[center][b][color="green"]3DMigoto 1.2.9 is up:[/color][/b]
[url]https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9[/url][/center]
The most significant impact is a fix for some of the texture CRCs, including compressed textures and texture arrays. This has the potential to change some of the texture CRCs in the fixes - I've tried to minimise this possibility by leaving any hashes that were "good enough" alone, but if you have used texture filtering or [TextureOverride] sections you should do a quick check to see if they are still working in this version.
This version includes fixes for a number of crashes, including:
- The 10 minute crash in Far Cry 4
- Several inconsistent crashes on launch in Far Cry 4
- Crash when reloading the config while 3D is disabled in the control panel (or using AMD/Intel)
The ini params resource will now work when stereo is disabled in the control panel or when using 3DMigoto with AMD/Intel cards, as will marking_mode=pink.
The most significant impact is a fix for some of the texture CRCs, including compressed textures and texture arrays. This has the potential to change some of the texture CRCs in the fixes - I've tried to minimise this possibility by leaving any hashes that were "good enough" alone, but if you have used texture filtering or [TextureOverride] sections you should do a quick check to see if they are still working in this version.
This version includes fixes for a number of crashes, including:
- The 10 minute crash in Far Cry 4
- Several inconsistent crashes on launch in Far Cry 4
- Crash when reloading the config while 3D is disabled in the control panel (or using AMD/Intel)
The ini params resource will now work when stereo is disabled in the control panel or when using 3DMigoto with AMD/Intel cards, as will marking_mode=pink.
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="DarkStarSword"]
- Crash when reloading the config while 3D is disabled in the control panel (or using AMD/Intel)
The ini params resource will now work when stereo is disabled in the control panel or when using 3DMigoto with AMD/Intel cards, as will marking_mode=pink.[/quote]
Great stuff! Thank you. Now I'll be able to do shader filtering in Dolphin for AMD users. I've been waiting for this :).
DarkStarSword said:
- Crash when reloading the config while 3D is disabled in the control panel (or using AMD/Intel)
The ini params resource will now work when stereo is disabled in the control panel or when using 3DMigoto with AMD/Intel cards, as will marking_mode=pink.
Great stuff! Thank you. Now I'll be able to do shader filtering in Dolphin for AMD users. I've been waiting for this :).
[quote="lefuneste"]It seems that the second shader is causing the problem, the first one looks more like additional effects.
The o2 output should be linked to the problem.
I tried some things with r0 stereoization for o2 but it didn't work, I can define a fix for a positive roll angle of the plane, but when I roll on the other side the problem is showing again. The more the roll angle is, the wider the dark area is.
If you can help...
[/quote]Sounds like you've already tried what I was going to suggest. This might be a case where the fix needs to go in the pixel shader - can you post the corresponding pixel shader?
lefuneste said:It seems that the second shader is causing the problem, the first one looks more like additional effects.
The o2 output should be linked to the problem.
I tried some things with r0 stereoization for o2 but it didn't work, I can define a fix for a positive roll angle of the plane, but when I roll on the other side the problem is showing again. The more the roll angle is, the wider the dark area is.
If you can help...
Sounds like you've already tried what I was going to suggest. This might be a case where the fix needs to go in the pixel shader - can you post the corresponding pixel shader?
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
I've added some documentation on the 3DMigoto wiki for resource copying and auto crosshair. This is pretty much a copy & paste of my earlier posts, but hopefully will be a bit easier to find:
https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying
https://github.com/bo3b/3Dmigoto/wiki/Auto-Crosshair
I've added some documentation on the 3DMigoto wiki for resource copying and auto crosshair. This is pretty much a copy & paste of my earlier posts, but hopefully will be a bit easier to find:
[quote="DarkStarSword"][center][b][color="green"]3DMigoto 1.2.9 is up:[/color][/b]
[url]https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9[/url][/center]
The most significant impact is a fix for some of the texture CRCs, including compressed textures and texture arrays. This has the potential to change some of the texture CRCs in the fixes - I've tried to minimise this possibility by leaving any hashes that were "good enough" alone, but if you have used texture filtering or [TextureOverride] sections you should do a quick check to see if they are still working in this version.
This version includes fixes for a number of crashes, including:
- The 10 minute crash in Far Cry 4
- Several inconsistent crashes on launch in Far Cry 4
- Crash when reloading the config while 3D is disabled in the control panel (or using AMD/Intel)
The ini params resource will now work when stereo is disabled in the control panel or when using 3DMigoto with AMD/Intel cards, as will marking_mode=pink.[/quote]
Many thanks for this. 3Dmigoto is so good I'm gonna be sad when games start becoming DX12 only, lol.
The most significant impact is a fix for some of the texture CRCs, including compressed textures and texture arrays. This has the potential to change some of the texture CRCs in the fixes - I've tried to minimise this possibility by leaving any hashes that were "good enough" alone, but if you have used texture filtering or [TextureOverride] sections you should do a quick check to see if they are still working in this version.
This version includes fixes for a number of crashes, including:
- The 10 minute crash in Far Cry 4
- Several inconsistent crashes on launch in Far Cry 4
- Crash when reloading the config while 3D is disabled in the control panel (or using AMD/Intel)
The ini params resource will now work when stereo is disabled in the control panel or when using 3DMigoto with AMD/Intel cards, as will marking_mode=pink.
Many thanks for this. 3Dmigoto is so good I'm gonna be sad when games start becoming DX12 only, lol.
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
DarkStarSword said:Sounds like you've already tried what I was going to suggest. This might be a case where the fix needs to go in the pixel shader - can you post the corresponding pixel shader?
I dump the pixel shader, and it is quite surprising to me:
Thanks to the authors of the patch to work. The work to remedy defects Nvidia 3D technology. What would they do without helifax and bo3b and other fans that hold everything from 3D Vision direction. Because all! modern games do not work in 3D without corrections. Except for one - Metro 2033.
And if the method of correction of incorrect shaders found, another problem remains unresolved.
Dominant eye. At Nvidia does not have a concept of the dominant eye. They invented the central eye.
[img]http://s019.radikal.ru/i615/1511/e5/770ceb0b796d.jpg[/img]
http://www.nvidia.com/docs/io/40505/wp-05482-001_v01-final.pdf
(maybe сyclop work for they? I would like to give Nvidia developers try to aim by middle eye.) But it did not work in the simulator which uses front and rear sights. At present, this problem is solved with the help of crutches. Such as laser sight, and the dropping of the convergence in 3Dmigoto utility.
This issue is discussed in detail in the topics.
https://forums.geforce.com/default/topic/360534/3d-vision/using-dominant-eye-to-replace-laser-sight-horizontal-offset-other-ideas-/1/
https://forums.geforce.com/default/topic/510743/3d-vision-driver-needs-view-offset-shift-option-33-/
The TriDef 3D for example, this problem is solved.
[img]http://3dvision-blog.com/wp-content/uploads/2012/03/tridef-3d-shift-one-eye-feature.jpg[/img]
For this reason I have a question. Is it possible in 3d Migoto-1.3.0 enter option dominant eye?
It is the cry of the soul and the last hope.
Thanks to the authors of the patch to work. The work to remedy defects Nvidia 3D technology. What would they do without helifax and bo3b and other fans that hold everything from 3D Vision direction. Because all! modern games do not work in 3D without corrections. Except for one - Metro 2033.
@YoZJik: I really like this idea, I think it could really be a lot better for iron sight viewing. I thought about this for awhile, and it's not a slam dunk, but I think this should be possible on some games. Probably not all, but maybe some that are interesting.
The 3D Vision Automatic in the driver that we use, always adds the left/right offset to every vertex shader as part of the automatic 3Dization. I don't think there is anything we can do code-wise to make this happen, it's all below our level in the driver itself.
We can't realistically rewrite the 3D Vision Automatic at this point, but we can possibly make a game tweak that would do what you want.
The idea would be to use 3Dmigoto to patch *every* VertexShader in the game, and add a specific offset that is half the total offset. We have the active eye available, and the full offset, in every shader, so it should be possible to calculate a half-offset and either subtract it or add it to the appropriate eye. This would have the effect of moving the center eye to either left or right to match a dominant eye.
Worth a try at least. Pick a game with known good behavior, like Alien Isolation. Or something on the simple side, maybe an Indie game you like. I'd specifically avoid any of the big name games- they tend to do a lot of crazy stuff and have too many shaders.
Dump out all the shaders, and figure out how to fix all the VertexShaders by offsetting the x location to a dominant eye. Reload all those in ShaderFixes, and see if it's viable.
This might break a game completely, but it seems like it's worth a try on one or two games.
@YoZJik: I really like this idea, I think it could really be a lot better for iron sight viewing. I thought about this for awhile, and it's not a slam dunk, but I think this should be possible on some games. Probably not all, but maybe some that are interesting.
The 3D Vision Automatic in the driver that we use, always adds the left/right offset to every vertex shader as part of the automatic 3Dization. I don't think there is anything we can do code-wise to make this happen, it's all below our level in the driver itself.
We can't realistically rewrite the 3D Vision Automatic at this point, but we can possibly make a game tweak that would do what you want.
The idea would be to use 3Dmigoto to patch *every* VertexShader in the game, and add a specific offset that is half the total offset. We have the active eye available, and the full offset, in every shader, so it should be possible to calculate a half-offset and either subtract it or add it to the appropriate eye. This would have the effect of moving the center eye to either left or right to match a dominant eye.
Worth a try at least. Pick a game with known good behavior, like Alien Isolation. Or something on the simple side, maybe an Indie game you like. I'd specifically avoid any of the big name games- they tend to do a lot of crazy stuff and have too many shaders.
Dump out all the shaders, and figure out how to fix all the VertexShaders by offsetting the x location to a dominant eye. Reload all those in ShaderFixes, and see if it's viable.
This might break a game completely, but it seems like it's worth a try on one or two games.
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
Also worth noting that it should be possible to change some profile settings to disable nvidia's stereo correction so that 3DMigoto is the only thing adjusting the shaders. May take a bit of fiddling to work out which setting is the best to achieve this, because we want to leave render targets stereoised and we still want all shaders run twice - we just don't want the driver to apply the stereo correction.
From the information we have from NVIDIA, I believe this should be achieved by setting bit 5 (0x10) in StereoTextureEnable, which they tell us means "When drawing in a Back buffer surface, the stereo separation is disabled all the time". I haven't tried this myself though.
It might be worth playing with fix_sv_position=1 in 3DMigoto. I haven't looked at the code behind that, but it purports to stereoise all shader parameters with a position semantic, which sounds like what the driver does. If that makes the game 3D again, we could potentially look at adding a feature to do something similar, but only adjust one eye.
Also worth noting that it should be possible to change some profile settings to disable nvidia's stereo correction so that 3DMigoto is the only thing adjusting the shaders. May take a bit of fiddling to work out which setting is the best to achieve this, because we want to leave render targets stereoised and we still want all shaders run twice - we just don't want the driver to apply the stereo correction.
From the information we have from NVIDIA, I believe this should be achieved by setting bit 5 (0x10) in StereoTextureEnable, which they tell us means "When drawing in a Back buffer surface, the stereo separation is disabled all the time". I haven't tried this myself though.
It might be worth playing with fix_sv_position=1 in 3DMigoto. I haven't looked at the code behind that, but it purports to stereoise all shader parameters with a position semantic, which sounds like what the driver does. If that makes the game 3D again, we could potentially look at adding a feature to do something similar, but only adjust one eye.
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
So what's the deal with getting 3DM to play nice with other wrappers using the proxy function? Does this actually work, or no? I tried to get ENBoost working with the Fallout 4 3DM fix, and no dice.
If I rename the 3DM d3d11.dll and link it in the ENB .ini using the ProxyLibrary field then the ENB patch loads fine, but doesn't load the 3DM fix (game loads, but shadows broken, etc). If I try it vice versa, and rename the ENB d3d11.dll and link it in the d3dx.ini by uncommenting out the 'proxy_d3d11' field and entering the renamed ENB .dll then I get a crash error when launching the Fallout4.exe.
Any ideas?
So what's the deal with getting 3DM to play nice with other wrappers using the proxy function? Does this actually work, or no? I tried to get ENBoost working with the Fallout 4 3DM fix, and no dice.
If I rename the 3DM d3d11.dll and link it in the ENB .ini using the ProxyLibrary field then the ENB patch loads fine, but doesn't load the 3DM fix (game loads, but shadows broken, etc). If I try it vice versa, and rename the ENB d3d11.dll and link it in the d3dx.ini by uncommenting out the 'proxy_d3d11' field and entering the renamed ENB .dll then I get a crash error when launching the Fallout4.exe.
Any ideas?
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
[quote="bo3b"] Worth a try at least. Pick a game with known good behavior, like Alien Isolation. Or something on the simple side, maybe an Indie game you like. I'd specifically avoid any of the big name games- they tend to do a lot of crazy stuff and have too many shaders.
Dump out all the shaders, and figure out how to fix all the VertexShaders by offsetting the x location to a dominant eye. Reload all those in ShaderFixes, and see if it's viable.
This might break a game completely, but it seems like it's worth a try on one or two games.[/quote]
I think it is worth trying the game, in which there is a transition from level to level. Because different shaders can be used at different levels.
Arma 2 or 3. Оr any other game with iron sight using.
As a result, GTA5, Fallaut 4 course. :)
7 - 8 years ago, I made a patch for STALKER. In configuration files of weapons I changed the location on the screen. It was worked in certain settings of convergence. It was notable crutch... but I finished the entire game using the dominant eye. This works fine.
Many dilletants asked - I have to squint the other eye? But professional swats answer - When aiming fast, especially with collimator, we use two eyes.
bo3b said: Worth a try at least. Pick a game with known good behavior, like Alien Isolation. Or something on the simple side, maybe an Indie game you like. I'd specifically avoid any of the big name games- they tend to do a lot of crazy stuff and have too many shaders.
Dump out all the shaders, and figure out how to fix all the VertexShaders by offsetting the x location to a dominant eye. Reload all those in ShaderFixes, and see if it's viable.
This might break a game completely, but it seems like it's worth a try on one or two games.
I think it is worth trying the game, in which there is a transition from level to level. Because different shaders can be used at different levels.
Arma 2 or 3. Оr any other game with iron sight using.
As a result, GTA5, Fallaut 4 course. :)
7 - 8 years ago, I made a patch for STALKER. In configuration files of weapons I changed the location on the screen. It was worked in certain settings of convergence. It was notable crutch... but I finished the entire game using the dominant eye. This works fine.
Many dilletants asked - I have to squint the other eye? But professional swats answer - When aiming fast, especially with collimator, we use two eyes.
[quote="YoZJik"][quote="bo3b"] Worth a try at least. Pick a game with known good behavior, like Alien Isolation. Or something on the simple side, maybe an Indie game you like. I'd specifically avoid any of the big name games- they tend to do a lot of crazy stuff and have too many shaders.
Dump out all the shaders, and figure out how to fix all the VertexShaders by offsetting the x location to a dominant eye. Reload all those in ShaderFixes, and see if it's viable.
This might break a game completely, but it seems like it's worth a try on one or two games.[/quote]I think it is worth trying the game, in which there is a transition from level to level. Because different shaders can be used at different levels.
Arma 2 or 3. Оr any other game with iron sight using.
As a result, GTA5, Fallaut 4 course. :)
7 - 8 years ago, I made a patch for STALKER. In configuration files of weapons I changed the location on the screen. It was worked in certain settings of convergence. It was notable crutch... but I finished the entire game using the dominant eye. This works fine.
Many dilletants asked - I have to squint the other eye? But professional swats answer - When aiming fast, especially with collimator, we use two eyes.[/quote]
Please do give this a try on a game of your choice.
If you get good results with a hand-fix, I think DarkStarSword is right, we can then patch the feature in 3Dmigoto that adds a trailing VS fix, but target all of vertices, not just ones for missing textures. Should be possible to have it automatically fix every Vertex Shader.
That work is only worthwhile if we can work out how to do it. Start with a game of your choice, and we can add some info on the actual code snippet to use.
bo3b said: Worth a try at least. Pick a game with known good behavior, like Alien Isolation. Or something on the simple side, maybe an Indie game you like. I'd specifically avoid any of the big name games- they tend to do a lot of crazy stuff and have too many shaders.
Dump out all the shaders, and figure out how to fix all the VertexShaders by offsetting the x location to a dominant eye. Reload all those in ShaderFixes, and see if it's viable.
This might break a game completely, but it seems like it's worth a try on one or two games.
I think it is worth trying the game, in which there is a transition from level to level. Because different shaders can be used at different levels.
Arma 2 or 3. Оr any other game with iron sight using.
As a result, GTA5, Fallaut 4 course. :)
7 - 8 years ago, I made a patch for STALKER. In configuration files of weapons I changed the location on the screen. It was worked in certain settings of convergence. It was notable crutch... but I finished the entire game using the dominant eye. This works fine.
Many dilletants asked - I have to squint the other eye? But professional swats answer - When aiming fast, especially with collimator, we use two eyes.
Please do give this a try on a game of your choice.
If you get good results with a hand-fix, I think DarkStarSword is right, we can then patch the feature in 3Dmigoto that adds a trailing VS fix, but target all of vertices, not just ones for missing textures. Should be possible to have it automatically fix every Vertex Shader.
That work is only worthwhile if we can work out how to do it. Start with a game of your choice, and we can add some info on the actual code snippet to use.
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="bo3b"]
If you get good results with a hand-fix, I think DarkStarSword is right, we can then patch the feature in 3Dmigoto that adds a trailing VS fix, but target all of vertices, not just ones for missing textures. Should be possible to have it automatically fix every Vertex Shader.
That work is only worthwhile if we can work out how to do it. Start with a game of your choice, and we can add some info on the actual code snippet to use.[/quote]
So game of my choice is Fallout 4. Because it is a topically. And thanks in advance for trying.
bo3b said:
If you get good results with a hand-fix, I think DarkStarSword is right, we can then patch the feature in 3Dmigoto that adds a trailing VS fix, but target all of vertices, not just ones for missing textures. Should be possible to have it automatically fix every Vertex Shader.
That work is only worthwhile if we can work out how to do it. Start with a game of your choice, and we can add some info on the actual code snippet to use.
So game of my choice is Fallout 4. Because it is a topically. And thanks in advance for trying.
https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9
The most significant impact is a fix for some of the texture CRCs, including compressed textures and texture arrays. This has the potential to change some of the texture CRCs in the fixes - I've tried to minimise this possibility by leaving any hashes that were "good enough" alone, but if you have used texture filtering or [TextureOverride] sections you should do a quick check to see if they are still working in this version.
This version includes fixes for a number of crashes, including:
- The 10 minute crash in Far Cry 4
- Several inconsistent crashes on launch in Far Cry 4
- Crash when reloading the config while 3D is disabled in the control panel (or using AMD/Intel)
The ini params resource will now work when stereo is disabled in the control panel or when using 3DMigoto with AMD/Intel cards, as will marking_mode=pink.
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
Great stuff! Thank you. Now I'll be able to do shader filtering in Dolphin for AMD users. I've been waiting for this :).
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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
https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying
https://github.com/bo3b/3Dmigoto/wiki/Auto-Crosshair
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
I test the 1.2.9 version of the wrapper with Mad Max and BFH and works ok with the original hashes.
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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
Many thanks for this. 3Dmigoto is so good I'm gonna be sad when games start becoming DX12 only, lol.
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
I dump the pixel shader, and it is quite surprising to me:
v0 and v1 are not used...I do not know how to start with it...
And if the method of correction of incorrect shaders found, another problem remains unresolved.
Dominant eye. At Nvidia does not have a concept of the dominant eye. They invented the central eye.
http://www.nvidia.com/docs/io/40505/wp-05482-001_v01-final.pdf
(maybe сyclop work for they? I would like to give Nvidia developers try to aim by middle eye.) But it did not work in the simulator which uses front and rear sights. At present, this problem is solved with the help of crutches. Such as laser sight, and the dropping of the convergence in 3Dmigoto utility.
This issue is discussed in detail in the topics.
https://forums.geforce.com/default/topic/360534/3d-vision/using-dominant-eye-to-replace-laser-sight-horizontal-offset-other-ideas-/1/
https://forums.geforce.com/default/topic/510743/3d-vision-driver-needs-view-offset-shift-option-33-/
The TriDef 3D for example, this problem is solved.
For this reason I have a question. Is it possible in 3d Migoto-1.3.0 enter option dominant eye?
It is the cry of the soul and the last hope.
The 3D Vision Automatic in the driver that we use, always adds the left/right offset to every vertex shader as part of the automatic 3Dization. I don't think there is anything we can do code-wise to make this happen, it's all below our level in the driver itself.
We can't realistically rewrite the 3D Vision Automatic at this point, but we can possibly make a game tweak that would do what you want.
The idea would be to use 3Dmigoto to patch *every* VertexShader in the game, and add a specific offset that is half the total offset. We have the active eye available, and the full offset, in every shader, so it should be possible to calculate a half-offset and either subtract it or add it to the appropriate eye. This would have the effect of moving the center eye to either left or right to match a dominant eye.
Worth a try at least. Pick a game with known good behavior, like Alien Isolation. Or something on the simple side, maybe an Indie game you like. I'd specifically avoid any of the big name games- they tend to do a lot of crazy stuff and have too many shaders.
Dump out all the shaders, and figure out how to fix all the VertexShaders by offsetting the x location to a dominant eye. Reload all those in ShaderFixes, and see if it's viable.
This might break a game completely, but it seems like it's worth a try on one or two games.
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From the information we have from NVIDIA, I believe this should be achieved by setting bit 5 (0x10) in StereoTextureEnable, which they tell us means "When drawing in a Back buffer surface, the stereo separation is disabled all the time". I haven't tried this myself though.
It might be worth playing with fix_sv_position=1 in 3DMigoto. I haven't looked at the code behind that, but it purports to stereoise all shader parameters with a position semantic, which sounds like what the driver does. If that makes the game 3D again, we could potentially look at adding a feature to do something similar, but only adjust one eye.
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If I rename the 3DM d3d11.dll and link it in the ENB .ini using the ProxyLibrary field then the ENB patch loads fine, but doesn't load the 3DM fix (game loads, but shadows broken, etc). If I try it vice versa, and rename the ENB d3d11.dll and link it in the d3dx.ini by uncommenting out the 'proxy_d3d11' field and entering the renamed ENB .dll then I get a crash error when launching the Fallout4.exe.
Any ideas?
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I think it is worth trying the game, in which there is a transition from level to level. Because different shaders can be used at different levels.
Arma 2 or 3. Оr any other game with iron sight using.
As a result, GTA5, Fallaut 4 course. :)
7 - 8 years ago, I made a patch for STALKER. In configuration files of weapons I changed the location on the screen. It was worked in certain settings of convergence. It was notable crutch... but I finished the entire game using the dominant eye. This works fine.
Many dilletants asked - I have to squint the other eye? But professional swats answer - When aiming fast, especially with collimator, we use two eyes.
Please do give this a try on a game of your choice.
If you get good results with a hand-fix, I think DarkStarSword is right, we can then patch the feature in 3Dmigoto that adds a trailing VS fix, but target all of vertices, not just ones for missing textures. Should be possible to have it automatically fix every Vertex Shader.
That work is only worthwhile if we can work out how to do it. Start with a game of your choice, and we can add some info on the actual code snippet to use.
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
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
So game of my choice is Fallout 4. Because it is a topically. And thanks in advance for trying.