[quote="D-Man11"]Ty for the reply, I'll see what I can come up with.[/quote]Any luck? I had a hell of a time figuring out keys for my wireless multimedia keyboard that didn't have a NumPad... a lot of the keys/dec/hex values on asciitable.com are wrong...
I wanted the [ L ][ ; ][ ' ] row for PS and the [ , ][ . ][ / ] row for VS... I used the dec values for the keys on that table and the only key that would work as expected was L... eventually I found manually converting the hexadecimal values listed on the [url=https://msdn.microsoft.com/en-us/library/ms927178.aspx]Virtual Key Codes[/url] page worked as expected.
Once I got past banging my head off the wall for awhile there it was pretty straightforward... :)
[General]
PSPrevKey=76
PSNextKey=186
PSSaveKey=222
VSPrevKey=188
VSNextKey=190
VSSaveKey=191
D-Man11 said:Ty for the reply, I'll see what I can come up with.
Any luck? I had a hell of a time figuring out keys for my wireless multimedia keyboard that didn't have a NumPad... a lot of the keys/dec/hex values on asciitable.com are wrong...
I wanted the [ L ][ ; ][ ' ] row for PS and the [ , ][ . ][ / ] row for VS... I used the dec values for the keys on that table and the only key that would work as expected was L... eventually I found manually converting the hexadecimal values listed on the Virtual Key Codes page worked as expected.
Once I got past banging my head off the wall for awhile there it was pretty straightforward... :)
I probably can't try till Tuesday.
Lots of running around the next few days.
Thanks for the hints
edit: that worked, now on to the next hurdle. When I cycle, it only runs trough about 8 PS and VS shaders each. There should easily be a few hundred. I can see the character's coat disappear as I cycle the shader for it, so something is working. No idea why it's only showing a couple.
I'd assume that it shouldn't make a difference, if it's a disc game?
edit: that worked, now on to the next hurdle. When I cycle, it only runs trough about 8 PS and VS shaders each. There should easily be a few hundred. I can see the character's coat disappear as I cycle the shader for it, so something is working. No idea why it's only showing a couple.
I'd assume that it shouldn't make a difference, if it's a disc game?
Attempting to learn some things using 3DMigoto but I'm having some issues with Texture Filtering... pretty sure I'm doing it right...
I got the HUD rendering into Depth, then I wanted to isolate the Crosshair so I found the PS hash, analysed the frame, found multiple *.dds(same image) with only Crosshairs in them:
000***-ps-t0=!U!=d42c7300-vs=f7bd56fbe144c637-ps=6ff350e592b41808
I added the PS(not the VS) hashes and d42c7300 to the d3dx.ini:
[code][ShaderOverrideHUD]
Hash=6ff350e592b41808
x2=ps-t0
[TextureOverrideCrosshair]
Hash=d42c7300
filter_index=2[/code]
and edited the VS with an if (tex_filter.x == 2) { *Crosshair Correction* } else { *HUD Correction* } statement
And for the most part it's working as expected, 2 separate Depths for the HUD and Crosshair, with the exception of it's applying the Crosshair Depth to some random text elements, not sure if I did this right or not.
If I add [url=https://forums.geforce.com/default/topic/1004980/3d-vision/please-help-with-texture-filtering-in-3dmigoto/post/5132088/#5132088]post x2=0[/url] in after the ShaderOverride*:
[code][ShaderOverrideHUD]
Hash=6ff350e592b41808
x2=ps-t0
post x2=0[/code]
it fixes those text elements BUT then it breaks some other random ones... :/
Attempting to learn some things using 3DMigoto but I'm having some issues with Texture Filtering... pretty sure I'm doing it right...
I got the HUD rendering into Depth, then I wanted to isolate the Crosshair so I found the PS hash, analysed the frame, found multiple *.dds(same image) with only Crosshairs in them:
and edited the VS with an if (tex_filter.x == 2) { *Crosshair Correction* } else { *HUD Correction* } statement
And for the most part it's working as expected, 2 separate Depths for the HUD and Crosshair, with the exception of it's applying the Crosshair Depth to some random text elements, not sure if I did this right or not.
Today Path of exile 3.0 beta came out. (game is receiving 5 new acts in june) and too my horror they have broken some effects in 3d.
I was previously working on a fix for the hud and one broken league effect but I abandoned it since pushing the HUD to depth was causing the life globes to not work.
Then I started receiving black screen generic windows error crashes on starting up with 3dmigoto on startup so I gave up.
Now this has occured I really want to make a push to fix this as it's one of my favourite games.
can you guys give me any ideas on why it would all of a sudden start crashing on startup, is this common and are there any tweaks I can do to get around this?
I am adding the log in case that points to the source of the issue. (rename to .txt)
Today Path of exile 3.0 beta came out. (game is receiving 5 new acts in june) and too my horror they have broken some effects in 3d.
I was previously working on a fix for the hud and one broken league effect but I abandoned it since pushing the HUD to depth was causing the life globes to not work.
Then I started receiving black screen generic windows error crashes on starting up with 3dmigoto on startup so I gave up.
Now this has occured I really want to make a push to fix this as it's one of my favourite games.
can you guys give me any ideas on why it would all of a sudden start crashing on startup, is this common and are there any tweaks I can do to get around this?
I am adding the log in case that points to the source of the issue. (rename to .txt)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="necropants"]Today Path of exile 3.0 beta came out. (game is receiving 5 new acts in june) and too my horror they have broken some effects in 3d.
I was previously working on a fix for the hud and one broken league effect but I abandoned it since pushing the HUD to depth was causing the life globes to not work.
Then I started receiving black screen generic windows error crashes on starting up with 3dmigoto on startup so I gave up.
Now this has occured I really want to make a push to fix this as it's one of my favourite games.
can you guys give me any ideas on why it would all of a sudden start crashing on startup, is this common and are there any tweaks I can do to get around this?
I am adding the log in case that points to the source of the issue. (rename to .txt)[/quote]
My mistake. In the latest version 1.2.60, I left the "force_stereo=2", which is wrong. That's forcing it into Direct Mode, which isn't going to work.
Edit your d3dx.ini and set force_stereo=0.
necropants said:Today Path of exile 3.0 beta came out. (game is receiving 5 new acts in june) and too my horror they have broken some effects in 3d.
I was previously working on a fix for the hud and one broken league effect but I abandoned it since pushing the HUD to depth was causing the life globes to not work.
Then I started receiving black screen generic windows error crashes on starting up with 3dmigoto on startup so I gave up.
Now this has occured I really want to make a push to fix this as it's one of my favourite games.
can you guys give me any ideas on why it would all of a sudden start crashing on startup, is this common and are there any tweaks I can do to get around this?
I am adding the log in case that points to the source of the issue. (rename to .txt)
My mistake. In the latest version 1.2.60, I left the "force_stereo=2", which is wrong. That's forcing it into Direct Mode, which isn't going to work.
Edit your d3dx.ini and set force_stereo=0.
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
Ahh thanks.
game was actually starting in windows 7 but not 10, but it was not in stereo. Now it starts correctly in stereo on 7. But performance was through the floor until I disabled verbose logging.
Game has a bit more wrong with it that previously thought =( New water, bloom effects, some decal problems so far and some items rendered in one eye.
There was also a wierd problem where foliage would be in perfect 3d but when moving went back to screen depth, but it seems with 3dmigoto just running it resolves it.
In Windows seven I have got it working and pushed HUD back into depth and doing a run through to hunt problem shaders.
Game still crashes in windows 10 at startup though. (sameinstallation) I am using latest driver for both OS. Attached new log from W10
game was actually starting in windows 7 but not 10, but it was not in stereo. Now it starts correctly in stereo on 7. But performance was through the floor until I disabled verbose logging.
Game has a bit more wrong with it that previously thought =( New water, bloom effects, some decal problems so far and some items rendered in one eye.
There was also a wierd problem where foliage would be in perfect 3d but when moving went back to screen depth, but it seems with 3dmigoto just running it resolves it.
In Windows seven I have got it working and pushed HUD back into depth and doing a run through to hunt problem shaders.
Game still crashes in windows 10 at startup though. (sameinstallation) I am using latest driver for both OS. Attached new log from W10
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
@TsaebehT
The code seems OK.
One thing, the VS need to load the text_filter....don't see in the code you post. But seems you use it.
[code]
float4 tex_filter = IniParams.Load(int2(2,0));
if (tex_filter.x == 2) {
.
.
.}[/code]
Also there is a chance that the texture for the crosshair also have others icons, you can isolate only the crosshair creating a little square in the middle of the screen...so the crosshair depth is only apply in the little square. If an icon that also is in that texture pass over the little square also will get the crosshair depth
Little square code (were o0 is the position):
[code]if(o0.x > -0.35 && o0.x < 0.35 && o0.y > -0.35 && o0.y < 0.35) [/code]
You can tweak the 0,35 value for something else. If the crosshair is a little dot, you can decrease that value.
Hope this helps!
Also there is a chance that the texture for the crosshair also have others icons, you can isolate only the crosshair creating a little square in the middle of the screen...so the crosshair depth is only apply in the little square. If an icon that also is in that texture pass over the little square also will get the crosshair depth
@DHR
Thanks for the reply, I just wasn't sure if I was doing it right... I thought I was but where it was being wonky on me I wasn't too sure...
After I posted I saw Helifax was having the same issue and resorted to isolating the crosshair but he didn't mention how in the post, so thanks for that bit of code... it's a fairly big crosshair by default but you can scale it in the options, and it's off-centered, which you can also select which side in the options, even so I had to decrease those values a lot to isolate it in-game, -0.03, but like you mentioned if I pass over text/speech bubbles they jump to the crosshair depth... and to top it all off you can hold down Ctrl and move the crosshair anywhere on the screen...
I'll have to try reading/rereading the method DarkStarSword used on FC4 but that looks rather complex...
Pretty sure I found the portion of the texture that's giving me trouble, it's all crosshairs except for a small white rectangle and triangle in the corner, that and... there's another texture(dds) in the FrameAnalysisDump with the same exact hash, d42c7300, that makes up speech bubbles... not exactly sure how there can be 2 separate textures with the same hash but there are...
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/72940/[/img]
Thanks for the reply, I just wasn't sure if I was doing it right... I thought I was but where it was being wonky on me I wasn't too sure...
After I posted I saw Helifax was having the same issue and resorted to isolating the crosshair but he didn't mention how in the post, so thanks for that bit of code... it's a fairly big crosshair by default but you can scale it in the options, and it's off-centered, which you can also select which side in the options, even so I had to decrease those values a lot to isolate it in-game, -0.03, but like you mentioned if I pass over text/speech bubbles they jump to the crosshair depth... and to top it all off you can hold down Ctrl and move the crosshair anywhere on the screen...
I'll have to try reading/rereading the method DarkStarSword used on FC4 but that looks rather complex...
Pretty sure I found the portion of the texture that's giving me trouble, it's all crosshairs except for a small white rectangle and triangle in the corner, that and... there's another texture(dds) in the FrameAnalysisDump with the same exact hash, d42c7300, that makes up speech bubbles... not exactly sure how there can be 2 separate textures with the same hash but there are...
I've also wondered if the same technique would be successful for applying a different depth and convergence to a weapon in a FPS.
What would be nice, if the weapon had it's own seperate/child camera. First you could adjust/toyify the world and save the settings and then do the same for the weapon. Too often, if you toyify the world, the weapon is borked and on the extreme edges of each side, ruining the 3D. Sad thing is, that there doesn't seem to be a really good middle ground. But if the weapon had it's own camera, and a second set of depth and convergence settings could be adjusted and saved, things would look great.
I know that in one of the PDFs, Nvidia talked about two view ports with different values/settings. But I've never seen anything more about it.
edit: it seems that there is a way to do this
[url]https://forums.geforce.com/default/topic/806582/3d-vision/dying-light/post/4747868/#4747868[/url]
Sorry, I've only played a few FPS games
I've also wondered if the same technique would be successful for applying a different depth and convergence to a weapon in a FPS.
What would be nice, if the weapon had it's own seperate/child camera. First you could adjust/toyify the world and save the settings and then do the same for the weapon. Too often, if you toyify the world, the weapon is borked and on the extreme edges of each side, ruining the 3D. Sad thing is, that there doesn't seem to be a really good middle ground. But if the weapon had it's own camera, and a second set of depth and convergence settings could be adjusted and saved, things would look great.
I know that in one of the PDFs, Nvidia talked about two view ports with different values/settings. But I've never seen anything more about it.
[quote="necropants"]Ahh thanks.
game was actually starting in windows 7 but not 10, but it was not in stereo. Now it starts correctly in stereo on 7. But performance was through the floor until I disabled verbose logging.
Game has a bit more wrong with it that previously thought =( New water, bloom effects, some decal problems so far and some items rendered in one eye.
There was also a wierd problem where foliage would be in perfect 3d but when moving went back to screen depth, but it seems with 3dmigoto just running it resolves it.
In Windows seven I have got it working and pushed HUD back into depth and doing a run through to hunt problem shaders.
Game still crashes in windows 10 at startup though. (sameinstallation) I am using latest driver for both OS. Attached new log from W10[/quote]
I don't see anything out of the ordinary on that log for Win10. Nothing obviously going wrong there.
Maybe try the 1.2.61 version where I set it up to support Win10 better with different defaults.
If that still crashes, experiment with some of the other Win10 related options, in the [System] section like the allow_* variants, and the hook_* variants.
game was actually starting in windows 7 but not 10, but it was not in stereo. Now it starts correctly in stereo on 7. But performance was through the floor until I disabled verbose logging.
Game has a bit more wrong with it that previously thought =( New water, bloom effects, some decal problems so far and some items rendered in one eye.
There was also a wierd problem where foliage would be in perfect 3d but when moving went back to screen depth, but it seems with 3dmigoto just running it resolves it.
In Windows seven I have got it working and pushed HUD back into depth and doing a run through to hunt problem shaders.
Game still crashes in windows 10 at startup though. (sameinstallation) I am using latest driver for both OS. Attached new log from W10
I don't see anything out of the ordinary on that log for Win10. Nothing obviously going wrong there.
Maybe try the 1.2.61 version where I set it up to support Win10 better with different defaults.
If that still crashes, experiment with some of the other Win10 related options, in the [System] section like the allow_* variants, and the hook_* variants.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="TsaebehT"]@DHR
Thanks for the reply, I just wasn't sure if I was doing it right... I thought I was but where it was being wonky on me I wasn't too sure...
After I posted I saw Helifax was having the same issue and resorted to isolating the crosshair but he didn't mention how in the post, so thanks for that bit of code... it's a fairly big crosshair by default but you can scale it in the options, and it's off-centered, which you can also select which side in the options, even so I had to decrease those values a lot to isolate it in-game, -0.03, but like you mentioned if I pass over text/speech bubbles they jump to the crosshair depth... and to top it all off you can hold down Ctrl and move the crosshair anywhere on the screen...
I'll have to try reading/rereading the method DarkStarSword used on FC4 but that looks rather complex...
Pretty sure I found the portion of the texture that's giving me trouble, it's all crosshairs except for a small white rectangle and triangle in the corner, that and... there's another texture(dds) in the FrameAnalysisDump with the same exact hash, d42c7300, that makes up speech bubbles... not exactly sure how there can be 2 separate textures with the same hash but there are...
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/72940/[/img][/quote]
For these two having identical hash, that seems like most likely a bug, but it's always possible it's a hash collision. On images that different though, I'd be super surprised if the math collided. If you can edit the images, changing even a single pixel would make a different hash.
Can also try setting "get_resolution_from = depth_stencil" as it might be related to screen size.
Also maybe try "track_texture_updates=1" as it does seem like a strange conflict. I've not used this option, but the comments suggest it's worth a try.
Barring those working, you could also add shader code to see if you are working on the correct crosshair image. For example, in the PixelShader, you could test the pixel color, and if it were white, you'd know it was the balloon, not the crosshair.
Thanks for the reply, I just wasn't sure if I was doing it right... I thought I was but where it was being wonky on me I wasn't too sure...
After I posted I saw Helifax was having the same issue and resorted to isolating the crosshair but he didn't mention how in the post, so thanks for that bit of code... it's a fairly big crosshair by default but you can scale it in the options, and it's off-centered, which you can also select which side in the options, even so I had to decrease those values a lot to isolate it in-game, -0.03, but like you mentioned if I pass over text/speech bubbles they jump to the crosshair depth... and to top it all off you can hold down Ctrl and move the crosshair anywhere on the screen...
I'll have to try reading/rereading the method DarkStarSword used on FC4 but that looks rather complex...
Pretty sure I found the portion of the texture that's giving me trouble, it's all crosshairs except for a small white rectangle and triangle in the corner, that and... there's another texture(dds) in the FrameAnalysisDump with the same exact hash, d42c7300, that makes up speech bubbles... not exactly sure how there can be 2 separate textures with the same hash but there are...
For these two having identical hash, that seems like most likely a bug, but it's always possible it's a hash collision. On images that different though, I'd be super surprised if the math collided. If you can edit the images, changing even a single pixel would make a different hash.
Can also try setting "get_resolution_from = depth_stencil" as it might be related to screen size.
Also maybe try "track_texture_updates=1" as it does seem like a strange conflict. I've not used this option, but the comments suggest it's worth a try.
Barring those working, you could also add shader code to see if you are working on the correct crosshair image. For example, in the PixelShader, you could test the pixel color, and if it were white, you'd know it was the balloon, not the crosshair.
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
@TsaebehT
The [b]"!U!="[/b] part in the name...suggest the texture hash is "contaminated"...If you look the log should say that; i don't know what that's means..LOL...but maybe is the issue bo3b mention. In a few games i use texture hashes "contaminated" without issues, but in this case maybe produce an actual issue.
Try bo3b suggestion about "track_texture_updates=1"
The "!U!=" part in the name...suggest the texture hash is "contaminated"...If you look the log should say that; i don't know what that's means..LOL...but maybe is the issue bo3b mention. In a few games i use texture hashes "contaminated" without issues, but in this case maybe produce an actual issue.
Try bo3b suggestion about "track_texture_updates=1"
Thanks bo3b
Unfortunately I think I tried every combination mentioned in the INI and in most cases it actually seems to make it worse.
As far as it will get is a black startup screen and the 2d in game mouse appears. It was working sometime ago but I am not certain is an update to the wrapper of the game is when it started to fail.
Any ideas of an older build I can try?
Still works perfectly fine in Win 7. =/
Unfortunately I think I tried every combination mentioned in the INI and in most cases it actually seems to make it worse.
As far as it will get is a black startup screen and the 2d in game mouse appears. It was working sometime ago but I am not certain is an update to the wrapper of the game is when it started to fail.
Any ideas of an older build I can try?
Still works perfectly fine in Win 7. =/
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
@bo3b and DHR
Thanks, finally got a chance to mess around with it... track_texture_updates=1 seems to do the trick, now I'm getting new hashes with the old/shared hash in parenthesis, like so:
000273-ps-t0=347bbe08(d42c7300)-vs=f7bd56fbe144c637-ps=6ff350e592b41808.dds
000271-ps-t0=3c2722b6(d42c7300)-vs=f7bd56fbe144c637-ps=6ff350e592b41808.dds
Thanks, finally got a chance to mess around with it... track_texture_updates=1 seems to do the trick, now I'm getting new hashes with the old/shared hash in parenthesis, like so:
I wanted the [ L ][ ; ][ ' ] row for PS and the [ , ][ . ][ / ] row for VS... I used the dec values for the keys on that table and the only key that would work as expected was L... eventually I found manually converting the hexadecimal values listed on the Virtual Key Codes page worked as expected.
Once I got past banging my head off the wall for awhile there it was pretty straightforward... :)
[General]
PSPrevKey=76
PSNextKey=186
PSSaveKey=222
VSPrevKey=188
VSNextKey=190
VSSaveKey=191
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Lots of running around the next few days.
Thanks for the hints
edit: that worked, now on to the next hurdle. When I cycle, it only runs trough about 8 PS and VS shaders each. There should easily be a few hundred. I can see the character's coat disappear as I cycle the shader for it, so something is working. No idea why it's only showing a couple.
I'd assume that it shouldn't make a difference, if it's a disc game?
I got the HUD rendering into Depth, then I wanted to isolate the Crosshair so I found the PS hash, analysed the frame, found multiple *.dds(same image) with only Crosshairs in them:
000***-ps-t0=!U!=d42c7300-vs=f7bd56fbe144c637-ps=6ff350e592b41808
I added the PS(not the VS) hashes and d42c7300 to the d3dx.ini:
and edited the VS with an if (tex_filter.x == 2) { *Crosshair Correction* } else { *HUD Correction* } statement
And for the most part it's working as expected, 2 separate Depths for the HUD and Crosshair, with the exception of it's applying the Crosshair Depth to some random text elements, not sure if I did this right or not.
If I add post x2=0 in after the ShaderOverride*:
it fixes those text elements BUT then it breaks some other random ones... :/
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I was previously working on a fix for the hud and one broken league effect but I abandoned it since pushing the HUD to depth was causing the life globes to not work.
Then I started receiving black screen generic windows error crashes on starting up with 3dmigoto on startup so I gave up.
Now this has occured I really want to make a push to fix this as it's one of my favourite games.
can you guys give me any ideas on why it would all of a sudden start crashing on startup, is this common and are there any tweaks I can do to get around this?
I am adding the log in case that points to the source of the issue. (rename to .txt)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
My mistake. In the latest version 1.2.60, I left the "force_stereo=2", which is wrong. That's forcing it into Direct Mode, which isn't going to work.
Edit your d3dx.ini and set force_stereo=0.
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
game was actually starting in windows 7 but not 10, but it was not in stereo. Now it starts correctly in stereo on 7. But performance was through the floor until I disabled verbose logging.
Game has a bit more wrong with it that previously thought =( New water, bloom effects, some decal problems so far and some items rendered in one eye.
There was also a wierd problem where foliage would be in perfect 3d but when moving went back to screen depth, but it seems with 3dmigoto just running it resolves it.
In Windows seven I have got it working and pushed HUD back into depth and doing a run through to hunt problem shaders.
Game still crashes in windows 10 at startup though. (sameinstallation) I am using latest driver for both OS. Attached new log from W10
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
The code seems OK.
One thing, the VS need to load the text_filter....don't see in the code you post. But seems you use it.
Also there is a chance that the texture for the crosshair also have others icons, you can isolate only the crosshair creating a little square in the middle of the screen...so the crosshair depth is only apply in the little square. If an icon that also is in that texture pass over the little square also will get the crosshair depth
Little square code (were o0 is the position):
You can tweak the 0,35 value for something else. If the crosshair is a little dot, you can decrease that value.
Hope this helps!
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Thanks for the reply, I just wasn't sure if I was doing it right... I thought I was but where it was being wonky on me I wasn't too sure...
After I posted I saw Helifax was having the same issue and resorted to isolating the crosshair but he didn't mention how in the post, so thanks for that bit of code... it's a fairly big crosshair by default but you can scale it in the options, and it's off-centered, which you can also select which side in the options, even so I had to decrease those values a lot to isolate it in-game, -0.03, but like you mentioned if I pass over text/speech bubbles they jump to the crosshair depth... and to top it all off you can hold down Ctrl and move the crosshair anywhere on the screen...
I'll have to try reading/rereading the method DarkStarSword used on FC4 but that looks rather complex...
Pretty sure I found the portion of the texture that's giving me trouble, it's all crosshairs except for a small white rectangle and triangle in the corner, that and... there's another texture(dds) in the FrameAnalysisDump with the same exact hash, d42c7300, that makes up speech bubbles... not exactly sure how there can be 2 separate textures with the same hash but there are...
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What would be nice, if the weapon had it's own seperate/child camera. First you could adjust/toyify the world and save the settings and then do the same for the weapon. Too often, if you toyify the world, the weapon is borked and on the extreme edges of each side, ruining the 3D. Sad thing is, that there doesn't seem to be a really good middle ground. But if the weapon had it's own camera, and a second set of depth and convergence settings could be adjusted and saved, things would look great.
I know that in one of the PDFs, Nvidia talked about two view ports with different values/settings. But I've never seen anything more about it.
edit: it seems that there is a way to do this
https://forums.geforce.com/default/topic/806582/3d-vision/dying-light/post/4747868/#4747868
Sorry, I've only played a few FPS games
I don't see anything out of the ordinary on that log for Win10. Nothing obviously going wrong there.
Maybe try the 1.2.61 version where I set it up to support Win10 better with different defaults.
If that still crashes, experiment with some of the other Win10 related options, in the [System] section like the allow_* variants, and the hook_* variants.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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For these two having identical hash, that seems like most likely a bug, but it's always possible it's a hash collision. On images that different though, I'd be super surprised if the math collided. If you can edit the images, changing even a single pixel would make a different hash.
Can also try setting "get_resolution_from = depth_stencil" as it might be related to screen size.
Also maybe try "track_texture_updates=1" as it does seem like a strange conflict. I've not used this option, but the comments suggest it's worth a try.
Barring those working, you could also add shader code to see if you are working on the correct crosshair image. For example, in the PixelShader, you could test the pixel color, and if it were white, you'd know it was the balloon, not the crosshair.
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
The "!U!=" part in the name...suggest the texture hash is "contaminated"...If you look the log should say that; i don't know what that's means..LOL...but maybe is the issue bo3b mention. In a few games i use texture hashes "contaminated" without issues, but in this case maybe produce an actual issue.
Try bo3b suggestion about "track_texture_updates=1"
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Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Unfortunately I think I tried every combination mentioned in the INI and in most cases it actually seems to make it worse.
As far as it will get is a black startup screen and the 2d in game mouse appears. It was working sometime ago but I am not certain is an update to the wrapper of the game is when it started to fail.
Any ideas of an older build I can try?
Still works perfectly fine in Win 7. =/
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Thanks, finally got a chance to mess around with it... track_texture_updates=1 seems to do the trick, now I'm getting new hashes with the old/shared hash in parenthesis, like so:
000273-ps-t0=347bbe08(d42c7300)-vs=f7bd56fbe144c637-ps=6ff350e592b41808.dds
000271-ps-t0=3c2722b6(d42c7300)-vs=f7bd56fbe144c637-ps=6ff350e592b41808.dds
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]