts but really would love a better understanding off all the shader modding..

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Posted 10/31/2016 09:18 PM   
Update 3: Shadows officially fixed! :) Easier than what I was expecting, a typical "halo" fix in a few vertex shaders. I spent so much time working on a traditional shadows fix in a pixel shader that when dumped had all the typical signs of being the correct place to work on, but nothing I did in the shader would actually cause the shadows to shift their position, so I ended just manually dumping every shader in a scene with Ultra shadows set, placing those into a folder, then dumping all shaders with shadows off, placing those in a separate folder, and then comparing what additional shaders there were in the Ultra dump vs the Off dump, and found the right shaders to work on, and laughed as they were the typical simple halo fix. All this would have been much easier to determine if we were able to use the latest 3DMigoto version, but desperate times calls for desperate measures, I suppose. ;)
Update 3: Shadows officially fixed! :)

Easier than what I was expecting, a typical "halo" fix in a few vertex shaders. I spent so much time working on a traditional shadows fix in a pixel shader that when dumped had all the typical signs of being the correct place to work on, but nothing I did in the shader would actually cause the shadows to shift their position, so I ended just manually dumping every shader in a scene with Ultra shadows set, placing those into a folder, then dumping all shaders with shadows off, placing those in a separate folder, and then comparing what additional shaders there were in the Ultra dump vs the Off dump, and found the right shaders to work on, and laughed as they were the typical simple halo fix. All this would have been much easier to determine if we were able to use the latest 3DMigoto version, but desperate times calls for desperate measures, I suppose. ;)

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 10/31/2016 09:24 PM   
WOW!! Great News this should be really cool.. I just wanted to let you know there is 1 other nagging issue a user brought up and I think I just omitted the offending shader.. The Problem is the Laser mining trails left on the asteroid look funky kinda like shadows do but maybe you will see if you go and try it.. I had some pictures here a few pages back so maybe you can have a look at those too.. Thank you so much ;)
WOW!! Great News this should be really cool.. I just wanted to let you know there is 1 other nagging issue a user brought up and I think I just omitted the offending shader..

The Problem is the Laser mining trails left on the asteroid look funky kinda like shadows do but maybe you will see if you go and try it..

I had some pictures here a few pages back so maybe you can have a look at those too..

Thank you so much ;)

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Posted 10/31/2016 09:43 PM   
Well a user has said the code I am using is fixed for the separation on the stars.. I just tried moving the separation with the code I used and it appears he is right.. I tried a few different numbers and the separation did not move at all.. I am wondering why that is happening as they should move when I increase or decrease the number.. here is the code I used for the stars/Nebula: // Stars to infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o6.x += depth* 1.0; changing 1.0 should have an affect but it is not for some weird reason..
Well a user has said the code I am using is fixed for the separation on the stars.. I just tried moving the separation with the code I used and it appears he is right..

I tried a few different numbers and the separation did not move at all.. I am wondering why that is happening as they should move when I increase or decrease the number..

here is the code I used for the stars/Nebula:


// Stars to infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o6.x += depth* 1.0;

changing 1.0 should have an affect but it is not for some weird reason..

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Posted 11/02/2016 04:08 PM   
OK I removed the code I input and it did nothing.. the stars still had the separation the originally did.. I think ED Changed the stars to a fixed setting to whatever your depth is in NVP and nothing we do is gonna change it from what I see.. I am going to look at the patch notes and see if they did something for VR??
OK I removed the code I input and it did nothing.. the stars still had the separation the originally did.. I think ED Changed the stars to a fixed setting to whatever your depth is in NVP and nothing we do is gonna change it from what I see..

I am going to look at the patch notes and see if they did something for VR??

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Posted 11/04/2016 12:00 PM   
I do not see anything in the Patch notes about Stars and a fixed depth or similar for VR or even 3D.. I still think the reason this is because I used the Monitor separation hack.. I pointed to that thread and the user still has not told me what separation he has in inches for the stars and nebula.. if he told me that I think I could narrow it down definitely to the monitor hack..
I do not see anything in the Patch notes about Stars and a fixed depth or similar for VR or even 3D..

I still think the reason this is because I used the Monitor separation hack.. I pointed to that thread and the user still has not told me what separation he has in inches for the stars and nebula.. if he told me that I think I could narrow it down definitely to the monitor hack..

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Posted 11/04/2016 12:11 PM   
Well it appears the depth is not set right on my PC either I measured the distance of the stars they where 3" and the nebula where areound 4".. So the code is just plain not working.. I will need help with this as I am out of ideas..
Well it appears the depth is not set right on my PC either I measured the distance of the stars they where 3" and the nebula where areound 4".. So the code is just plain not working..

I will need help with this as I am out of ideas..

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Posted 11/04/2016 12:40 PM   
I mentioned before that I found that they changed the shaders for the starfields. Did you redump the new shaders, or are you still working with the same pre-patch shaders? Either way, welcome to the world of shaderhacking, where a bunch of things that you feel like you know should work, doesn't! ;)
I mentioned before that I found that they changed the shaders for the starfields. Did you redump the new shaders, or are you still working with the same pre-patch shaders?

Either way, welcome to the world of shaderhacking, where a bunch of things that you feel like you know should work, doesn't! ;)

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 11/04/2016 03:58 PM   
yes I readded them I do have the correct shader file as I checked it 3 times.. but maybe I am wrong IDK.. Yes Welcome indeed ;)
yes I readded them I do have the correct shader file as I checked it 3 times.. but maybe I am wrong IDK..

Yes Welcome indeed ;)

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Posted 11/04/2016 10:17 PM   
well I added the old code and it seemed to have been the right way all along.. I am unsure why when I had it in there last time it did not seem to do anything maybe I forgot to press F10 ;) but here is the code I added which was the original code Used: // Stars to infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o6.x += depth*convergence*1.0;
well I added the old code and it seemed to have been the right way all along.. I am unsure why when I had it in there last time it did not seem to do anything maybe I forgot to press F10 ;)

but here is the code I added which was the original code Used:


// Stars to infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o6.x += depth*convergence*1.0;

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Posted 11/14/2016 03:49 AM   
correction that was the code I got from bo3b not the original code sorry ;)
correction that was the code I got from bo3b not the original code sorry ;)

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Posted 11/14/2016 03:50 AM   
Hi Paul this is the thread keep relevan info on the fixes here.. Once we get them all fixed I will update the thread on 3D fixes site with the relevan fixes and such.. You where saying the WhiteDwarfs need fixing.. I will DL that file you sent and have a look at them.. But first they are the Vertex shaders you saved correct??
Hi Paul this is the thread keep relevan info on the fixes here.. Once we get them all fixed I will update the thread on 3D fixes site with the relevan fixes and such..

You where saying the WhiteDwarfs need fixing.. I will DL that file you sent and have a look at them.. But first they are the Vertex shaders you saved correct??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 12/26/2016 10:24 PM   
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