Crysis 3 - 3D fix discussion
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Now that DarkStarSword is really succesful currently in fixing the game Lichdom - Battlemage there is some justified hope for a possible Crysis 3 3D Vision fix (also CryEngine 3). Since there is a lot going on already in the background concerning a possible fix I created this thread so the whole story can be covered in a dedicated thread from the beginning. Feel free to put everything concerning a possible Crysis 3 fix in this thread.
Now that DarkStarSword is really succesful currently in fixing the game Lichdom - Battlemage there is some justified hope for a possible Crysis 3 3D Vision fix (also CryEngine 3). Since there is a lot going on already in the background concerning a possible fix I created this thread so the whole story can be covered in a dedicated thread from the beginning.

Feel free to put everything concerning a possible Crysis 3 fix in this thread.

#1
Posted 07/09/2015 07:47 PM   
I was actually waiting for DarkStar to start new thread with some more info about progress but i guess it doesn`t matter who post it. Good move because the other topic got out of subject. BTW: Star Citizen shows how great this engine look in Real 3D ! worth to take a look.
I was actually waiting for DarkStar to start new thread with some more info about progress but i guess it doesn`t matter who post it. Good move because the other topic got out of subject.

BTW: Star Citizen shows how great this engine look in Real 3D ! worth to take a look.
For Crysis 3 here, I'm having success with 1.1.30 version of 3Dmigoto. For whatever reason, I don't get a crash, and the game runs fine. Successfully dumps 400 shaders. I can hunt shaders. Overlay only shows in one eye, but is working. It's really strange to go back to an x32 game after all this time. Interesting tidbit is that Crysis 3 also uses Hull and Domain shaders. Driver 350.12, no evil-update. Game does hang on exit. I'll keep looking.
For Crysis 3 here, I'm having success with 1.1.30 version of 3Dmigoto. For whatever reason, I don't get a crash, and the game runs fine. Successfully dumps 400 shaders. I can hunt shaders. Overlay only shows in one eye, but is working.

It's really strange to go back to an x32 game after all this time. Interesting tidbit is that Crysis 3 also uses Hull and Domain shaders.

Driver 350.12, no evil-update. Game does hang on exit. I'll keep looking.

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

#3
Posted 07/10/2015 02:08 AM   
By the way, TriDef Ignition's (DX11) profile for Crysis 3 looks great. If constrained by time, talented forum members like bo3b may want to first look at newer games like Batman (when PC version fixed) - as a suggestion...
By the way, TriDef Ignition's (DX11) profile for Crysis 3 looks great. If constrained by time, talented forum members like bo3b may want to first look at newer games like Batman (when PC version fixed) - as a suggestion...

#4
Posted 07/10/2015 02:52 AM   
Interesting. Lichdom ships both 32bit and 64bit executables and I've mostly been working with the 64bit one since that's what Steam launches. I'll be able to test Crysis 3 when I get home tonight. Lichdom is also using hull, domain and geometry shaders - I've already added a couple of halo fixes to them to fix water (domain), fire, smoke and fog (geometry) effects.
Interesting. Lichdom ships both 32bit and 64bit executables and I've mostly been working with the 64bit one since that's what Steam launches. I'll be able to test Crysis 3 when I get home tonight.

Lichdom is also using hull, domain and geometry shaders - I've already added a couple of halo fixes to them to fix water (domain), fire, smoke and fog (geometry) effects.

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

#5
Posted 07/10/2015 03:47 AM   
@bo3b....the game with the 1.1.4 version don't hang on exit...maybe you can check that version.
@bo3b....the game with the 1.1.4 version don't hang on exit...maybe you can check that version.

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#6
Posted 07/10/2015 02:34 PM   
A Real 3D Fix for Crysis 3 would be great. Thx guys for your engagement.
A Real 3D Fix for Crysis 3 would be great. Thx guys for your engagement.
#7
Posted 07/10/2015 02:46 PM   
Crysis 3 is being a little bit tricky with the latest 3DMigoto. Still digging into it, but here's what I know so far: - 3DMigoto gives me a DoubleBeepExit and the game doesn't start and no log file is produced. Sysinternals Process Monitor leads me to believe that the Deviare hook may not be working as I see searches for "original_nvapi.dll" hit the filesystem, which we expected to be caught by 3DMigoto. Notably, if I run Rohitab API trace, the game launches fine, and I can continue to... - IGO32.dll (Origin's overlay) calls D3D10CreateDeviceAndSwapChain(), which in turn calls into 3DMigoto's D3D11CreateDeviceAndSwapChain() with D3D_FEATURE_LEVEL_10_0 and we get a crash shortly there after (the game has already created a swap chain by this point). Disabling "Origin In Game" works around this issue. - I get an inconsistent crash further on. I haven't managed to get a debug log of this yet, as it seems whenever I enable the debug log it doesn't crash (could be coincidence, could be a race). If I get past that the game loads fine. 3DMigoto is able to kill CryEngine's 3D and neuter the separation lock. 3DMigoto's overlay is displayed in both eyes for me. Hunting mode causes a performance hit for me, but fortunately toggling it off clears that up, so I'm using hunting=2 to default to soft disabled.
Crysis 3 is being a little bit tricky with the latest 3DMigoto. Still digging into it, but here's what I know so far:

- 3DMigoto gives me a DoubleBeepExit and the game doesn't start and no log file is produced. Sysinternals Process Monitor leads me to believe that the Deviare hook may not be working as I see searches for "original_nvapi.dll" hit the filesystem, which we expected to be caught by 3DMigoto.

Notably, if I run Rohitab API trace, the game launches fine, and I can continue to...

- IGO32.dll (Origin's overlay) calls D3D10CreateDeviceAndSwapChain(), which in turn calls into 3DMigoto's D3D11CreateDeviceAndSwapChain() with D3D_FEATURE_LEVEL_10_0 and we get a crash shortly there after (the game has already created a swap chain by this point).

Disabling "Origin In Game" works around this issue.

- I get an inconsistent crash further on. I haven't managed to get a debug log of this yet, as it seems whenever I enable the debug log it doesn't crash (could be coincidence, could be a race).

If I get past that the game loads fine. 3DMigoto is able to kill CryEngine's 3D and neuter the separation lock. 3DMigoto's overlay is displayed in both eyes for me. Hunting mode causes a performance hit for me, but fortunately toggling it off clears that up, so I'm using hunting=2 to default to soft disabled.

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

#8
Posted 07/10/2015 03:27 PM   
On that Guided Hacking site, they mention some kind of code check that runs in Crysis 3 and needs disabled so that they can run their scripts. Perhaps the same applies to shader hacking? http://guidedhacking.com/showthread.php?3079-Crysis-3-RELOADED-Code-Check-Bypass
On that Guided Hacking site, they mention some kind of code check that runs in Crysis 3 and needs disabled so that they can run their scripts.

Perhaps the same applies to shader hacking?

http://guidedhacking.com/showthread.php?3079-Crysis-3-RELOADED-Code-Check-Bypass

#9
Posted 07/10/2015 03:58 PM   
I've fixed the crash in D3D10CreateDeviceAndSwapChain (which also affected UPlay games as I discovered when I went to test something in Far Cry 4). Still need to solve the issue with original_nvapi.dll not being intercepted.
I've fixed the crash in D3D10CreateDeviceAndSwapChain (which also affected UPlay games as I discovered when I went to test something in Far Cry 4). Still need to solve the issue with original_nvapi.dll not being intercepted.

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

#10
Posted 07/11/2015 05:20 AM   
I can also reproduce this crash now. It's definitely the evil-update. When running without the update I can run fine, with the update installed, I get the double-beep exit for missing nvapi.
I can also reproduce this crash now. It's definitely the evil-update. When running without the update I can run fine, with the update installed, I get the double-beep exit for missing nvapi.

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

#11
Posted 07/11/2015 11:17 AM   
[quote=""]I can also reproduce this crash now. It's definitely the evil-update. When running without the update I can run fine, with the update installed, I get the double-beep exit for missing nvapi.[/quote] @ Bo3b: Sorry for being a bit off topic but I have a question about what you stated here. What do you mean by 'the evil-update'? I have seen & heard this mentioned here and elsewhere but still not sure if you/they are referring to a Microsoft update or some specific Nvidia/App update? Whatever it is, could you perhaps share the update version/location? Thanks in advance! ~Nutz
said:I can also reproduce this crash now. It's definitely the evil-update. When running without the update I can run fine, with the update installed, I get the double-beep exit for missing nvapi.


@ Bo3b:

Sorry for being a bit off topic but I have a question about what you stated here. What do you mean by 'the evil-update'? I have seen & heard this mentioned here and elsewhere but still not sure if you/they are referring to a Microsoft update or some specific Nvidia/App update?

Whatever it is, could you perhaps share the update version/location?

Thanks in advance!

~Nutz

---- Core System Components ----

(MBD) EVGA® Classified™ (x58) E760
(CPU) Intel® i7™ '980x' (OC'd) @ 4.8Ghz
(CPU) Corsair® (CPU) Cooling™ (H50)
(MEM) Corsair® (MEM) Dominator(GT)™ 12GB @ 2000Mhz
(PSU) PC)P&C™ (PSU)'T12W' @ 1200w
(CSE) Cooler Master® Stacker™ (830)

---- (3D) Graphics Sub'Sys ----

(2x) EVGA® GTX'970 (SC) - Nvidia® SLi™
(1x) EVGA® GTX'660 (Ti) - Nvidia® PhysX™

(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
(1x) ASUS® (VG) 248(QE) - Nvidia® 3DVision™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™

---- Audio & System Control ----

(1x) ASUS® - Xonar™ (HDAV1.3)
(1x) VL'Sys® - MPlay202+ 'GUI' & (RF) Remote

---- Storage (HDD's) & Media (ODD's) PB & REC ----

(1x) (SSD) Samsung® - 850(PRO) '3D'Vertical™
(1x) (2TB) Seagate® - Hybrid Series™
(4x) (2TB) W.Digital® - 'Blacks'™
(2x) (ODD) LG® BluRay™ - 'Play'n'Burn'

---- Nvidia® (WHQL) Drivers (x64) In Use ----

(NV®)DR - v347.88 (WHQL) - Primary (GTA V)
(NV®)DR - v350.12 (WHQL) - Testing (Stable)
(NV®)DR - v353.06 (WHQL) - All Other Titles

#12
Posted 07/11/2015 03:12 PM   
[quote=""][quote=""]I can also reproduce this crash now. It's definitely the evil-update. When running without the update I can run fine, with the update installed, I get the double-beep exit for missing nvapi.[/quote] @ Bo3b: Sorry for being a bit off topic but I have a question about what you stated here. What do you mean by 'the evil-update'? I have seen & heard this mentioned here and elsewhere but still not sure if you/they are referring to a Microsoft update or some specific Nvidia/App update? Whatever it is, could you perhaps share the update version/location? Thanks in advance! ~Nutz [/quote] Bo3b will problably add more to it but i`ll help you before he answer - maybe you need it fast. - Go to Add/Remove Programs (Programs and Features). Select "View installed updates". - In the List search for "KB2670838". - Select it and UNISTALL IT!! KB2670838 - is the "evil update" Some game fixes actually require this update so be aware of what you playing at the moment. I believe Witcher 3 fix use to work only with this update but Dragon Age Inquisition needed this to be removed.
said:
said:I can also reproduce this crash now. It's definitely the evil-update. When running without the update I can run fine, with the update installed, I get the double-beep exit for missing nvapi.


@ Bo3b:

Sorry for being a bit off topic but I have a question about what you stated here. What do you mean by 'the evil-update'? I have seen & heard this mentioned here and elsewhere but still not sure if you/they are referring to a Microsoft update or some specific Nvidia/App update?

Whatever it is, could you perhaps share the update version/location?

Thanks in advance!

~Nutz

Bo3b will problably add more to it but i`ll help you before he answer - maybe you need it fast.

- Go to Add/Remove Programs (Programs and Features). Select "View installed updates".
- In the List search for "KB2670838".
- Select it and UNISTALL IT!!

KB2670838 - is the "evil update"

Some game fixes actually require this update so be aware of what you playing at the moment. I believe Witcher 3 fix use to work only with this update but Dragon Age Inquisition needed this to be removed.
Yep, removed is slightly better at the moment. Witcher3 now works with it removed. I put the evil update KB number in my signature as a handy reference.
Yep, removed is slightly better at the moment. Witcher3 now works with it removed.

I put the evil update KB number in my signature as a handy reference.

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

#14
Posted 07/12/2015 02:08 AM   
The latest version of 3DMigoto should fix the double beep exit on launch: https://github.com/bo3b/3Dmigoto/releases/download/1.1.34/3Dmigoto-1.1.34.zip The problem was a conflict with our hooks and Origin's. We hook LoadLibraryEx to catch nvapi64 bypassing us and Origin hooks LdrLoadLib to catch various DirectX / OpenGL libraries being loaded. As long as we load the library that we were asked to all is fine... but of course we don't and that confuses Origin - depending on which library hooked first that may cause the whole call to fail. We now fall back to using the full path if we find that the redirected load failed, which should resolve the issue.
The latest version of 3DMigoto should fix the double beep exit on launch:

https://github.com/bo3b/3Dmigoto/releases/download/1.1.34/3Dmigoto-1.1.34.zip

The problem was a conflict with our hooks and Origin's. We hook LoadLibraryEx to catch nvapi64 bypassing us and Origin hooks LdrLoadLib to catch various DirectX / OpenGL libraries being loaded. As long as we load the library that we were asked to all is fine... but of course we don't and that confuses Origin - depending on which library hooked first that may cause the whole call to fail.

We now fall back to using the full path if we find that the redirected load failed, which should resolve the issue.

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

#15
Posted 07/17/2015 05:57 PM   
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