Just returned to ESO the first time after the forced switch to Dx11 and tried the 3Dmigoto fix. Unfortunately it doesn't fix anything for me. Neither UI, shadows nor the sky are fixed. Only the convergence presets work and I can enable hunting mode with Numpad0. So 3Dmigoto seems to kick in but the shader fixes don't work. Do I have to use specific settings, a specific client, etc.? I don't have the steam version but the original one and use the 64bit client. My system is Win 7 and non-SLI.
Update: For comparison I hunted my VS for the sky and compared it to the fixed one: the CRCs are different. The only difference in the code was:
Fixed shader:
[code]vs_4_0[/code]
Hunted shader:
[code]vs_5_0
dcl_globalFlags refactoringAllowed[/code]
Tranfering the fix code for sky depth to my hunted VS worked.
The same goes for the PS: The fixed ones are ps_4_0 but the hunted ones are ps_5_0.
Is there a way to force the game to use shader version 4_0 instead of shader version 5_0?
I tried SET SIMPLE_SHADERS "1" in UserSettings.txt but the shaders still are version 5_0.
Just returned to ESO the first time after the forced switch to Dx11 and tried the 3Dmigoto fix. Unfortunately it doesn't fix anything for me. Neither UI, shadows nor the sky are fixed. Only the convergence presets work and I can enable hunting mode with Numpad0. So 3Dmigoto seems to kick in but the shader fixes don't work. Do I have to use specific settings, a specific client, etc.? I don't have the steam version but the original one and use the 64bit client. My system is Win 7 and non-SLI.
Update: For comparison I hunted my VS for the sky and compared it to the fixed one: the CRCs are different. The only difference in the code was:
Fixed shader:
vs_4_0
Hunted shader:
vs_5_0
dcl_globalFlags refactoringAllowed
Tranfering the fix code for sky depth to my hunted VS worked.
The same goes for the PS: The fixed ones are ps_4_0 but the hunted ones are ps_5_0.
Is there a way to force the game to use shader version 4_0 instead of shader version 5_0?
I tried SET SIMPLE_SHADERS "1" in UserSettings.txt but the shaders still are version 5_0.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Interesting... I will have a look. I can see how that would eff-up all the shader CRCs. Honestly, I am getting tired of updating this game every few months, sigh...
**UPDATE** I don't think you have the latest fix, all my files say vs/ps_5_0. The latest file name is "TESO_3dMigoto_DX11_v2.rar".
Interesting... I will have a look. I can see how that would eff-up all the shader CRCs. Honestly, I am getting tired of updating this game every few months, sigh...
**UPDATE** I don't think you have the latest fix, all my files say vs/ps_5_0. The latest file name is "TESO_3dMigoto_DX11_v2.rar".
Stupid me!!! Indeed I used v1 of Your fix I had stored some time ago instead of downloading v2. Sorry!
With v2 everything is fine now. Thank You so much for Your fix! I'm so glad that I can return to Tamriel again :)
Stupid me!!! Indeed I used v1 of Your fix I had stored some time ago instead of downloading v2. Sorry!
With v2 everything is fine now. Thank You so much for Your fix! I'm so glad that I can return to Tamriel again :)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote="3d4dd"]Stupid me!!! Indeed I used v1 of Your fix I had stored some time ago instead of downloading v2. Sorry!
With v2 everything is fine now. Thank You so much for Your fix! I'm so glad that I can return to Tamriel again :)[/quote]
Great news!
3d4dd said:Stupid me!!! Indeed I used v1 of Your fix I had stored some time ago instead of downloading v2. Sorry!
With v2 everything is fine now. Thank You so much for Your fix! I'm so glad that I can return to Tamriel again :)
"- There are the same issues with 'glowy lights' that the original DX9 fix had"
Depending on the situation (environment with a lot of shiny objects, rain, ect.) this issue can be quite obvious. So when playing with the Dx9 version before I was looking for a way to remove this issue. I discovered that SET SPECULAR_MAPS "0" in Usersetting.txt disabled the 'glowy lights' but everything looked very dull then. I managed to find the PS for specular lights and reduced it's intensity to 30% making the issue less obvious. Objects were less "shiny" then but still looked metallic etc.. More realistic, more "dark fantasy" than "high fantasy" ;)
I managed to modify some PS in the Dx11 in a similar way. Instead of using a fix value of 30% (0.3) I wanted to offer the possibility to change the value (0.7, 0.5, 0.3, 0.1) with a hotkey depending on the situation. For some reason using the (free?) iniparameter Z didn't worked from the start but only when I had reloaded the fix with F10 which always brakes the shadows. So I used iniparameter X (originally for UI depth) and then it worked. I have almost no experiences with 3Dmigoto... Here are the modified PS: https://s3.amazonaws.com/3d4dd/ESO+Specular+Lights.zip Maybe You could have a look at it and find a way to use a free iniparameter instead of X and add an additional hotkey to d3dx.ini for cycling through different intensities of specular lights? I don't know if it really is worth to be included in the official fix. Besides from this I could only test it in Glenumbra and the starting area of Morrowind. In my Dx9 workaround I had about a dozen PS that needed to be changed so there might be more that need to be detected...
"- There are the same issues with 'glowy lights' that the original DX9 fix had"
Depending on the situation (environment with a lot of shiny objects, rain, ect.) this issue can be quite obvious. So when playing with the Dx9 version before I was looking for a way to remove this issue. I discovered that SET SPECULAR_MAPS "0" in Usersetting.txt disabled the 'glowy lights' but everything looked very dull then. I managed to find the PS for specular lights and reduced it's intensity to 30% making the issue less obvious. Objects were less "shiny" then but still looked metallic etc.. More realistic, more "dark fantasy" than "high fantasy" ;)
I managed to modify some PS in the Dx11 in a similar way. Instead of using a fix value of 30% (0.3) I wanted to offer the possibility to change the value (0.7, 0.5, 0.3, 0.1) with a hotkey depending on the situation. For some reason using the (free?) iniparameter Z didn't worked from the start but only when I had reloaded the fix with F10 which always brakes the shadows. So I used iniparameter X (originally for UI depth) and then it worked. I have almost no experiences with 3Dmigoto... Here are the modified PS: https://s3.amazonaws.com/3d4dd/ESO+Specular+Lights.zip Maybe You could have a look at it and find a way to use a free iniparameter instead of X and add an additional hotkey to d3dx.ini for cycling through different intensities of specular lights? I don't know if it really is worth to be included in the official fix. Besides from this I could only test it in Glenumbra and the starting area of Morrowind. In my Dx9 workaround I had about a dozen PS that needed to be changed so there might be more that need to be detected...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Thanks for the feedback. The specular lights are hard - I've had some success at times but then other stuff breaks etc. The main problem trying to fix this game is that it crashes almost everytime a shader is changed and F10 is pressed, so it took an age to redo the shadows and the water reflections. I do plan on continuiuing to chip away at these lights, but I need a break from it lol ;-)
Thanks for the feedback. The specular lights are hard - I've had some success at times but then other stuff breaks etc. The main problem trying to fix this game is that it crashes almost everytime a shader is changed and F10 is pressed, so it took an age to redo the shadows and the water reflections. I do plan on continuiuing to chip away at these lights, but I need a break from it lol ;-)
Yes, it's really annoying that You have to restart the game after F10. Changing the shadow settings fixed sometimes the broken shader but after changing these settings the game created a new ShaderCache.cooked which took 2 times longer than just restarting the game...
The hotfix with reducing the intensity of specular lights works fine so far so there is no need to hurry ;)
Just in case You want to take a look at the game some time later. I don't know if it is a known issue that (at least in the new Morrowind content) hard dynamic shadows inside buildings/caves caused by some light sources like open fires or openings in the ceiling are broken. They are quite rare and if they are too obvious I just switch to CM for some minutes. Using the profile for Sniper Elite 3 works quite well and there are no conflicts with the 3Dmigoto fix so You can switch to CM and back on the fly. Only UI depth should be 0 then. But You will also notice then that real 3D is so much better. So thanks again for the fix!
Yes, it's really annoying that You have to restart the game after F10. Changing the shadow settings fixed sometimes the broken shader but after changing these settings the game created a new ShaderCache.cooked which took 2 times longer than just restarting the game...
The hotfix with reducing the intensity of specular lights works fine so far so there is no need to hurry ;)
Just in case You want to take a look at the game some time later. I don't know if it is a known issue that (at least in the new Morrowind content) hard dynamic shadows inside buildings/caves caused by some light sources like open fires or openings in the ceiling are broken. They are quite rare and if they are too obvious I just switch to CM for some minutes. Using the profile for Sniper Elite 3 works quite well and there are no conflicts with the 3Dmigoto fix so You can switch to CM and back on the fly. Only UI depth should be 0 then. But You will also notice then that real 3D is so much better. So thanks again for the fix!
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Thanks for the feedback on the shadows - it looks like a few new shaders have turned up with the expansion, and if I ever get there I should be able to fix them. In the meantime, if you can use 3DMigoto to dump the shaders (VS and PS) next time you see it, then send the files to me, I might be able to fix it remotely if it is the same pattern as other shadows.
Thanks for the feedback on the shadows - it looks like a few new shaders have turned up with the expansion, and if I ever get there I should be able to fix them. In the meantime, if you can use 3DMigoto to dump the shaders (VS and PS) next time you see it, then send the files to me, I might be able to fix it remotely if it is the same pattern as other shadows.
I've checked several locations and hunted 3 PS: https://s3.amazonaws.com/3d4dd/ESO_broken_shadows.zip One of them is unsure (23c92e52fa391780-ps_replace.txt). The VS for the shadows is already included in the fix (661d637d4af22850-vs_replace.txt).
I've checked several locations and hunted 3 PS: https://s3.amazonaws.com/3d4dd/ESO_broken_shadows.zip One of them is unsure (23c92e52fa391780-ps_replace.txt). The VS for the shadows is already included in the fix (661d637d4af22850-vs_replace.txt).
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote="3d4dd"]I've checked several locations and hunted 3 PS: https://s3.amazonaws.com/3d4dd/ESO_broken_shadows.zip One of them is unsure (23c92e52fa391780-ps_replace.txt). The VS for the shadows is already included in the fix (661d637d4af22850-vs_replace.txt).[/quote]
Thanks! I'll have a look at these in the next couple of days :-)
3d4dd said:I've checked several locations and hunted 3 PS: https://s3.amazonaws.com/3d4dd/ESO_broken_shadows.zip One of them is unsure (23c92e52fa391780-ps_replace.txt). The VS for the shadows is already included in the fix (661d637d4af22850-vs_replace.txt).
Thanks! I'll have a look at these in the next couple of days :-)
I have completed the new content of the Morrowind addon and discovered a special sky box shader in the Clockwork City. I managed to push it to more depth by comparing the code to an already fixed skybox: https://s3.amazonaws.com/3d4dd/ESO+Clockwork+City+Skybox.zip
I also tried to fix the PS for the broken shadows by comparison (they look to me very similar to fixed shaders like 842b693b0dcf60f9-ps_replace.txt) but without success :( So we still need an expert to take a look at it ;)
I have completed the new content of the Morrowind addon and discovered a special sky box shader in the Clockwork City. I managed to push it to more depth by comparing the code to an already fixed skybox: https://s3.amazonaws.com/3d4dd/ESO+Clockwork+City+Skybox.zip
I also tried to fix the PS for the broken shadows by comparison (they look to me very similar to fixed shaders like 842b693b0dcf60f9-ps_replace.txt) but without success :( So we still need an expert to take a look at it ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Mike is the best person that made the original fix and updated this one. He knows and understands this engine very well;)
From what I recall, you need both the VS and PS. From VS you need to send a matrix (can't remember which one - ModelView Matrix ?!?!) to the PS and use that one to correct the position. Again, this is me from the top of my head, remember how it got fixed:)
Maybe Mike has the time & willingness to take a look and update this one;)
Mike is the best person that made the original fix and updated this one. He knows and understands this engine very well;)
From what I recall, you need both the VS and PS. From VS you need to send a matrix (can't remember which one - ModelView Matrix ?!?!) to the PS and use that one to correct the position. Again, this is me from the top of my head, remember how it got fixed:)
Maybe Mike has the time & willingness to take a look and update this one;)
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
Thank You for Your help and suggestions!
@helifax: The VS used by the broken shadows is 661d637d4af22850-vs_replace.txt which already has been modified for the other shadows. So only the PS needs to be fixed - by Mike, I guess ;)
@The_Nephilim: Thank You for taking a look at the skybox shader :) But the shader was already fixed and I had uploaded it so that it could be included in the fix offered at the Helixmod blog.
Another observation I have made: on daytime the water reflections are very good but during nightime the game seems to use another shader for the light reflection of the moon which still is broken.
Like the broken shadows inside some buildings and caves it's really not a severe issue - just wanted to "report problems as you find them" as the blog post asks ;)
@helifax: The VS used by the broken shadows is 661d637d4af22850-vs_replace.txt which already has been modified for the other shadows. So only the PS needs to be fixed - by Mike, I guess ;)
@The_Nephilim: Thank You for taking a look at the skybox shader :) But the shader was already fixed and I had uploaded it so that it could be included in the fix offered at the Helixmod blog.
Another observation I have made: on daytime the water reflections are very good but during nightime the game seems to use another shader for the light reflection of the moon which still is broken.
Like the broken shadows inside some buildings and caves it's really not a severe issue - just wanted to "report problems as you find them" as the blog post asks ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Played a lot of the Morrowind expansion and only "new" issue I remember was the skybox in Clockwork City as was already mentioned earlier. I have been away and unable to play in 3D for almost a month but the only major issues I recall still are the reflections on some objects when it rains and how some shadows render improperly on buildings during sunrise/sunset time. Having things like quest markers and nameplates render in 3D correctly from the start makes the game easier to play in 3D.
Thanks again to Mike for taking time to work on this. :)
Played a lot of the Morrowind expansion and only "new" issue I remember was the skybox in Clockwork City as was already mentioned earlier. I have been away and unable to play in 3D for almost a month but the only major issues I recall still are the reflections on some objects when it rains and how some shadows render improperly on buildings during sunrise/sunset time. Having things like quest markers and nameplates render in 3D correctly from the start makes the game easier to play in 3D.
Thanks again to Mike for taking time to work on this. :)
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
Update: For comparison I hunted my VS for the sky and compared it to the fixed one: the CRCs are different. The only difference in the code was:
Fixed shader:
Hunted shader:
Tranfering the fix code for sky depth to my hunted VS worked.
The same goes for the PS: The fixed ones are ps_4_0 but the hunted ones are ps_5_0.
Is there a way to force the game to use shader version 4_0 instead of shader version 5_0?
I tried SET SIMPLE_SHADERS "1" in UserSettings.txt but the shaders still are version 5_0.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
**UPDATE** I don't think you have the latest fix, all my files say vs/ps_5_0. The latest file name is "TESO_3dMigoto_DX11_v2.rar".
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
With v2 everything is fine now. Thank You so much for Your fix! I'm so glad that I can return to Tamriel again :)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Great news!
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Depending on the situation (environment with a lot of shiny objects, rain, ect.) this issue can be quite obvious. So when playing with the Dx9 version before I was looking for a way to remove this issue. I discovered that SET SPECULAR_MAPS "0" in Usersetting.txt disabled the 'glowy lights' but everything looked very dull then. I managed to find the PS for specular lights and reduced it's intensity to 30% making the issue less obvious. Objects were less "shiny" then but still looked metallic etc.. More realistic, more "dark fantasy" than "high fantasy" ;)
I managed to modify some PS in the Dx11 in a similar way. Instead of using a fix value of 30% (0.3) I wanted to offer the possibility to change the value (0.7, 0.5, 0.3, 0.1) with a hotkey depending on the situation. For some reason using the (free?) iniparameter Z didn't worked from the start but only when I had reloaded the fix with F10 which always brakes the shadows. So I used iniparameter X (originally for UI depth) and then it worked. I have almost no experiences with 3Dmigoto... Here are the modified PS: https://s3.amazonaws.com/3d4dd/ESO+Specular+Lights.zip Maybe You could have a look at it and find a way to use a free iniparameter instead of X and add an additional hotkey to d3dx.ini for cycling through different intensities of specular lights? I don't know if it really is worth to be included in the official fix. Besides from this I could only test it in Glenumbra and the starting area of Morrowind. In my Dx9 workaround I had about a dozen PS that needed to be changed so there might be more that need to be detected...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
The hotfix with reducing the intensity of specular lights works fine so far so there is no need to hurry ;)
Just in case You want to take a look at the game some time later. I don't know if it is a known issue that (at least in the new Morrowind content) hard dynamic shadows inside buildings/caves caused by some light sources like open fires or openings in the ceiling are broken. They are quite rare and if they are too obvious I just switch to CM for some minutes. Using the profile for Sniper Elite 3 works quite well and there are no conflicts with the 3Dmigoto fix so You can switch to CM and back on the fly. Only UI depth should be 0 then. But You will also notice then that real 3D is so much better. So thanks again for the fix!
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Thanks! I'll have a look at these in the next couple of days :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I also tried to fix the PS for the broken shadows by comparison (they look to me very similar to fixed shaders like 842b693b0dcf60f9-ps_replace.txt) but without success :( So we still need an expert to take a look at it ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
From what I recall, you need both the VS and PS. From VS you need to send a matrix (can't remember which one - ModelView Matrix ?!?!) to the PS and use that one to correct the position. Again, this is me from the top of my head, remember how it got fixed:)
Maybe Mike has the time & willingness to take a look and update this one;)
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 linked it just rename the file to TXT..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
@helifax: The VS used by the broken shadows is 661d637d4af22850-vs_replace.txt which already has been modified for the other shadows. So only the PS needs to be fixed - by Mike, I guess ;)
@The_Nephilim: Thank You for taking a look at the skybox shader :) But the shader was already fixed and I had uploaded it so that it could be included in the fix offered at the Helixmod blog.
Another observation I have made: on daytime the water reflections are very good but during nightime the game seems to use another shader for the light reflection of the moon which still is broken.
Like the broken shadows inside some buildings and caves it's really not a severe issue - just wanted to "report problems as you find them" as the blog post asks ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Thanks again to Mike for taking time to work on this. :)
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2