How to fix/disable shaders in games(DLL,guide and fixes).
  31 / 167    
Thanks Chiz. I am winding down now before bed but will give it a shot in the morning after work. I am hoping to be able to fix it so it will give me hope to try and fix other games. The sequel for this game is out in April and will use an updated version of the original game. I am really looking forward to it and hope the game can be made 3D Vision friendly using this shader override technique.

I figured the mouse cursor might not be fixable in Amalur but I can live with it since the gameplay is now better with the transposed HUD and health bars over enemies.
Thanks Chiz. I am winding down now before bed but will give it a shot in the morning after work. I am hoping to be able to fix it so it will give me hope to try and fix other games. The sequel for this game is out in April and will use an updated version of the original game. I am really looking forward to it and hope the game can be made 3D Vision friendly using this shader override technique.



I figured the mouse cursor might not be fixable in Amalur but I can live with it since the gameplay is now better with the transposed HUD and health bars over enemies.

Posted 02/28/2012 06:23 PM   
Hi,

I just wanted to say that I found out a problem with the white textures that you put inside the ME3 Demo fix;)) (I know, I know still demo;)) ) You can see the problem during the start cinematic when they all turn to watch the monitor (TV) live action from UK (nothing appears on screen) Either is from the white textures or totally different problem;)) I wanted to let you know;)) Besides this! Awesome fix!!!

I will start looking into the possibility of fixing more games, reaaal soon;))

Best Regards,
Helifax
Hi,



I just wanted to say that I found out a problem with the white textures that you put inside the ME3 Demo fix;)) (I know, I know still demo;)) ) You can see the problem during the start cinematic when they all turn to watch the monitor (TV) live action from UK (nothing appears on screen) Either is from the white textures or totally different problem;)) I wanted to let you know;)) Besides this! Awesome fix!!!



I will start looking into the possibility of fixing more games, reaaal soon;))



Best Regards,

Helifax

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)

Posted 02/28/2012 06:25 PM   
@helifax.
It has to happen. Unfortunately I couldnt fix the main issue with me3 demo so I had remove it. You know the effect that makes it completely unplayable in 3d without the fix? Well when I remove it thats what happens. Hopefully someone can figure something out for release.

I am curious how Left for dead 2. Has hud + crosshair in same shader crc. Yet when you click the 3d laser sight. The hud changes but crosshair goes 3d.

*removed*
@helifax.

It has to happen. Unfortunately I couldnt fix the main issue with me3 demo so I had remove it. You know the effect that makes it completely unplayable in 3d without the fix? Well when I remove it thats what happens. Hopefully someone can figure something out for release.



I am curious how Left for dead 2. Has hud + crosshair in same shader crc. Yet when you click the 3d laser sight. The hud changes but crosshair goes 3d.



*removed*

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/28/2012 06:54 PM   
[quote name='eqzitara' date='27 February 2012 - 10:58 PM' timestamp='1330401511' post='1375995']
I found that. It must of been the area you were in where it looks good but its kills like 10% of detail when i do it. Like I cant see edges and tiles. Yeah if you are you gonna playthrough I will give you my override so you can go through. I wasnt sure if it was worth removing smoke. The effect isnt too bad. I removed the dirt effect cause no matter how I tried I couldnt fix it and character shadows.
[/quote]

Alright I'll download and test it out, thanks. Like was mentioned before, this would be the ultimate game in 3D because it has no HUD, no crosshair and is in first person. But certain little effects get in the way. If only EA had optimized this game for 3D. :(

My only other problem is ghosting because of the bright white texture work, but that's a monitor issue, not a game issue.
[quote name='eqzitara' date='27 February 2012 - 10:58 PM' timestamp='1330401511' post='1375995']

I found that. It must of been the area you were in where it looks good but its kills like 10% of detail when i do it. Like I cant see edges and tiles. Yeah if you are you gonna playthrough I will give you my override so you can go through. I wasnt sure if it was worth removing smoke. The effect isnt too bad. I removed the dirt effect cause no matter how I tried I couldnt fix it and character shadows.





Alright I'll download and test it out, thanks. Like was mentioned before, this would be the ultimate game in 3D because it has no HUD, no crosshair and is in first person. But certain little effects get in the way. If only EA had optimized this game for 3D. :(



My only other problem is ghosting because of the bright white texture work, but that's a monitor issue, not a game issue.

AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision

Posted 02/28/2012 09:46 PM   
Thanks chiz for the code conversion sum up.
I was looking up on Risen too and the issues/halos caused when shadows are turned on look difficult to fix. I found 2 vertex shaders that if you disable them, the halos around characters (not all halos from your character but all from others) are gone. Still lots of halos that would need to get fixed.
I actually was playing around with a few games. Some of them need shader conversion from 1.1 or 2.x to 3.0 and I found some parameters I don't know what to do with them.
[b]oFog
oC0[/b]

Any idea?
Thanks chiz for the code conversion sum up.

I was looking up on Risen too and the issues/halos caused when shadows are turned on look difficult to fix. I found 2 vertex shaders that if you disable them, the halos around characters (not all halos from your character but all from others) are gone. Still lots of halos that would need to get fixed.

I actually was playing around with a few games. Some of them need shader conversion from 1.1 or 2.x to 3.0 and I found some parameters I don't know what to do with them.

oFog

oC0




Any idea?

Thermaltake Tsunami Silver | Intel i5 750@3.8ghz | Cooler Master V8 | Asus P7P55D | Point of View GTX480 | Corsair TX950 | 8GB G-Skill Ripjaws 1600 7-8-7 | Mouse Logitech G5 | Saitek Gaming Keyboard | Sony HMZ T1/Acer GD245HQ | Nvidia 3D Vision | Windows 7 Enterprise 64-bit

Posted 02/28/2012 10:19 PM   
Yep, np, hope you guys find it useful, I think applying the fixes yourselves and getting results is a big part of the payoff to encourage you to try more with HeliX tools, so good luck with Risen!

@zarzon: oFog is dcl_fog for fog output register. I think oC0 is just another color output register. You can find a useful list of ASM and HLSL definitions here, it will at least give you some idea of what each code function does. http://msdn.microsoft.com/en-us/library/windows/desktop/bb205573(v=vs.85).aspx

Again, once you finish translating the code from 1.1/2.x to 3.0, try running it through override, if the translation is correct you'll get the same shader effect as it was originally, then you can begin modding it with custom code to fix things. Good luck!
Yep, np, hope you guys find it useful, I think applying the fixes yourselves and getting results is a big part of the payoff to encourage you to try more with HeliX tools, so good luck with Risen!



@zarzon: oFog is dcl_fog for fog output register. I think oC0 is just another color output register. You can find a useful list of ASM and HLSL definitions here, it will at least give you some idea of what each code function does. http://msdn.microsoft.com/en-us/library/windows/desktop/bb205573(v=vs.85).aspx



Again, once you finish translating the code from 1.1/2.x to 3.0, try running it through override, if the translation is correct you'll get the same shader effect as it was originally, then you can begin modding it with custom code to fix things. Good luck!

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W

Posted 02/28/2012 10:44 PM   
Thanks again chiz! I'm gonna give it a read and try it.
Thanks again chiz! I'm gonna give it a read and try it.

Thermaltake Tsunami Silver | Intel i5 750@3.8ghz | Cooler Master V8 | Asus P7P55D | Point of View GTX480 | Corsair TX950 | 8GB G-Skill Ripjaws 1600 7-8-7 | Mouse Logitech G5 | Saitek Gaming Keyboard | Sony HMZ T1/Acer GD245HQ | Nvidia 3D Vision | Windows 7 Enterprise 64-bit

Posted 02/28/2012 10:50 PM   
Someone mentioned earlier in the thread they get occasional crashes starting Mass Effect 2. Unfortunately, my ME2 crashes on startup every time. The intro screens play, then CTD, "Mass Effect 2 has stopped working." I've tried both shaderoverrides, same result; when I remove the helixmod files, the game works normally. Hope this can be fixed. Apologies if it's already been covered, kinda long thread & I haven't read it all yet.

I'm on Win7 64bit, 2x GTX560 SLI, 295.73 drivers, Steam version of the game.
Someone mentioned earlier in the thread they get occasional crashes starting Mass Effect 2. Unfortunately, my ME2 crashes on startup every time. The intro screens play, then CTD, "Mass Effect 2 has stopped working." I've tried both shaderoverrides, same result; when I remove the helixmod files, the game works normally. Hope this can be fixed. Apologies if it's already been covered, kinda long thread & I haven't read it all yet.



I'm on Win7 64bit, 2x GTX560 SLI, 295.73 drivers, Steam version of the game.

Posted 02/29/2012 12:49 AM   
[quote name='VanBurenPhilips' date='29 February 2012 - 12:49 AM' timestamp='1330476583' post='1376454']
Someone mentioned earlier in the thread they get occasional crashes starting Mass Effect 2. Unfortunately, my ME2 crashes on startup every time. The intro screens play, then CTD, "Mass Effect 2 has stopped working." I've tried both shaderoverrides, same result; when I remove the helixmod files, the game works normally. Hope this can be fixed. Apologies if it's already been covered, kinda long thread & I haven't read it all yet.

I'm on Win7 64bit, 2x GTX560 SLI, 295.73 drivers, Steam version of the game.
[/quote]
@van
INSTALLATION PROCEDURE/KNOWN ISSUES
INSTALLATION
All fixes require the fix and if not included with fix the [WWW]"RELEASE" file aka [WWW]DXD9.DLL and the games [WWW]"FIX" aka shaderoverride folder.
Folder layout should look like this:
(video games .exe folder)/[WWW]d3d9.dll
(video games .exe folder)/shaderoverride/
For example, to install fix for Assasin's Creed Brotherhood you sould put d3d9.dll from "Release.zip" into game folder when "ACBSP.exe" located.
After that download and extract "Assasin's Creed Brotherhood.zip" in the same folder, so you should have "d3d9.dll" and "ShadersOverride" in "Assasin's Creed Brotherhood" folder.
STEAM GAMES
Certain games WILL NOT work UNLESS you follow these instructions
Go into (Steam) settings->in-game-> disable steam community in game
ORIGIN GAMES
This fix WILL NOT work with Origin Games UNLESS you follow these instructions
Log into Origin client
settings->in game-> Uncheck the box that says enable Origin in Game.
AFTERBURNER
This will cause some games to crash at opening of game. If you have it enabled please disable it.
STILL NOT WORKING?
Try one of the [WWW]older versions of the Helix mod [WWW]here
Then try.
- download [WWW]Debug and [WWW]Debug Log and extract it to the game folder;
- run the game (load level if you can) and exit;

From the wiki link in my comment.

Look at steam games section.
[quote name='VanBurenPhilips' date='29 February 2012 - 12:49 AM' timestamp='1330476583' post='1376454']

Someone mentioned earlier in the thread they get occasional crashes starting Mass Effect 2. Unfortunately, my ME2 crashes on startup every time. The intro screens play, then CTD, "Mass Effect 2 has stopped working." I've tried both shaderoverrides, same result; when I remove the helixmod files, the game works normally. Hope this can be fixed. Apologies if it's already been covered, kinda long thread & I haven't read it all yet.



I'm on Win7 64bit, 2x GTX560 SLI, 295.73 drivers, Steam version of the game.



@van

INSTALLATION PROCEDURE/KNOWN ISSUES

INSTALLATION

All fixes require the fix and if not included with fix the [WWW]"RELEASE" file aka [WWW]DXD9.DLL and the games [WWW]"FIX" aka shaderoverride folder.

Folder layout should look like this:

(video games .exe folder)/[WWW]d3d9.dll

(video games .exe folder)/shaderoverride/

For example, to install fix for Assasin's Creed Brotherhood you sould put d3d9.dll from "Release.zip" into game folder when "ACBSP.exe" located.

After that download and extract "Assasin's Creed Brotherhood.zip" in the same folder, so you should have "d3d9.dll" and "ShadersOverride" in "Assasin's Creed Brotherhood" folder.

STEAM GAMES

Certain games WILL NOT work UNLESS you follow these instructions

Go into (Steam) settings->in-game-> disable steam community in game

ORIGIN GAMES

This fix WILL NOT work with Origin Games UNLESS you follow these instructions

Log into Origin client

settings->in game-> Uncheck the box that says enable Origin in Game.

AFTERBURNER

This will cause some games to crash at opening of game. If you have it enabled please disable it.

STILL NOT WORKING?

Try one of the [WWW]older versions of the Helix mod [WWW]here

Then try.

- download [WWW]Debug and [WWW]Debug Log and extract it to the game folder;

- run the game (load level if you can) and exit;



From the wiki link in my comment.



Look at steam games section.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/29/2012 01:58 AM   
Anyone got portal 2? I want to see something. If possible can someone run debug and sort out the crosshair for me.
Anyone got portal 2? I want to see something. If possible can someone run debug and sort out the crosshair for me.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/29/2012 04:18 AM   
Alright so I tested the Mirror's Edge fixes you uploaded, they look great and I did not notice any anomalies. I was looking for the shaders to disabled the depth of field and the tunnel vision effect when you run but I could not find the shaders that control them.

Also I don't know if you guys have seen this in any other games but the Mirrors Edge shaders are all in a shaders folder under \Mirror's Edge\Engine\Shaders, and you can read them with a text editor. They are also handily named according to what they do.

Anyway today I played a couple of chapters with the latest fixes and I did not see anything weird. I think Mirror's Edge is ready to go up on the wiki if you guys want to do that.
Alright so I tested the Mirror's Edge fixes you uploaded, they look great and I did not notice any anomalies. I was looking for the shaders to disabled the depth of field and the tunnel vision effect when you run but I could not find the shaders that control them.



Also I don't know if you guys have seen this in any other games but the Mirrors Edge shaders are all in a shaders folder under \Mirror's Edge\Engine\Shaders, and you can read them with a text editor. They are also handily named according to what they do.



Anyway today I played a couple of chapters with the latest fixes and I did not see anything weird. I think Mirror's Edge is ready to go up on the wiki if you guys want to do that.

AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision

Posted 02/29/2012 05:29 AM   
Another thing, the depth of field effect and bloom can be turned off via ini file. I found mine under

C:\Users\yourname\Documents\EA Games\Mirror's Edge\TdGame\Config

A couple of lines here standard to U3 engine games like depthoffield and bloom can be turned off and it makes the game a whole lot better. Still did not see the running blur effect in there though, it might be hard coded or in another ini file somewhere.

Might want to make a note on the wiki about editing the ini file for this game for getting the best 3D. I wish it had this stuff in the video menu. The ini file tweaks + the shader mod really makes this game something amazing.
Another thing, the depth of field effect and bloom can be turned off via ini file. I found mine under



C:\Users\yourname\Documents\EA Games\Mirror's Edge\TdGame\Config



A couple of lines here standard to U3 engine games like depthoffield and bloom can be turned off and it makes the game a whole lot better. Still did not see the running blur effect in there though, it might be hard coded or in another ini file somewhere.



Might want to make a note on the wiki about editing the ini file for this game for getting the best 3D. I wish it had this stuff in the video menu. The ini file tweaks + the shader mod really makes this game something amazing.

AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision

Posted 02/29/2012 05:50 AM   
What about dirt/ grafiti? Where its messed up based on convergence.

Posting it here in case anyone wants to take a crack at why it works. These two codes are portal 2 and left 4 dead 2 crosshairs. Crosshairs are 3d but hud is 2d. I give up on it = /
What about dirt/ grafiti? Where its messed up based on convergence.



Posting it here in case anyone wants to take a crack at why it works. These two codes are portal 2 and left 4 dead 2 crosshairs. Crosshairs are 3d but hud is 2d. I give up on it = /

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/29/2012 06:18 AM   
[quote name='chiz' date='28 February 2012 - 09:01 PM' timestamp='1330452072' post='1376260']
Ah cool, I didn't double-check but if that's the case, even better. Artox let us know if you aren't having any luck with just the vertex shader.
[/quote]

Well, I tried simply pasting a couple of lines from the Skydrift hud shaders under the line16 in the D70BA796.txt(specifically the one with the transparency alpha)
def c220, 0.0, 0.0, 0.0, -0.65
but it only seemed to screw up everything else and leave the UI untouched. As I said I really don't know what the hell I am doing so if anyone could give me a quick one-on-one tutorial on fixing, I'm all ears/eyes, if not I'm leaving stuff to the pros /wink.gif' class='bbc_emoticon' alt=';)' />
[quote name='chiz' date='28 February 2012 - 09:01 PM' timestamp='1330452072' post='1376260']

Ah cool, I didn't double-check but if that's the case, even better. Artox let us know if you aren't having any luck with just the vertex shader.





Well, I tried simply pasting a couple of lines from the Skydrift hud shaders under the line16 in the D70BA796.txt(specifically the one with the transparency alpha)

def c220, 0.0, 0.0, 0.0, -0.65

but it only seemed to screw up everything else and leave the UI untouched. As I said I really don't know what the hell I am doing so if anyone could give me a quick one-on-one tutorial on fixing, I'm all ears/eyes, if not I'm leaving stuff to the pros /wink.gif' class='bbc_emoticon' alt=';)' />
Posted 02/29/2012 08:27 AM   
[quote name='Artox' date='29 February 2012 - 03:27 AM' timestamp='1330504054' post='1376565']
Well, I tried simply pasting a couple of lines from the Skydrift hud shaders under the line16 in the D70BA796.txt(specifically the one with the transparency alpha)
def c220, 0.0, 0.0, 0.0, -0.65
but it only seemed to screw up everything else and leave the UI untouched. As I said I really don't know what the hell I am doing so if anyone could give me a quick one-on-one tutorial on fixing, I'm all ears/eyes, if not I'm leaving stuff to the pros /wink.gif' class='bbc_emoticon' alt=';)' />
[/quote]

OK I just verified it works in the vertex shader for one shader, I can walk you through one example and you can try on the rest yourself:

This is shader: A21C2D79.txt
[code]// Map
// Generated by Microsoft (R) HLSL Shader Compiler 9.22.949.2248
//
// Parameters:
//
// float4x4 gWorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// gWorldViewProj c8 4
//

vs_3_0
def c220, 0.20, 0, 0.0625, 0 //constant parameter for stereo texture vertex
def c210, 0, 0, 0, -0.50 //new constant parameter for transparency
dcl_position v0
dcl_color v1
dcl_2d s0 //2d sampler for 2d to 3d conversion
dcl_texcoord v2
dcl_texcoord o0.xy
dcl_color o1
dcl_position o2
dp4 r3.x, v0, c8
dp4 r3.y, v0, c9
dp4 r3.z, v0, c10
dp4 r3.w, v0, c11
mov o0.xy, v2
//mov o1, v1 //this is original color output with v1 input vertex
//alpha transform starts here
mov r4, v1 //original is 'mov o1, v1' but we want to transform o1 before output, so we write v1 value to temp register r4 first
add r4, r4, c210.w //to transform the alpha channel (w in rgbw > xyzw), we add r4 to c210.w which we defined as constant -0.50 which will cut opacity in half
mov o1, r4 //now we move back our transformed half-transparent r4 value back to output color register o1

texldl r1, c220.z, s0 //begin 2d to 3d code
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o2, r3 // mov from temporary register to output

// approximately 6 instruction slots used[/code]

Let me know if you have any questions.
[quote name='Artox' date='29 February 2012 - 03:27 AM' timestamp='1330504054' post='1376565']

Well, I tried simply pasting a couple of lines from the Skydrift hud shaders under the line16 in the D70BA796.txt(specifically the one with the transparency alpha)

def c220, 0.0, 0.0, 0.0, -0.65

but it only seemed to screw up everything else and leave the UI untouched. As I said I really don't know what the hell I am doing so if anyone could give me a quick one-on-one tutorial on fixing, I'm all ears/eyes, if not I'm leaving stuff to the pros /wink.gif' class='bbc_emoticon' alt=';)' />





OK I just verified it works in the vertex shader for one shader, I can walk you through one example and you can try on the rest yourself:



This is shader: A21C2D79.txt

// Map

// Generated by Microsoft (R) HLSL Shader Compiler 9.22.949.2248

//

// Parameters:

//

// float4x4 gWorldViewProj;

//

//

// Registers:

//

// Name Reg Size

// -------------- ----- ----

// gWorldViewProj c8 4

//



vs_3_0

def c220, 0.20, 0, 0.0625, 0 //constant parameter for stereo texture vertex

def c210, 0, 0, 0, -0.50 //new constant parameter for transparency

dcl_position v0

dcl_color v1

dcl_2d s0 //2d sampler for 2d to 3d conversion

dcl_texcoord v2

dcl_texcoord o0.xy

dcl_color o1

dcl_position o2

dp4 r3.x, v0, c8

dp4 r3.y, v0, c9

dp4 r3.z, v0, c10

dp4 r3.w, v0, c11

mov o0.xy, v2

//mov o1, v1 //this is original color output with v1 input vertex

//alpha transform starts here

mov r4, v1 //original is 'mov o1, v1' but we want to transform o1 before output, so we write v1 value to temp register r4 first

add r4, r4, c210.w //to transform the alpha channel (w in rgbw > xyzw), we add r4 to c210.w which we defined as constant -0.50 which will cut opacity in half

mov o1, r4 //now we move back our transformed half-transparent r4 value back to output color register o1



texldl r1, c220.z, s0 //begin 2d to 3d code

mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x

add r3.x, r3.x, -r1.x// correct output vertex position

mov o2, r3 // mov from temporary register to output



// approximately 6 instruction slots used




Let me know if you have any questions.

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W

Posted 02/29/2012 09:30 AM   
  31 / 167    
Scroll To Top