Hi Bo3b, DSS,
Quick question:
Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll?
Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)
I was wondering if there is something I need to change in order to get it to work as dxgi.dll ?
Quick question:
Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll?
Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)
I was wondering if there is something I need to change in order to get it to work as dxgi.dll ?
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
[quote="Oomek"]I have a question about that feature you are working on allowing to clear the resources from the ini. What would be faster? making a full copy of an empty back buffer filled with 1.0 or clearing the custom resource using your method? [/quote]I haven't measured it so I can't be sure, but I would hazard a guess that clearing it with this method is likely to be faster. At least in the case of PowerPC when you do a memset(addr, 0, size) with any decent libc it will use the special dcbz instruction for any full cachelines within that range as the hardware can zero out an entire cache line much faster than it can fill it with data. Whether there is something similar for GPUs I can't say, but regardless the driver will be able to use an optimised clear method if there is one available, and should still be fairly fast if there is not. The only way I can see a copy being faster is if the driver implements COW (Copy On Write), which I would find surprising but not impossible.
Certainly in AFR SLI on nvidia hardware doing a clear with this method has another advantage, because the driver uses it as a hint that it doesn't need to synchronise that buffer between cards.
But of course, the best way to tell is to instrument it and actually measure the performance (we should really implement some things to do that in 3DMigoto... Oh, I'd love to get more details on the performance counters in the GPUs, but that is GPU specific and we are unlikely to ever support AMD's counters, but at least DirectX does have a way to take timing measurements that is GPU agnostic that we could look at implementing down the track)
Oomek said:I have a question about that feature you are working on allowing to clear the resources from the ini. What would be faster? making a full copy of an empty back buffer filled with 1.0 or clearing the custom resource using your method?
I haven't measured it so I can't be sure, but I would hazard a guess that clearing it with this method is likely to be faster. At least in the case of PowerPC when you do a memset(addr, 0, size) with any decent libc it will use the special dcbz instruction for any full cachelines within that range as the hardware can zero out an entire cache line much faster than it can fill it with data. Whether there is something similar for GPUs I can't say, but regardless the driver will be able to use an optimised clear method if there is one available, and should still be fairly fast if there is not. The only way I can see a copy being faster is if the driver implements COW (Copy On Write), which I would find surprising but not impossible.
Certainly in AFR SLI on nvidia hardware doing a clear with this method has another advantage, because the driver uses it as a hint that it doesn't need to synchronise that buffer between cards.
But of course, the best way to tell is to instrument it and actually measure the performance (we should really implement some things to do that in 3DMigoto... Oh, I'd love to get more details on the performance counters in the GPUs, but that is GPU specific and we are unlikely to ever support AMD's counters, but at least DirectX does have a way to take timing measurements that is GPU agnostic that we could look at implementing down the track)
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="Helifax"]Quick question:
Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll?
Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)[/quote]
Try the attached dxgi.dll, which is something that Bo3b put together for other games with similar problems - it is just a loader, so you will still need d3d11.dll from 3DMigoto in addition to this. We also have a special d3dcompiler_46.dll that also acts as a loader (which we use for Arkham Knight).
Edit: Attached 32bit version as well
Helifax said:Quick question:
Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll?
Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)
Try the attached dxgi.dll, which is something that Bo3b put together for other games with similar problems - it is just a loader, so you will still need d3d11.dll from 3DMigoto in addition to this. We also have a special d3dcompiler_46.dll that also acts as a loader (which we use for Arkham Knight).
Edit: Attached 32bit version as well
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
Awesome stuff DSS!
That seems to have worked! The d3d11.dll is loading, however it fails with this:
Trying to load original_d3d11.dll
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
*** LoadLibrary on original_d3d11.dll failed.
Trying to load C:\WINDOWS\system32\d3d11.dll
*** LoadLibrary on original or chained d3d11.dll failed.
D3D11 DLL starting init - v 1.2.65 - Sat Oct 14 18:20:46 2017
Hooked_LoadLibraryExW switching to original dll: original_nvapi64.dll to C:\WINDOWS\system32\nvapi64.dll.
NVIDIA driver version 387.92 (branch r387_90)
Looking up profiles related to D:\Steam\steamapps\common\ShadowOfWar\x64\ShadowOfWar.exe
----------- Driver profile settings -----------
BaseProfile "Base Profile"
SelectedGlobalProfile "Base Profile"
Profile "Middle-Earth: Shadow of War"
ShowOn GeForce
Executable "kraken_d3d11_c.exe"
Executable "warnerbros.interactive.wb-kraken_ktmk1xygcecda"
Executable "kraken_d3d11_d.exe"
Executable "kraken_d3d11_h.exe"
Executable "kraken_d3d11_f.exe"
Executable "kraken_d3d11_r.exe"
Executable "shadowofwar.exe"
Executable "kraken_d3d11_s.exe"
Setting ID_0x00a06946 = 0x2a0115f1
Setting ID_0x10115c8b = 0x00000028 // Quiet Mode Application FPS
Setting ID_0x1033cec2 = 0x00000002 // NVIDIA predefined SLI mode on DirectX 10
Setting ID_0x1033dcd3 = 0x00000002 // NVIDIA predefined number of GPUs to use on SLI rendering mode on DirectX 10
Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel
Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus
Setting ID_0x701eb457 = 0x00000001 // StereoProfile
Setting ID_0x702442fc = 0x00004000 // StereoFlagsDX10
SettingString ID_0x7049c7ec = "5" // Value
SettingString ID_0x704d456e = "Go To: Options/Advanced/Shadow Quality = Low" // Comments
SettingString ID_0x7051e5f5 = "5" // Compat
Setting ID_0x708db8c5 = 0x42afad4d // StereoConvergence = 87.8384781
Setting ID_0x708db8c6 = 0x00000000 UserSpecified=true // StereoVRConvergenceBias
Setting ID_0x709a1ddf = 0x00000001 // StereoCutoff
Setting ID_0x709adada = 0x20000106 // 2DDHUDSettings
Setting ID_0x709adadb = 0x3f7725c5 UserSpecified=true // 2DDConvergence = 0.965420067
Setting ID_0x70ad05c8 = 0x59e1ffff UserSpecified=true // Time
SettingString ID_0x70b5603f = "d3d" // API
Setting ID_0x70edb381 = 0x00000023 // StereoTextureEnable
EndProfile
----------- End driver profile settings -----------
No profile update required
*** D3D11 DLL successfully initialized. ***
Trying to load original_d3d11.dll
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
*** LoadLibrary on original_d3d11.dll failed.
Trying to load C:\WINDOWS\system32\d3d11.dll
*** LoadLibrary on original or chained d3d11.dll failed.
I have no idea why that happens though... Any tips in trying to debug the issue further?
Many thanks!
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 need help! I bought Grim Dawn and its expansions. The game received a 32 bit DX11 mode two days ago, so that made me eager to buy it.
The thing is that 3Dmigoto makes the game crash at boot, even after trying all compatibility and hook options. Damn, I wanted to make the cursor be at dept :(. Here is the log, with verbose and unbuffered enabled:
D3D11 DLL starting init - v 1.2.65 - Sat Oct 14 20:40:18 2017
Profile "Grim Dawn"
ShowOn GeForce
Executable "grim dawn.exe"
Setting ID_0x10115c8b = 0x0000003c // Quiet Mode Application FPS
Setting ID_0x106d5cff = 0x00000000 // Do not display this profile in the Control Panel
Setting ID_0x10f9dc81 = 0x00000011 // Enable application for Optimus
EndProfile
----------- End driver profile settings -----------
No profile update required
*** D3D11 DLL successfully initialized. ***
Trying to load original_d3d11.dll
Hooked_LoadLibraryExW load: original_d3d11.dll.
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory1
calling original CreateDXGIFactory1 API
CreateDXGIFactory2 returned factory = 06A61D48, result = 0
new HackerDXGIFactory2(class HackerDXGIFactory2@04FFC2B0) wrapped 06A61D48
HackerDXGIFactory::EnumAdapters(class HackerDXGIFactory2@04FFC2B0) adapter 0 requested
created HackerDXGIAdapter wrapper = 017A3A98 of 055C53D8
returns result = 0
HackerDXGIAdapter::GetDesc(class HackerDXGIAdapter@017A3A98) called
returns adapter: NVIDIA GeForce GTX 1080, sysmem=0, vidmem=3221225472
After further testing in Grim Dawn, I discovered that the latest working version of 3Dmigoto is "3Dmigoto-1.2.57". Crashes start exactly in the next version, "3Dmigoto-1.2.61". I could stereoize and fix one of the main problems, with wave effects, but it sucks not having a software cursor in depth :(.
Edit: I've opened an issue in Github.
After further testing in Grim Dawn, I discovered that the latest working version of 3Dmigoto is "3Dmigoto-1.2.57". Crashes start exactly in the next version, "3Dmigoto-1.2.61". I could stereoize and fix one of the main problems, with wave effects, but it sucks not having a software cursor in depth :(.
[quote="Helifax"]Awesome stuff DSS!
That seems to have worked! The d3d11.dll is loading, however it fails with this:
[quote]
Trying to load original_d3d11.dll
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
*** LoadLibrary on original_d3d11.dll failed.
Trying to load C:\WINDOWS\system32\d3d11.dll
*** LoadLibrary on original or chained d3d11.dll failed.
[/quote]
I have no idea why that happens though... Any tips in trying to debug the issue further?
Many thanks![/quote]
No idea what is happening there. The LoadLibrary is correctly using the System32 path, but is failing. Then the fallback path also fails using the chained path.
It doesn't seem to be some hard-ass copy-protection or fake security thing, because other tools like Reshade can apparently function. However, it's not completely smooth for them either, I see others with similar problems.
Only suggestion I can offer is to try DependencyWalker, and see what exactly is being hard loaded and in what order. You can have it launch the game (which will fail), but at least see what paths are being specifically loaded.
Helifax said:Awesome stuff DSS!
That seems to have worked! The d3d11.dll is loading, however it fails with this:
Trying to load original_d3d11.dll
Hooked_LoadLibraryExW switching to original dll: original_d3d11.dll to C:\WINDOWS\system32\d3d11.dll.
*** LoadLibrary on original_d3d11.dll failed.
Trying to load C:\WINDOWS\system32\d3d11.dll
*** LoadLibrary on original or chained d3d11.dll failed.
I have no idea why that happens though... Any tips in trying to debug the issue further?
Many thanks!
No idea what is happening there. The LoadLibrary is correctly using the System32 path, but is failing. Then the fallback path also fails using the chained path.
It doesn't seem to be some hard-ass copy-protection or fake security thing, because other tools like Reshade can apparently function. However, it's not completely smooth for them either, I see others with similar problems.
Only suggestion I can offer is to try DependencyWalker, and see what exactly is being hard loaded and in what order. You can have it launch the game (which will fail), but at least see what paths are being specifically loaded.
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
So far I can't see why that happens.
Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr..
Edit:
However! Trying to run a cracked exe I get some info:
"The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll"
Also,
I found this post from Reshade:
[url]https://reshade.me/forum/troubleshooting/3632-m-e-shadow-of-war-not-working-with-reshade#24278[/url]
Maybe this helps out pointing where the problem is?:)
I am running Win10, not 7 but who knows:)
Edit: This why the Load Library Fails:)
I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :(
So far I can't see why that happens.
Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr..
Edit:
However! Trying to run a cracked exe I get some info:
"The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll"
Maybe this helps out pointing where the problem is?:)
I am running Win10, not 7 but who knows:)
Edit: This why the Load Library Fails:)
I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :(
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
[quote="Helifax"]So far I can't see why that happens.
Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr..
Edit:
However! Trying to run a cracked exe I get some info:
"The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll"
Also,
I found this post from Reshade:
[url]https://reshade.me/forum/troubleshooting/3632-m-e-shadow-of-war-not-working-with-reshade#24278[/url]
Maybe this helps out pointing where the problem is?:)
I am running Win10, not 7 but who knows:)
Edit: This why the Load Library Fails:)
I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :([/quote]
Interesting post on Reshade forum. Assuming that is the correct analysis means that we cannot presently hook into this game on Win10. Since the game is being weird and using DXGI as the determining factor, we don't currently handle that scenario. Our DXGI loader doesn't have a way to return an error for this scenario, to push the game back to a normal path. We do wrap the CreateDXGIFactory2 call, so I'd expect this to work correctly on Win7.
Helifax said:So far I can't see why that happens.
Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr..
Edit:
However! Trying to run a cracked exe I get some info:
"The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll"
Maybe this helps out pointing where the problem is?:)
I am running Win10, not 7 but who knows:)
Edit: This why the Load Library Fails:)
I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :(
Interesting post on Reshade forum. Assuming that is the correct analysis means that we cannot presently hook into this game on Win10. Since the game is being weird and using DXGI as the determining factor, we don't currently handle that scenario. Our DXGI loader doesn't have a way to return an error for this scenario, to push the game back to a normal path. We do wrap the CreateDXGIFactory2 call, so I'd expect this to work correctly on Win7.
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
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
[quote="Helifax"]Unfortunately, it doesn't work on Windows 7 either:(
I get this log:
<snip>
D3D11CreateDevice() fails :(
[/quote]
Actually that looks pretty good. The d3d11.dll was loaded properly, and the system one too. That is what I was expecting.
Do not use platform_update.
For everyone: [i]Always[/i] leave it off, unless nothing else you have tried works. This isn't a case of more is better, the key aspect of the allow_* parameters is to give you options. platform_update is speculative, and probably does not work.
As a general rule, we do not want all of these parameters on. They are mutually exclusive. Change one at a time, or it'll never work.
In this case, there is a bug (found by Masterotaku) that will crash the game where they pass a null device pointer, and you leave platform_update enabled.
Best guess for this game is to just set allow_check_interface, like the original game. But first thing to try would be the 1.2.65 defaults.
Helifax said:Unfortunately, it doesn't work on Windows 7 either:(
I get this log:
<snip>
D3D11CreateDevice() fails :(
Actually that looks pretty good. The d3d11.dll was loaded properly, and the system one too. That is what I was expecting.
Do not use platform_update.
For everyone: Always leave it off, unless nothing else you have tried works. This isn't a case of more is better, the key aspect of the allow_* parameters is to give you options. platform_update is speculative, and probably does not work.
As a general rule, we do not want all of these parameters on. They are mutually exclusive. Change one at a time, or it'll never work.
In this case, there is a bug (found by Masterotaku) that will crash the game where they pass a null device pointer, and you leave platform_update enabled.
Best guess for this game is to just set allow_check_interface, like the original game. But first thing to try would be the 1.2.65 defaults.
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
Thank you Bo3b.
I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :(
I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:)
I will retry it again this evening just to be sure:)
I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :(
I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:)
I will retry it again this evening just to be sure:)
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
[quote="Helifax"]Thank you Bo3b.
I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :(
I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:)
I will retry it again this evening just to be sure:)
[/quote]
OK, that would not be platform_update though, that would be SP1, which is the default on Win7 today. That means it was mad about us returning an error, and/or the wrong DX11 class.
Since allow_create_device=2 is now default, that suggests trying allow_create_device=1 would be most likely to work. If that fails, then it's worth trying =2, but then add hook=recommended.
Always possible it genuinely requires platform update, but the error message does not imply that.
I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :(
I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:)
I will retry it again this evening just to be sure:)
OK, that would not be platform_update though, that would be SP1, which is the default on Win7 today. That means it was mad about us returning an error, and/or the wrong DX11 class.
Since allow_create_device=2 is now default, that suggests trying allow_create_device=1 would be most likely to work. If that fails, then it's worth trying =2, but then add hook=recommended.
Always possible it genuinely requires platform update, but the error message does not imply that.
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
Thank you again Bo3b, I'll try that one as well!
I think I already tried create_device=1 & 2 and didn't work, but I didn't try the hook;) So maybe we can fool it around it ^_^
Will let you know if it works or not:)
Many thanks again!
Thank you again Bo3b, I'll try that one as well!
I think I already tried create_device=1 & 2 and didn't work, but I didn't try the hook;) So maybe we can fool it around it ^_^
Will let you know if it works or not:)
Many thanks 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
Hey Guys,
I have a short question. Is there a problem with 3D Migoto and SLI scaling? Because I had a few Games after applying the 3D fixes using 3D Migoto my SLI scaling went down from 90-99% to 50-60%.
Is there any way to fix this?
Thank you in advance!
I have a short question. Is there a problem with 3D Migoto and SLI scaling? Because I had a few Games after applying the 3D fixes using 3D Migoto my SLI scaling went down from 90-99% to 50-60%.
Is there any way to fix this?
Quick question:
Is it possible to have 3DMigoto to work as dxgi.dll instead of d3d11.dll?
Reason is simple, Middle-Earth Shadow of War, ignores d3d11.dll (it loads it directly from System32) but it does load dxgi.dll :)
I was wondering if there is something I need to change in order to get it to work as dxgi.dll ?
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)
Certainly in AFR SLI on nvidia hardware doing a clear with this method has another advantage, because the driver uses it as a hint that it doesn't need to synchronise that buffer between cards.
But of course, the best way to tell is to instrument it and actually measure the performance (we should really implement some things to do that in 3DMigoto... Oh, I'd love to get more details on the performance counters in the GPUs, but that is GPU specific and we are unlikely to ever support AMD's counters, but at least DirectX does have a way to take timing measurements that is GPU agnostic that we could look at implementing down the track)
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
Try the attached dxgi.dll, which is something that Bo3b put together for other games with similar problems - it is just a loader, so you will still need d3d11.dll from 3DMigoto in addition to this. We also have a special d3dcompiler_46.dll that also acts as a loader (which we use for Arkham Knight).
Edit: Attached 32bit version as well
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
That seems to have worked! The d3d11.dll is loading, however it fails with this:
I have no idea why that happens though... Any tips in trying to debug the issue further?
Many thanks!
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)
The thing is that 3Dmigoto makes the game crash at boot, even after trying all compatibility and hook options. Damn, I wanted to make the cursor be at dept :(. Here is the log, with verbose and unbuffered enabled:
Any ideas?
PS: congratulations in making that step forward in Shadow of War. The 32 bit dxgi.dll didn't work for PCSX2, though (no hooking yet).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Edit: I've opened an issue in Github.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
No idea what is happening there. The LoadLibrary is correctly using the System32 path, but is failing. Then the fallback path also fails using the chained path.
It doesn't seem to be some hard-ass copy-protection or fake security thing, because other tools like Reshade can apparently function. However, it's not completely smooth for them either, I see others with similar problems.
Only suggestion I can offer is to try DependencyWalker, and see what exactly is being hard loaded and in what order. You can have it launch the game (which will fail), but at least see what paths are being specifically loaded.
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
Trying Dependency Walker didn't give more info on the issue:( as steam complains it can't launch the damn game... grrr..
Edit:
However! Trying to run a cracked exe I get some info:
"The procedure entry "CreateDXGIFactory2" bla bla bbla wasn't located in C:\Windows\system32\d3d11.dll"
Also,
I found this post from Reshade:
https://reshade.me/forum/troubleshooting/3632-m-e-shadow-of-war-not-working-with-reshade#24278
Maybe this helps out pointing where the problem is?:)
I am running Win10, not 7 but who knows:)
Edit: This why the Load Library Fails:)
I also tried all possible combinations in the ini file for Allow DXGI Factory2 and fails with the above error :(
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)
Interesting post on Reshade forum. Assuming that is the correct analysis means that we cannot presently hook into this game on Win10. Since the game is being weird and using DXGI as the determining factor, we don't currently handle that scenario. Our DXGI loader doesn't have a way to return an error for this scenario, to push the game back to a normal path. We do wrap the CreateDXGIFactory2 call, so I'd expect this to work correctly on Win7.
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
I get this log:
D3D11CreateDevice() fails :(
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)
Actually that looks pretty good. The d3d11.dll was loaded properly, and the system one too. That is what I was expecting.
Do not use platform_update.
For everyone: Always leave it off, unless nothing else you have tried works. This isn't a case of more is better, the key aspect of the allow_* parameters is to give you options. platform_update is speculative, and probably does not work.
As a general rule, we do not want all of these parameters on. They are mutually exclusive. Change one at a time, or it'll never work.
In this case, there is a bug (found by Masterotaku) that will crash the game where they pass a null device pointer, and you leave platform_update enabled.
Best guess for this game is to just set allow_check_interface, like the original game. But first thing to try would be the 1.2.65 defaults.
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
I did try with the default initially. However, if I don't have allow_platform_update, I get an error, that It requires Windows & with SP1 patch installed. This seems to go away if I use allow_platform_update :(
I think I tried all of the combinations and neither worked:) All of them failed on CreatedDevice:)
I will retry it again this evening just to be sure:)
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)
OK, that would not be platform_update though, that would be SP1, which is the default on Win7 today. That means it was mad about us returning an error, and/or the wrong DX11 class.
Since allow_create_device=2 is now default, that suggests trying allow_create_device=1 would be most likely to work. If that fails, then it's worth trying =2, but then add hook=recommended.
Always possible it genuinely requires platform update, but the error message does not imply that.
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
I think I already tried create_device=1 & 2 and didn't work, but I didn't try the hook;) So maybe we can fool it around it ^_^
Will let you know if it works or not:)
Many thanks 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)
I have a short question. Is there a problem with 3D Migoto and SLI scaling? Because I had a few Games after applying the 3D fixes using 3D Migoto my SLI scaling went down from 90-99% to 50-60%.
Is there any way to fix this?
Thank you in advance!