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[quote="GreatZar"]Can I set separation to 0 somehow (i.e. disable stereo effect without switching s3d off)? Or at least lower then 1? I think that was possible in dx9 wrapper.[/quote]The driver has a hardcoded minimum separation value of 1% without turning stereo off - this is true for both DX11 and DX9.
GreatZar said:Can I set separation to 0 somehow (i.e. disable stereo effect without switching s3d off)? Or at least lower then 1? I think that was possible in dx9 wrapper.
The driver has a hardcoded minimum separation value of 1% without turning stereo off - this is true for both DX11 and DX9.

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Posted 05/15/2016 12:55 PM   
I have a problem in Final Fantasy X, with an effect that is used for multiple effects. Basically, I need to apply the typical correction formula to a TEXCOORD, buuuuut.... it only has 2 dimensions. [code]//Gravity. // ---- Created with 3Dmigoto v1.2.37 on Sun May 15 15:03:15 2016 cbuffer _Globals : register(b0) { float4 globalColorMask : packoffset(c0) = {1,1,1,1}; float4 globalColorMaskN : packoffset(c1) = {0,0,0,0}; float softParticleScale : packoffset(c2); float softParticleContrast : packoffset(c2.y); float softParticleEnabled : packoffset(c2.z); float doCameraFadeout : packoffset(c2.w); float cameraFadeoutFactor : packoffset(c3); float4x4 World : packoffset(c4); float4x4 WorldView : packoffset(c8); float4x4 WorldViewProjection : packoffset(c12); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : POSITION0, float3 v1 : NORMAL0, float4 v2 : COLOR0, float2 v3 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD0, out float3 o3 : TEXCOORD2) { float4 r0; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; r0.xyz = v0.xyz; r0.w = 1; o0.x = dot(r0.xyzw, WorldViewProjection._m00_m10_m20_m30); o0.y = dot(r0.xyzw, WorldViewProjection._m01_m11_m21_m31); o0.z = dot(r0.xyzw, WorldViewProjection._m02_m12_m22_m32); o0.w = dot(r0.xyzw, WorldViewProjection._m03_m13_m23_m33); o1.xyzw = v2.xyzw; o2.xy = v3.xy; //o2.x+=separation*(1-convergence*0.02); o3.xyz = v1.xyz; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.37 on Sun May 15 15:03:15 2016 // // // Buffer Definitions: // // cbuffer $Globals // { // // float4 globalColorMask; // Offset: 0 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 globalColorMaskN; // Offset: 16 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float softParticleScale; // Offset: 32 Size: 4 [unused] // float softParticleContrast; // Offset: 36 Size: 4 [unused] // float softParticleEnabled; // Offset: 40 Size: 4 [unused] // float doCameraFadeout; // Offset: 44 Size: 4 [unused] // float cameraFadeoutFactor; // Offset: 48 Size: 4 [unused] // float4x4 World; // Offset: 64 Size: 64 [unused] // float4x4 WorldView; // Offset: 128 Size: 64 [unused] // float4x4 WorldViewProjection; // Offset: 192 Size: 64 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // $Globals cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float xyz // COLOR 0 xyzw 2 NONE float xyzw // TEXCOORD 0 xy 3 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 0 xy 2 NONE float xy // TEXCOORD 2 xyz 3 NONE float xyz // vs_4_0 dcl_constantbuffer cb0[16], immediateIndexed dcl_input v0.xyz dcl_input v1.xyz dcl_input v2.xyzw dcl_input v3.xy dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xy dcl_output o3.xyz dcl_temps 1 mov r0.xyz, v0.xyzx mov r0.w, l(1.000000) dp4 o0.x, r0.xyzw, cb0[12].xyzw dp4 o0.y, r0.xyzw, cb0[13].xyzw dp4 o0.z, r0.xyzw, cb0[14].xyzw dp4 o0.w, r0.xyzw, cb0[15].xyzw mov o1.xyzw, v2.xyzw mov o2.xy, v3.xyxx mov o3.xyz, v1.xyzx ret // Approximately 10 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/[/code] "o2" is the output that needs the fix, but I don't have a depth value to use (the w of the other outputs doesn't work). Here is the pixel shader: [code]//Gravity PS. // ---- Created with 3Dmigoto v1.2.37 on Sun May 15 15:13:38 2016 cbuffer _Globals : register(b0) { float4 globalColorMask : packoffset(c0) = {1,1,1,1}; float4 globalColorMaskN : packoffset(c1) = {0,0,0,0}; float softParticleScale : packoffset(c2); float softParticleContrast : packoffset(c2.y); float softParticleEnabled : packoffset(c2.z); float doCameraFadeout : packoffset(c2.w); float cameraFadeoutFactor : packoffset(c3); float4x4 World : packoffset(c4); float4x4 WorldView : packoffset(c8); float4x4 WorldViewProjection : packoffset(c12); } SamplerState TextureSamplerState_s : register(s0); Texture2D<float4> ZBufferSampler : register(t0); Texture2D<float4> TextureSampler : register(t1); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float4 v1 : TEXCOORD1, float4 v2 : TEXCOORD0, float3 v3 : TEXCOORD2, out float4 o0 : SV_TARGET0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; r0.xy = v2.xy * float2(1,-1) + float2(0,1); r0.xyzw = TextureSampler.Sample(TextureSamplerState_s, r0.xy).xyzw; r0.w = 1; r0.xyzw = v1.wxyz * r0.wxyz; //r0.x+=separation*(r0.w-convergence); r1.x = cmp(0 != softParticleEnabled); if (r1.x != 0) { r1.xy = (int2)v0.xy; r1.zw = float2(0,0); r1.xyzw = ZBufferSampler.Load(r1.xyz).xyzw; r1.x = dot(r1.xyz, float3(0.99609381,0.00389099144,1.51991853e-005)); r1.x = -r1.x * 65535 + 65536; r1.y = -v0.z * 65535 + 65536; r1.xy = float2(65536,65536) / r1.xy; r1.x = r1.x + -r1.y; r1.y = softParticleScale * r1.x; r1.z = cmp(0.5 < r1.y); r1.w = -r1.x * softParticleScale + 1; r1.y = r1.z ? r1.w : r1.y; r1.y = saturate(r1.y + r1.y); r1.y = log2(r1.y); r1.y = softParticleContrast * r1.y; r1.y = exp2(r1.y); r1.w = 0.5 * r1.y; r1.y = -r1.y * 0.5 + 1; r1.y = r1.z ? r1.y : r1.w; r1.x = cmp(r1.x < -0.5); r1.x = r1.x ? 1 : r1.y; r0.x = r1.x * r0.x; } r1.x = 4 * r0.x; o0.xyz = r1.xxx * r0.yzw; r0.y = r0.x + r0.x; r0.x = -r0.x * 2 + 1; r0.x = cmp(r0.x < 0); if (r0.x != 0) discard; o0.w = r0.y; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.37 on Sun May 15 15:13:38 2016 // // // Buffer Definitions: // // cbuffer $Globals // { // // float4 globalColorMask; // Offset: 0 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 globalColorMaskN; // Offset: 16 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float softParticleScale; // Offset: 32 Size: 4 // float softParticleContrast; // Offset: 36 Size: 4 // float softParticleEnabled; // Offset: 40 Size: 4 // float doCameraFadeout; // Offset: 44 Size: 4 [unused] // float cameraFadeoutFactor; // Offset: 48 Size: 4 [unused] // float4x4 World; // Offset: 64 Size: 64 [unused] // float4x4 WorldView; // Offset: 128 Size: 64 [unused] // float4x4 WorldViewProjection; // Offset: 192 Size: 64 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // TextureSamplerState sampler NA NA 0 1 // ZBufferSampler texture float4 2d 0 1 // TextureSampler texture float4 2d 1 1 // $Globals cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyz // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 0 xy 2 NONE float xy // TEXCOORD 2 xyz 3 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_constantbuffer cb0[3], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_input_ps_siv linear noperspective v0.xyz, position dcl_input_ps linear v1.xyzw dcl_input_ps linear v2.xy dcl_output o0.xyzw dcl_temps 2 mad r0.xy, v2.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000) sample r0.xyzw, r0.xyxx, t1.xyzw, s0 mov r0.w, l(1.000000) mul r0.xyzw, r0.wxyz, v1.wxyz ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[2].z if_nz r1.x ftoi r1.xy, v0.xyxx mov r1.zw, l(0,0,0,0) ld r1.xyzw, r1.xyzw, t0.xyzw dp3 r1.x, r1.xyzx, l(0.996093810, 0.00389099144, 0.0000151991853, 0.000000) mad r1.x, -r1.x, l(65535.000000), l(65536.000000) mad r1.y, -v0.z, l(65535.000000), l(65536.000000) div r1.xy, l(65536.000000, 65536.000000, 0.000000, 0.000000), r1.xyxx add r1.x, -r1.y, r1.x mul r1.y, r1.x, cb0[2].x lt r1.z, l(0.500000), r1.y mad r1.w, -r1.x, cb0[2].x, l(1.000000) movc r1.y, r1.z, r1.w, r1.y add_sat r1.y, r1.y, r1.y log r1.y, r1.y mul r1.y, r1.y, cb0[2].y exp r1.y, r1.y mul r1.w, r1.y, l(0.500000) mad r1.y, -r1.y, l(0.500000), l(1.000000) movc r1.y, r1.z, r1.y, r1.w lt r1.x, r1.x, l(-0.500000) movc r1.x, r1.x, l(1.000000), r1.y mul r0.x, r0.x, r1.x endif mul r1.x, r0.x, l(4.000000) mul o0.xyz, r0.yzwy, r1.xxxx add r0.y, r0.x, r0.x mad r0.x, -r0.x, l(2.000000), l(1.000000) lt r0.x, r0.x, l(0.000000) discard_nz r0.x mov o0.w, r0.y ret // Approximately 37 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Any ideas?
I have a problem in Final Fantasy X, with an effect that is used for multiple effects. Basically, I need to apply the typical correction formula to a TEXCOORD, buuuuut.... it only has 2 dimensions.

//Gravity.
// ---- Created with 3Dmigoto v1.2.37 on Sun May 15 15:03:15 2016

cbuffer _Globals : register(b0)
{
float4 globalColorMask : packoffset(c0) = {1,1,1,1};
float4 globalColorMaskN : packoffset(c1) = {0,0,0,0};
float softParticleScale : packoffset(c2);
float softParticleContrast : packoffset(c2.y);
float softParticleEnabled : packoffset(c2.z);
float doCameraFadeout : packoffset(c2.w);
float cameraFadeoutFactor : packoffset(c3);
float4x4 World : packoffset(c4);
float4x4 WorldView : packoffset(c8);
float4x4 WorldViewProjection : packoffset(c12);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float3 v0 : POSITION0,
float3 v1 : NORMAL0,
float4 v2 : COLOR0,
float2 v3 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD0,
out float3 o3 : TEXCOORD2)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;

r0.xyz = v0.xyz;
r0.w = 1;
o0.x = dot(r0.xyzw, WorldViewProjection._m00_m10_m20_m30);
o0.y = dot(r0.xyzw, WorldViewProjection._m01_m11_m21_m31);
o0.z = dot(r0.xyzw, WorldViewProjection._m02_m12_m22_m32);
o0.w = dot(r0.xyzw, WorldViewProjection._m03_m13_m23_m33);
o1.xyzw = v2.xyzw;
o2.xy = v3.xy;
//o2.x+=separation*(1-convergence*0.02);
o3.xyz = v1.xyz;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.37 on Sun May 15 15:03:15 2016
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4 globalColorMask; // Offset: 0 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 globalColorMaskN; // Offset: 16 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float softParticleScale; // Offset: 32 Size: 4 [unused]
// float softParticleContrast; // Offset: 36 Size: 4 [unused]
// float softParticleEnabled; // Offset: 40 Size: 4 [unused]
// float doCameraFadeout; // Offset: 44 Size: 4 [unused]
// float cameraFadeoutFactor; // Offset: 48 Size: 4 [unused]
// float4x4 World; // Offset: 64 Size: 64 [unused]
// float4x4 WorldView; // Offset: 128 Size: 64 [unused]
// float4x4 WorldViewProjection; // Offset: 192 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// NORMAL 0 xyz 1 NONE float xyz
// COLOR 0 xyzw 2 NONE float xyzw
// TEXCOORD 0 xy 3 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
// TEXCOORD 2 xyz 3 NONE float xyz
//
vs_4_0
dcl_constantbuffer cb0[16], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyz
dcl_temps 1
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, r0.xyzw, cb0[12].xyzw
dp4 o0.y, r0.xyzw, cb0[13].xyzw
dp4 o0.z, r0.xyzw, cb0[14].xyzw
dp4 o0.w, r0.xyzw, cb0[15].xyzw
mov o1.xyzw, v2.xyzw
mov o2.xy, v3.xyxx
mov o3.xyz, v1.xyzx
ret
// Approximately 10 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


"o2" is the output that needs the fix, but I don't have a depth value to use (the w of the other outputs doesn't work).

Here is the pixel shader:

//Gravity PS.
// ---- Created with 3Dmigoto v1.2.37 on Sun May 15 15:13:38 2016

cbuffer _Globals : register(b0)
{
float4 globalColorMask : packoffset(c0) = {1,1,1,1};
float4 globalColorMaskN : packoffset(c1) = {0,0,0,0};
float softParticleScale : packoffset(c2);
float softParticleContrast : packoffset(c2.y);
float softParticleEnabled : packoffset(c2.z);
float doCameraFadeout : packoffset(c2.w);
float cameraFadeoutFactor : packoffset(c3);
float4x4 World : packoffset(c4);
float4x4 WorldView : packoffset(c8);
float4x4 WorldViewProjection : packoffset(c12);
}

SamplerState TextureSamplerState_s : register(s0);
Texture2D<float4> ZBufferSampler : register(t0);
Texture2D<float4> TextureSampler : register(t1);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : SV_POSITION0,
float4 v1 : TEXCOORD1,
float4 v2 : TEXCOORD0,
float3 v3 : TEXCOORD2,
out float4 o0 : SV_TARGET0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;

r0.xy = v2.xy * float2(1,-1) + float2(0,1);
r0.xyzw = TextureSampler.Sample(TextureSamplerState_s, r0.xy).xyzw;
r0.w = 1;
r0.xyzw = v1.wxyz * r0.wxyz;
//r0.x+=separation*(r0.w-convergence);
r1.x = cmp(0 != softParticleEnabled);
if (r1.x != 0) {
r1.xy = (int2)v0.xy;
r1.zw = float2(0,0);
r1.xyzw = ZBufferSampler.Load(r1.xyz).xyzw;
r1.x = dot(r1.xyz, float3(0.99609381,0.00389099144,1.51991853e-005));
r1.x = -r1.x * 65535 + 65536;
r1.y = -v0.z * 65535 + 65536;
r1.xy = float2(65536,65536) / r1.xy;
r1.x = r1.x + -r1.y;
r1.y = softParticleScale * r1.x;
r1.z = cmp(0.5 < r1.y);
r1.w = -r1.x * softParticleScale + 1;
r1.y = r1.z ? r1.w : r1.y;
r1.y = saturate(r1.y + r1.y);
r1.y = log2(r1.y);
r1.y = softParticleContrast * r1.y;
r1.y = exp2(r1.y);
r1.w = 0.5 * r1.y;
r1.y = -r1.y * 0.5 + 1;
r1.y = r1.z ? r1.y : r1.w;
r1.x = cmp(r1.x < -0.5);
r1.x = r1.x ? 1 : r1.y;
r0.x = r1.x * r0.x;
}
r1.x = 4 * r0.x;
o0.xyz = r1.xxx * r0.yzw;
r0.y = r0.x + r0.x;
r0.x = -r0.x * 2 + 1;
r0.x = cmp(r0.x < 0);
if (r0.x != 0) discard;
o0.w = r0.y;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.37 on Sun May 15 15:13:38 2016
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4 globalColorMask; // Offset: 0 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 globalColorMaskN; // Offset: 16 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float softParticleScale; // Offset: 32 Size: 4
// float softParticleContrast; // Offset: 36 Size: 4
// float softParticleEnabled; // Offset: 40 Size: 4
// float doCameraFadeout; // Offset: 44 Size: 4 [unused]
// float cameraFadeoutFactor; // Offset: 48 Size: 4 [unused]
// float4x4 World; // Offset: 64 Size: 64 [unused]
// float4x4 WorldView; // Offset: 128 Size: 64 [unused]
// float4x4 WorldViewProjection; // Offset: 192 Size: 64 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureSamplerState sampler NA NA 0 1
// ZBufferSampler texture float4 2d 0 1
// TextureSampler texture float4 2d 1 1
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyz
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
// TEXCOORD 2 xyz 3 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer cb0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 2
mad r0.xy, v2.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
sample r0.xyzw, r0.xyxx, t1.xyzw, s0
mov r0.w, l(1.000000)
mul r0.xyzw, r0.wxyz, v1.wxyz
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[2].z
if_nz r1.x
ftoi r1.xy, v0.xyxx
mov r1.zw, l(0,0,0,0)
ld r1.xyzw, r1.xyzw, t0.xyzw
dp3 r1.x, r1.xyzx, l(0.996093810, 0.00389099144, 0.0000151991853, 0.000000)
mad r1.x, -r1.x, l(65535.000000), l(65536.000000)
mad r1.y, -v0.z, l(65535.000000), l(65536.000000)
div r1.xy, l(65536.000000, 65536.000000, 0.000000, 0.000000), r1.xyxx
add r1.x, -r1.y, r1.x
mul r1.y, r1.x, cb0[2].x
lt r1.z, l(0.500000), r1.y
mad r1.w, -r1.x, cb0[2].x, l(1.000000)
movc r1.y, r1.z, r1.w, r1.y
add_sat r1.y, r1.y, r1.y
log r1.y, r1.y
mul r1.y, r1.y, cb0[2].y
exp r1.y, r1.y
mul r1.w, r1.y, l(0.500000)
mad r1.y, -r1.y, l(0.500000), l(1.000000)
movc r1.y, r1.z, r1.y, r1.w
lt r1.x, r1.x, l(-0.500000)
movc r1.x, r1.x, l(1.000000), r1.y
mul r0.x, r0.x, r1.x
endif
mul r1.x, r0.x, l(4.000000)
mul o0.xyz, r0.yzwy, r1.xxxx
add r0.y, r0.x, r0.x
mad r0.x, -r0.x, l(2.000000), l(1.000000)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.w, r0.y
ret
// Approximately 37 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/



Any ideas?

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 05/15/2016 04:53 PM   
What exactly is broken about the effect? Do any of these help: o0.x -= separation * (o0.w - convergence); o0.x += separation * (o0.w - convergence); o2.x += separation * (o0.w - convergence); o2.x += separation * (o0.w - convergence) / o0.w;
What exactly is broken about the effect? Do any of these help:

o0.x -= separation * (o0.w - convergence);
o0.x += separation * (o0.w - convergence);
o2.x += separation * (o0.w - convergence);
o2.x += separation * (o0.w - convergence) / o0.w;

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

Posted 05/16/2016 05:55 AM   
[quote="DarkStarSword"]It's very likely due to the fact that 3DMigoto rejects any attempts of games to use feature levels it doesn't support to avoid crashes in some games (supporting every possible feature level gets very complicated very quickly). There's now a few games impacted by this though (CoH2 is affected, and Shadows of Mordor looks like it might be as well, but that uses an older version of 3DMigoto that isn't affected), so perhaps it is time to revisit this.[/quote] Probably a good one for us to have an option to allow them through for cases where it's necessary. For Call of Pripyat, that doesn't look like the problem to me, but maybe. The Log shows only two calls to fetch IDXGIFactory2, which are denied by 3Dmigoto. And the game backs off to IDXGIFactory successfully. Game is supported on Win7 with no evil update, so our path should work. Also, CoP seems to have problems showing the DX11 options for other people as well. Doing a search I see numerous threads saying they don't have the options available. @DJ-RK: Still, worth trying an older version of 3Dmigoto without this change to see if fixes it or not.
DarkStarSword said:It's very likely due to the fact that 3DMigoto rejects any attempts of games to use feature levels it doesn't support to avoid crashes in some games (supporting every possible feature level gets very complicated very quickly). There's now a few games impacted by this though (CoH2 is affected, and Shadows of Mordor looks like it might be as well, but that uses an older version of 3DMigoto that isn't affected), so perhaps it is time to revisit this.

Probably a good one for us to have an option to allow them through for cases where it's necessary.


For Call of Pripyat, that doesn't look like the problem to me, but maybe. The Log shows only two calls to fetch IDXGIFactory2, which are denied by 3Dmigoto. And the game backs off to IDXGIFactory successfully. Game is supported on Win7 with no evil update, so our path should work.

Also, CoP seems to have problems showing the DX11 options for other people as well. Doing a search I see numerous threads saying they don't have the options available.


@DJ-RK: Still, worth trying an older version of 3Dmigoto without this change to see if fixes it or not.

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

Posted 05/16/2016 06:06 AM   
Thanks DarkStarSword and bo3b. I got to trying some older versions last evening, and found that version 1.2.13 and lower in the 1.2.x series work (1.1.x series crash on load, though), and 1.2.14 onwards don't work in the fashion as described, so that's where whatever change happened occurred that breaks compatibility with that game. For the most part 1.2.13 seems to be fine, except for a nasty issue that came up. Essentially, if I manage to load into the game quickly enough it would start in stereo 3D, but very shortly 3D would break and revert to a non-stereo image (although the HUD would still remain separated), and if left alone a bit longer like this, eventually the left eye would become frozen. I tried using frame analysis to locate a render target to set to stereomode=1 like DSS had helped me with another issue, found something that looked promising but didn't have any luck with that hash, but fortunately I've narrowed down the to a particular option in that game that can be set to avoid it on my end, however Blacksmith said that didn't work for him, but he's also running some additional mods which could be a factor and he's still doing some testing. Hopefully we can find a viable workaround, at least.
Thanks DarkStarSword and bo3b. I got to trying some older versions last evening, and found that version 1.2.13 and lower in the 1.2.x series work (1.1.x series crash on load, though), and 1.2.14 onwards don't work in the fashion as described, so that's where whatever change happened occurred that breaks compatibility with that game.

For the most part 1.2.13 seems to be fine, except for a nasty issue that came up. Essentially, if I manage to load into the game quickly enough it would start in stereo 3D, but very shortly 3D would break and revert to a non-stereo image (although the HUD would still remain separated), and if left alone a bit longer like this, eventually the left eye would become frozen. I tried using frame analysis to locate a render target to set to stereomode=1 like DSS had helped me with another issue, found something that looked promising but didn't have any luck with that hash, but fortunately I've narrowed down the to a particular option in that game that can be set to avoid it on my end, however Blacksmith said that didn't work for him, but he's also running some additional mods which could be a factor and he's still doing some testing. Hopefully we can find a viable workaround, at least.

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

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 05/16/2016 06:38 AM   
DarkStarSword (I can't quote from my phone), the problem is the typical "double depth" haloing, although this time the texcoord doesn't have z and w axes. I still have to wait almost 12 hours until I can try anything, but your 3rd suggestion doesn't work, for example. It affects the influence of convergence, but it isn't the needed value.
DarkStarSword (I can't quote from my phone), the problem is the typical "double depth" haloing, although this time the texcoord doesn't have z and w axes.

I still have to wait almost 12 hours until I can try anything, but your 3rd suggestion doesn't work, for example. It affects the influence of convergence, but it isn't the needed value.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 05/16/2016 07:39 AM   
[quote="DJ-RK"]Thanks DarkStarSword and bo3b. I got to trying some older versions last evening, and found that version 1.2.13 and lower in the 1.2.x series work (1.1.x series crash on load, though), and 1.2.14 onwards don't work in the fashion as described, so that's where whatever change happened occurred that breaks compatibility with that game. For the most part 1.2.13 seems to be fine, except for a nasty issue that came up. Essentially, if I manage to load into the game quickly enough it would start in stereo 3D, but very shortly 3D would break and revert to a non-stereo image (although the HUD would still remain separated), and if left alone a bit longer like this, eventually the left eye would become frozen. I tried using frame analysis to locate a render target to set to stereomode=1 like DSS had helped me with another issue, found something that looked promising but didn't have any luck with that hash, but fortunately I've narrowed down the to a particular option in that game that can be set to avoid it on my end, however Blacksmith said that didn't work for him, but he's also running some additional mods which could be a factor and he's still doing some testing. Hopefully we can find a viable workaround, at least.[/quote] Based on your debug there using older versions, it is likely that this game is unhappy about the return of E_NOINTERFACE. Looking at the change logs, that fix was added right around that time, probably in 1.2.14.
DJ-RK said:Thanks DarkStarSword and bo3b. I got to trying some older versions last evening, and found that version 1.2.13 and lower in the 1.2.x series work (1.1.x series crash on load, though), and 1.2.14 onwards don't work in the fashion as described, so that's where whatever change happened occurred that breaks compatibility with that game.

For the most part 1.2.13 seems to be fine, except for a nasty issue that came up. Essentially, if I manage to load into the game quickly enough it would start in stereo 3D, but very shortly 3D would break and revert to a non-stereo image (although the HUD would still remain separated), and if left alone a bit longer like this, eventually the left eye would become frozen. I tried using frame analysis to locate a render target to set to stereomode=1 like DSS had helped me with another issue, found something that looked promising but didn't have any luck with that hash, but fortunately I've narrowed down the to a particular option in that game that can be set to avoid it on my end, however Blacksmith said that didn't work for him, but he's also running some additional mods which could be a factor and he's still doing some testing. Hopefully we can find a viable workaround, at least.

Based on your debug there using older versions, it is likely that this game is unhappy about the return of E_NOINTERFACE. Looking at the change logs, that fix was added right around that time, probably in 1.2.14.

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

Posted 05/16/2016 09:33 AM   
[quote="DarkStarSword"] o0.x -= separation * (o0.w - convergence); o0.x += separation * (o0.w - convergence); o2.x += separation * (o0.w - convergence); o2.x += separation * (o0.w - convergence) / o0.w; [/quote] After trying them, none fixed the problem. Thank you for the help, anyway :).
DarkStarSword said:
o0.x -= separation * (o0.w - convergence);
o0.x += separation * (o0.w - convergence);
o2.x += separation * (o0.w - convergence);
o2.x += separation * (o0.w - convergence) / o0.w;


After trying them, none fixed the problem. Thank you for the help, anyway :).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 05/16/2016 08:10 PM   
[quote="bo3b"]Based on your debug there using older versions, it is likely that this game is unhappy about the return of E_NOINTERFACE. Looking at the change logs, that fix was added right around that time, probably in 1.2.14.[/quote] Well, after further testing, I'm sad to say that going back to the previous version seems to be a bust. Nothing seems to overcome this issue with 2D breaking. Also, lighting shaders that were previously fixed seem to be breaking as well. I'm not sure how feasible it would be, but if it's not too much touble, is there any possibility of a hotfixed version of 3DMigoto from a more recent build that removes or toggles that option? Doesn't have to be soon, or an official version, of course.
bo3b said:Based on your debug there using older versions, it is likely that this game is unhappy about the return of E_NOINTERFACE. Looking at the change logs, that fix was added right around that time, probably in 1.2.14.


Well, after further testing, I'm sad to say that going back to the previous version seems to be a bust. Nothing seems to overcome this issue with 2D breaking. Also, lighting shaders that were previously fixed seem to be breaking as well.

I'm not sure how feasible it would be, but if it's not too much touble, is there any possibility of a hotfixed version of 3DMigoto from a more recent build that removes or toggles that option? Doesn't have to be soon, or an official version, of course.

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

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 05/16/2016 09:25 PM   
[quote="DJ-RK"][quote="bo3b"]Based on your debug there using older versions, it is likely that this game is unhappy about the return of E_NOINTERFACE. Looking at the change logs, that fix was added right around that time, probably in 1.2.14.[/quote]Well, after further testing, I'm sad to say that going back to the previous version seems to be a bust. Nothing seems to overcome this issue with 2D breaking. Also, lighting shaders that were previously fixed seem to be breaking as well. I'm not sure how feasible it would be, but if it's not too much touble, is there any possibility of a hotfixed version of 3DMigoto from a more recent build that removes or toggles that option? Doesn't have to be soon, or an official version, of course.[/quote] It's an easy change, I'll make a new version later today.
DJ-RK said:
bo3b said:Based on your debug there using older versions, it is likely that this game is unhappy about the return of E_NOINTERFACE. Looking at the change logs, that fix was added right around that time, probably in 1.2.14.
Well, after further testing, I'm sad to say that going back to the previous version seems to be a bust. Nothing seems to overcome this issue with 2D breaking. Also, lighting shaders that were previously fixed seem to be breaking as well.

I'm not sure how feasible it would be, but if it's not too much touble, is there any possibility of a hotfixed version of 3DMigoto from a more recent build that removes or toggles that option? Doesn't have to be soon, or an official version, of course.

It's an easy change, I'll make a new version later today.

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

Posted 05/16/2016 11:57 PM   
That's great. Thanks!
That's great. Thanks!

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

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 05/17/2016 05:37 AM   
Looking at the code, this doesn't seem to be a slam-dunk. We do have a Factory2 path, but the comments state that it crashes. I don't have CoP, so I can't directly test changes here, and so I can possibly make a build that just crashes for you. [s]Let's try one more thing to clarify this before going that route. Can you try to uninstall the evil-update KB2670838? Then look at the game and see if it has the same missing options? It seems to me that the game really needs to support that missing update case, but it might still drop back to fewer options. [/s] Edit: Ah, I see you already noted this. Works fine under Win7 and fails under Win10. Awesome.
Looking at the code, this doesn't seem to be a slam-dunk. We do have a Factory2 path, but the comments state that it crashes. I don't have CoP, so I can't directly test changes here, and so I can possibly make a build that just crashes for you.

Let's try one more thing to clarify this before going that route. Can you try to uninstall the evil-update KB2670838? Then look at the game and see if it has the same missing options?

It seems to me that the game really needs to support that missing update case, but it might still drop back to fewer options.


Edit: Ah, I see you already noted this. Works fine under Win7 and fails under Win10. Awesome.

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

Posted 05/17/2016 10:04 AM   
FWIW I do have Call of Pripyat (when did I buy that?), so I can possibly work on this a little this weekend. Company of Heroes 2 might also be worth taking a look at since it has a similar problem and is on one of the shared accounts. Also, someone reported trying to use the latest 3DMigoto with Shadows of Morder has a similar error message, but I don't have that game to look at.
FWIW I do have Call of Pripyat (when did I buy that?), so I can possibly work on this a little this weekend. Company of Heroes 2 might also be worth taking a look at since it has a similar problem and is on one of the shared accounts. Also, someone reported trying to use the latest 3DMigoto with Shadows of Morder has a similar error message, but I don't have that game to look at.

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

Posted 05/17/2016 10:42 AM   
Experimental release here: https://github.com/bo3b/3Dmigoto/releases 1.2.38 has a new option to allow IDXGIFactory2 overrides through. I tested this on Just Cause 3, where I could see it calling for Factory2 and it worked without crashing, so... maybe. Uncomment the line for ;allow_dxgi1_2=1 to allow these through. @DarkStarSword: Worth trying on CoH2. For Shadows of Mordor, I see this error too for latest version, but it's not from IDXGIFactory2. Different spot of HackerDXGIAdapter::CheckInterfaceSupport. If I release that forced error it runs. Maybe makes sense to add to this override (but change variable name). Be worth knowing how often this happens, and which ones, as our force dx11 has been a successful default.
Experimental release here: https://github.com/bo3b/3Dmigoto/releases


1.2.38 has a new option to allow IDXGIFactory2 overrides through. I tested this on Just Cause 3, where I could see it calling for Factory2 and it worked without crashing, so... maybe.

Uncomment the line for ;allow_dxgi1_2=1 to allow these through.


@DarkStarSword: Worth trying on CoH2. For Shadows of Mordor, I see this error too for latest version, but it's not from IDXGIFactory2. Different spot of HackerDXGIAdapter::CheckInterfaceSupport. If I release that forced error it runs. Maybe makes sense to add to this override (but change variable name).

Be worth knowing how often this happens, and which ones, as our force dx11 has been a successful default.

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

Posted 05/17/2016 11:27 AM   
What a great coincidence, bo3b. Yesterday, the Untitled X mod (a mod for Final Fantasy X that uses dxgi dlls) developer and I were trying to make it work with 3Dmigoto. Can't wait to try it at home and tell him if it works!
What a great coincidence, bo3b. Yesterday, the Untitled X mod (a mod for Final Fantasy X that uses dxgi dlls) developer and I were trying to make it work with 3Dmigoto.

Can't wait to try it at home and tell him if it works!

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 05/17/2016 11:38 AM   
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