How to fix/disable shaders in games(DLL,guide and fixes).
  143 / 167    
Well I found something very interesting...Not sure exactly to what is related yet... But here goes TESV-Skyrim. I am using the latest HelixMod for Skyrim + ENB that I found on Nexus. The results are very interesting: SLI ON - Everything is working as expected, the post processing is rendered in both eyes. SLI OFF - The post processing is rendered only in the RIGHT eye. Load Order: - HelixMod => ProxyLib to d3d9_enb.dll Without enb the Helixmod works correctly. Without the Helixmod, enb still renders in one eye (right eye). I attached a couple of pictures also. So what do you guys think HelixMod related or Enb Related problem? (On my laptop I only have 1 GPU unfortunately:)) ) PS: I did enable the ForceVideoCard option in enb, didn't make a difference. EDIT: Nevermind me, I found out that the bloom is actually what is causing this..and also is specific only for non-SLI configurations..weird;)) In SLI it works perfect
Well I found something very interesting...Not sure exactly to what is related yet...

But here goes

TESV-Skyrim.

I am using the latest HelixMod for Skyrim + ENB that I found on Nexus. The results are very interesting:

SLI ON - Everything is working as expected, the post processing is rendered in both eyes.
SLI OFF - The post processing is rendered only in the RIGHT eye.

Load Order:
- HelixMod => ProxyLib to d3d9_enb.dll

Without enb the Helixmod works correctly. Without the Helixmod, enb still renders in one eye (right eye).
I attached a couple of pictures also.

So what do you guys think HelixMod related or Enb Related problem? (On my laptop I only have 1 GPU unfortunately:)) )

PS: I did enable the ForceVideoCard option in enb, didn't make a difference.

EDIT: Nevermind me, I found out that the bloom is actually what is causing this..and also is specific only for non-SLI configurations..weird;)) In SLI it works perfect

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 11/06/2013 04:00 PM   
helifax, that's a cool website you got there. I like being able to check the games in 3D Vision. I bought Dead Space years ago and never got far in it, now that I saw it with Helix mod, I'll probably be launching it soon in 3D vision (although I'm still shaken after Metrp 2033 ;) Can you post Skyrim? I don't have Surround but would like to see that game in single-monitor 3D (unless you can point me to another good site with 3D vision videos for Skyrim).
helifax, that's a cool website you got there. I like being able to check the games in 3D Vision. I bought Dead Space years ago and never got far in it, now that I saw it with Helix mod, I'll probably be launching it soon in 3D vision (although I'm still shaken after Metrp 2033 ;)

Can you post Skyrim? I don't have Surround but would like to see that game in single-monitor 3D (unless you can point me to another good site with 3D vision videos for Skyrim).

Posted 11/06/2013 06:51 PM   
[quote="Manwe"]helifax, that's a cool website you got there. I like being able to check the games in 3D Vision. I bought Dead Space years ago and never got far in it, now that I saw it with Helix mod, I'll probably be launching it soon in 3D vision (although I'm still shaken after Metrp 2033 ;) Can you post Skyrim? I don't have Surround but would like to see that game in single-monitor 3D (unless you can point me to another good site with 3D vision videos for Skyrim).[/quote] Actually I already made a movie with Skyrim (+alot of mods and uberness:)) ) I just didn't had the time to process the raw footage and upload it;)) but I will do it very soon;))
Manwe said:helifax, that's a cool website you got there. I like being able to check the games in 3D Vision. I bought Dead Space years ago and never got far in it, now that I saw it with Helix mod, I'll probably be launching it soon in 3D vision (although I'm still shaken after Metrp 2033 ;)

Can you post Skyrim? I don't have Surround but would like to see that game in single-monitor 3D (unless you can point me to another good site with 3D vision videos for Skyrim).


Actually I already made a movie with Skyrim (+alot of mods and uberness:)) ) I just didn't had the time to process the raw footage and upload it;)) but I will do it very soon;))

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 11/06/2013 07:24 PM   
Does HL2 even need any fixes?
Does HL2 even need any fixes?

Posted 11/07/2013 04:02 AM   
[quote="Pirateguybrush"]Does HL2 even need any fixes?[/quote]Yeah, water is pretty busted. Going down the canal is an eyestrain. Some distant buildings render at screen depth.
Pirateguybrush said:Does HL2 even need any fixes?
Yeah, water is pretty busted. Going down the canal is an eyestrain. Some distant buildings render at screen depth.

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 11/08/2013 10:53 AM   
Ok, stupid question time ... whats the difference between a Pixel Shader and a Vertex Shader, as far as fixing/disabling them goes? I usually wind up finding a PS that, when disabled, matches a VS, when disabled, not sure off the top of my head if the CRCs matched or not. Is it better to fix or disable one type over the other?
Ok, stupid question time ... whats the difference between a Pixel Shader and a Vertex Shader, as far as fixing/disabling them goes? I usually wind up finding a PS that, when disabled, matches a VS, when disabled, not sure off the top of my head if the CRCs matched or not. Is it better to fix or disable one type over the other?
Posted 11/08/2013 02:56 PM   
[quote="TsaebehT"]Ok, stupid question time ... whats the difference between a Pixel Shader and a Vertex Shader, as far as fixing/disabling them goes? I usually wind up finding a PS that, when disabled, matches a VS, when disabled, not sure off the top of my head if the CRCs matched or not. Is it better to fix or disable one type over the other?[/quote] A pixel shader = is a shader program (load on the GPU not running on the CPU) which is responsible for drawing each pixel that you see. For 800x600 resolution is called and executed 480000 times. A vertex shader = is a shader program (loaded on the GPU) which is responsible for calculating (different transformations) per a 3D point (vertex). Everything in computer graphics is drawn in Triangles. A triangle is made from 3 Vertexes. So for a triangle (3 vertexes) Vertex shader is called 3 times Pixel shader is called based on the resolution (depending on how the triangle is rendered/positioned etc) could be more or less times but DEFINITELY A WHOLE LOT MORE TIMES than 3. In deferred rendering you use a QUAD big as the screen with the same resolution as the screen: Vertex shader = called 6 times (2 triangles) Pixel shader = called the width x height (resolution) number of times. Most of the time is highly desirable to modify a vertex shader (since is responsible for the geometry that is sent down the pipeline) rather than a pixel shader, not to mention is much more "cleaner" But this is the reason why most of the times you find a Vertex shader associated with a pixel shader;)) Hope this explains what you asked;))
TsaebehT said:Ok, stupid question time ... whats the difference between a Pixel Shader and a Vertex Shader, as far as fixing/disabling them goes? I usually wind up finding a PS that, when disabled, matches a VS, when disabled, not sure off the top of my head if the CRCs matched or not. Is it better to fix or disable one type over the other?


A pixel shader = is a shader program (load on the GPU not running on the CPU) which is responsible for drawing each pixel that you see. For 800x600 resolution is called and executed 480000 times.

A vertex shader = is a shader program (loaded on the GPU) which is responsible for calculating (different transformations) per a 3D point (vertex).
Everything in computer graphics is drawn in Triangles. A triangle is made from 3 Vertexes.

So for a triangle (3 vertexes)
Vertex shader is called 3 times
Pixel shader is called based on the resolution (depending on how the triangle is rendered/positioned etc) could be more or less times but DEFINITELY A WHOLE LOT MORE TIMES than 3.

In deferred rendering you use a QUAD big as the screen with the same resolution as the screen:

Vertex shader = called 6 times (2 triangles)
Pixel shader = called the width x height (resolution) number of times.


Most of the time is highly desirable to modify a vertex shader (since is responsible for the geometry that is sent down the pipeline) rather than a pixel shader, not to mention is much more "cleaner"

But this is the reason why most of the times you find a Vertex shader associated with a pixel shader;))


Hope this explains what you asked;))

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 11/08/2013 07:16 PM   
Yeah, thanks it helped a bit ... and then I went over here: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb219840(v=vs.85).aspx[/url] ... and read so much my eyes almost bled. :)
Yeah, thanks it helped a bit ... and then I went over here: http://msdn.microsoft.com/en-us/library/windows/desktop/bb219840(v=vs.85).aspx ... and read so much my eyes almost bled. :)
Posted 11/08/2013 11:45 PM   
@helifax: I like your write up for the basics. [quote="TsaebehT"]Is it better to fix or disable one type over the other?[/quote]The direct answer to this question, is that you typically don't have any choice. Depending upon the problem you are trying to fix, you usually have to do it in the required PS or VS. [s]For example, if you are trying to fix the sky being too close, rendered at screen depth- you can't fix it with Pixel Shaders, you can only fix it with Vertex Shaders. In general, if you are trying to change the depth of a given screen item, you can only do it through Vertex Shaders. [/s] Edit: that was wrong- you can change the x location in pixel shaders by sampling other parts of a texture. If you are just trying to disable an item, that is typically easier to do through Pixel Shaders, as you can just set the transparency to 100%, and it's invisible. After having read all that stuff on msdn too, the basic idea is that Vertex Shaders are expected to deal with geometry, and Pixel Shaders are expected to deal with color. That kinda/sorta directly maps to what sort of problems each can solve. So it's not really a question of being able to fix it in either place.
@helifax: I like your write up for the basics.

TsaebehT said:Is it better to fix or disable one type over the other?
The direct answer to this question, is that you typically don't have any choice. Depending upon the problem you are trying to fix, you usually have to do it in the required PS or VS.

For example, if you are trying to fix the sky being too close, rendered at screen depth- you can't fix it with Pixel Shaders, you can only fix it with Vertex Shaders. In general, if you are trying to change the depth of a given screen item, you can only do it through Vertex Shaders. Edit: that was wrong- you can change the x location in pixel shaders by sampling other parts of a texture.

If you are just trying to disable an item, that is typically easier to do through Pixel Shaders, as you can just set the transparency to 100%, and it's invisible.


After having read all that stuff on msdn too, the basic idea is that Vertex Shaders are expected to deal with geometry, and Pixel Shaders are expected to deal with color.

That kinda/sorta directly maps to what sort of problems each can solve. So it's not really a question of being able to fix it in either place.

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 11/09/2013 02:38 AM   
What the hell happened to the forum, I heard Nvidia got hacked and someone erased the whole database. Maybe Nvidia wiped it themselves because they don't like constructive criticism lol. Either way I'm not dead, just got a new job. But now I'm back. Just loaded up Dead Space with Helix's fix and it looks great, although I still have ghosting on this mitsubishi crt and I can't figure out why. I think pushing it at 120hz is toeing the line as far as its limits go. Does anyone use Glovepie? I'm going to make a glovepie script to automatically switch 3d presets depending upon player input like right click, holding the shift key to run, etc.. I already made one for Fallout 3 that worked pretty good.
What the hell happened to the forum, I heard Nvidia got hacked and someone erased the whole database. Maybe Nvidia wiped it themselves because they don't like constructive criticism lol.

Either way I'm not dead, just got a new job. But now I'm back. Just loaded up Dead Space with Helix's fix and it looks great, although I still have ghosting on this mitsubishi crt and I can't figure out why. I think pushing it at 120hz is toeing the line as far as its limits go.

Does anyone use Glovepie? I'm going to make a glovepie script to automatically switch 3d presets depending upon player input like right click, holding the shift key to run, etc.. I already made one for Fallout 3 that worked pretty good.

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

Posted 11/10/2013 05:48 PM   
Disabling awfull robot shadows in Transformers - War for Cybertron: Vertex shaders CRCs to disable: 5B035DBC 7BA9D04B After that game becomes quite playable. How can I disable all Halo effects? I disabled couple but there are a big amount of them and some of them are not constant (for example appearence of smog from the ceiling).
Disabling awfull robot shadows in Transformers - War for Cybertron:
Vertex shaders CRCs to disable:
5B035DBC
7BA9D04B

After that game becomes quite playable. How can I disable all Halo effects? I disabled couple but there are a big amount of them and some of them are not constant (for example appearence of smog from the ceiling).

Posted 11/22/2013 06:54 AM   
[quote="neovad"]Disabling awfull robot shadows in Transformers - War for Cybertron: Vertex shaders CRCs to disable: 5B035DBC 7BA9D04B After that game becomes quite playable. How can I disable all Halo effects? I disabled couple but there are a big amount of them and some of them are not constant (for example appearence of smog from the ceiling). [/quote] Not sure if its the same, but there is a fix for Fall of Cubertron: [url]http://helixmod.blogspot.com/2012/08/transformers-fall-of-cybertron.html[/url] To answer the question about how to find and disable all smoke effects, it's generally a case of just having to find each place its wrong, step through shaders etc. I know it can be hard if the thing that renders incorrectly happens 'temporarily', like a smoke bomb going off that dissipates after 10s, so you just have to find a way to make it happen more often, load a save just before the effect, or pause the game mid effect (if the game has a pause). A trick I use with pausing is to find and temporarily disable the shaders that might show an overlay when the game is paused, obscuring what you are trying to see - that way you can see it. Not sure if any of this helps, but I am on a coffee break so just popped in :-)
neovad said:Disabling awfull robot shadows in Transformers - War for Cybertron:
Vertex shaders CRCs to disable:
5B035DBC
7BA9D04B

After that game becomes quite playable. How can I disable all Halo effects? I disabled couple but there are a big amount of them and some of them are not constant (for example appearence of smog from the ceiling).



Not sure if its the same, but there is a fix for Fall of Cubertron: http://helixmod.blogspot.com/2012/08/transformers-fall-of-cybertron.html

To answer the question about how to find and disable all smoke effects, it's generally a case of just having to find each place its wrong, step through shaders etc. I know it can be hard if the thing that renders incorrectly happens 'temporarily', like a smoke bomb going off that dissipates after 10s, so you just have to find a way to make it happen more often, load a save just before the effect, or pause the game mid effect (if the game has a pause). A trick I use with pausing is to find and temporarily disable the shaders that might show an overlay when the game is paused, obscuring what you are trying to see - that way you can see it. Not sure if any of this helps, but I am on a coffee break so just popped in :-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 11/22/2013 04:12 PM   
Hello, I'm fairly new to Helix's mod but with the help of reading through most of your posts I managed to fix a game's skybox for myself already. Thank you for all the great tutorials and examples! However, the shaders I've fixed are shared with other objects in the gameworld as well, so the fix makes other objects render worst than before. I'd like to use the texture CRC check feature described in the tutorial to solve this, and I already captured something in the TEXTURESLOG.txt file, but it looks different than the ones in the tutorial example. I'd like to ask you to please help me with this. This is what I have in the log: [code]Start logging.. BeginScene EndScene BeginScene Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x1DB6 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x0 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x0 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xCC Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xCF Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x39 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x18 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xC6 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x4E Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x5CF Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x5CB Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x18C Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x24A Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x24E Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x341 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x434 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x527 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x579 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x1ED Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x190 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x68D Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x5D3 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x630 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x12F Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xD2 Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x1DB6 EndScene [/code] As you can see there are no texture CRCs, just Indexes. What does this mean? Can I use these indexes in the following way? This is what I wrote in the DX9Settings.ini: [code][VS489FDB41] CheckTexCRC = true DefinedTexturesVS = 1DB6;CC;CF;39;18;C6;4E;5CF;5CB;18C;24A;24E;341;434;527;579;190;1ED;68D;5D3;630;12F;D2; [/code] The Shader itself has been modified the following way. Should this be enough? What I expect it to do is to modifiy the position of the textures included on the above list, and leave every other textures' position unchanged. Thank you very much for your input in advance! [code]vs_3_0 def c6, 3, 1, 0, 0.5 def c220, 0.200000003, 0, 0.0625, 0 //constant definition dcl_position v0 dcl_blendindices v1 dcl_normal v2 dcl_texcoord v3 dcl_2d s0 //sampler declaration dcl_position o0 dcl_color o1 dcl_color1 o2 dcl_texcoord o3.xy dcl_texcoord1 o4 dcl_texcoord2 o5.xyz dcl_fog o6.x mul r0.x, c6.x, v1.x mova a0.x, r0.x dp3 r0.x, c27[a0.x], v2 dp3 r0.y, c28[a0.x], v2 dp3 r0.z, c29[a0.x], v2 dp3 r0.w, r0, r0 rsq r0.w, r0.w mul o5.xyz, r0.w, r0 mad r0, v0.xyzx, c6.yyyz, c6.zzzy dp4 r1.x, c27[a0.x], r0 dp4 r1.y, c28[a0.x], r0 dp4 r1.z, c29[a0.x], r0 mov r1.w, c6.y //dp4 o0.x, c0, r1 //dp4 o0.y, c1, r1 //dp4 o0.z, c2, r1 //dp4 o0.w, c3, r1 dp4 r7.x, c0, r1 //put result in r7 temporary register dp4 r7.y, c1, r1 //put result in r7 temporary register dp4 r7.z, c2, r1 //put result in r7 temporary register dp4 r7.w, c3, r1 //put result in r7 temporary register texldl r8, c220.z, s0 //load stereo texture mul r8.x, r8.x, r8.y //calculate x-offset add r7.x, r7.x, r8.x //apply x-offset to original x mov o0, r7 //send to output mov o4, r1 add r0.x, r1.z, -c26.w mad r0.x, r0.x, c26.x, c26.y max r0.x, r0.x, c6.z pow r1.x, r0.x, c26.z min o6.x, r1.x, c6.y mad r0.xyz, v3.xyxw, c6.yyzw, c6.zzyw dp3 o3.x, c4.xyww, r0 dp3 o3.y, c5.xyww, r0 mov r0, c24 add_sat r0, r0, c25 mul o1, r0, c6.wwwy mov o2, c6.z [/code]
Hello,

I'm fairly new to Helix's mod but with the help of reading through most of your posts I managed to fix a game's skybox for myself already. Thank you for all the great tutorials and examples! However, the shaders I've fixed are shared with other objects in the gameworld as well, so the fix makes other objects render worst than before.

I'd like to use the texture CRC check feature described in the tutorial to solve this, and I already captured something in the TEXTURESLOG.txt file, but it looks different than the ones in the tutorial example. I'd like to ask you to please help me with this.

This is what I have in the log:

Start logging.. 
BeginScene
EndScene
BeginScene
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x1DB6
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x0
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x0
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xCC
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xCF
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x39
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x18
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xC6
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x4E
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x5CF
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x5CB
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x18C
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x24A
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x24E
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x341
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x434
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x527
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x579
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x1ED
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x190
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x68D
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x5D3
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x630
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x12F
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0xD2
Shader CRC: 0x489FDB41 Last texture CRC: 0x0 Stage 0 Index 0x1DB6
EndScene



As you can see there are no texture CRCs, just Indexes. What does this mean? Can I use these indexes in the following way?


This is what I wrote in the DX9Settings.ini:

[VS489FDB41]
CheckTexCRC = true
DefinedTexturesVS = 1DB6;CC;CF;39;18;C6;4E;5CF;5CB;18C;24A;24E;341;434;527;579;190;1ED;68D;5D3;630;12F;D2;



The Shader itself has been modified the following way. Should this be enough? What I expect it to do is to modifiy the position of the textures included on the above list, and leave every other textures' position unchanged. Thank you very much for your input in advance!

vs_3_0    
def c6, 3, 1, 0, 0.5
def c220, 0.200000003, 0, 0.0625, 0 //constant definition
dcl_position v0
dcl_blendindices v1
dcl_normal v2
dcl_texcoord v3
dcl_2d s0 //sampler declaration
dcl_position o0
dcl_color o1
dcl_color1 o2
dcl_texcoord o3.xy
dcl_texcoord1 o4
dcl_texcoord2 o5.xyz
dcl_fog o6.x
mul r0.x, c6.x, v1.x
mova a0.x, r0.x
dp3 r0.x, c27[a0.x], v2
dp3 r0.y, c28[a0.x], v2
dp3 r0.z, c29[a0.x], v2
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul o5.xyz, r0.w, r0
mad r0, v0.xyzx, c6.yyyz, c6.zzzy
dp4 r1.x, c27[a0.x], r0
dp4 r1.y, c28[a0.x], r0
dp4 r1.z, c29[a0.x], r0
mov r1.w, c6.y
//dp4 o0.x, c0, r1
//dp4 o0.y, c1, r1
//dp4 o0.z, c2, r1
//dp4 o0.w, c3, r1

dp4 r7.x, c0, r1 //put result in r7 temporary register
dp4 r7.y, c1, r1 //put result in r7 temporary register
dp4 r7.z, c2, r1 //put result in r7 temporary register
dp4 r7.w, c3, r1 //put result in r7 temporary register

texldl r8, c220.z, s0 //load stereo texture
mul r8.x, r8.x, r8.y //calculate x-offset
add r7.x, r7.x, r8.x //apply x-offset to original x
mov o0, r7 //send to output

mov o4, r1
add r0.x, r1.z, -c26.w
mad r0.x, r0.x, c26.x, c26.y
max r0.x, r0.x, c6.z
pow r1.x, r0.x, c26.z
min o6.x, r1.x, c6.y
mad r0.xyz, v3.xyxw, c6.yyzw, c6.zzyw
dp3 o3.x, c4.xyww, r0
dp3 o3.y, c5.xyww, r0
mov r0, c24
add_sat r0, r0, c25
mul o1, r0, c6.wwwy
mov o2, c6.z

Posted 11/22/2013 06:27 PM   
Something has not worked but I don't have time to guess why - the texture CRCs should not be 0x0, they should be valid CRCs. What did you have written in your dx9settings.ini file? There is a bug with this feature that needs some trick to be used like this: [VSF8E97DEE] CheckTexCRC = true VBOffsetList = 0; ValForDefined = 1 ValNotDefined = 0 TexCounterReg = 240 UseDefinedOnly = false DefinedTexturesVS = 51C8B7B1;8BFCBCA4;C8CA2650;A010935E;B2898EB0;1D0EA7C8; [VBF8E97DEE.0] PointsList = 554; <-- this is any number you like
Something has not worked but I don't have time to guess why - the texture CRCs should not be 0x0, they should be valid CRCs. What did you have written in your dx9settings.ini file? There is a bug with this feature that needs some trick to be used like this:

[VSF8E97DEE]
CheckTexCRC = true
VBOffsetList = 0;
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 240
UseDefinedOnly = false
DefinedTexturesVS = 51C8B7B1;8BFCBCA4;C8CA2650;A010935E;B2898EB0;1D0EA7C8;

[VBF8E97DEE.0]
PointsList = 554; <-- this is any number you like

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 11/22/2013 06:43 PM   
Thank you Mike_ar69 for the suggestion. I added the lines to my DX9Settings.ini but I still don't get any texture CRCs. My DX9Settings looks like this now: [code][Preset1] Convergence = 0x4115f69c Separation = 0x42480000 [VS489FDB41] CheckTexCRC = true VBOffsetList = 0; ValForDefined = 1 ValNotDefined = 0 TexCounterReg = 240 UseDefinedOnly = false [VB489FDB41.0] PointsList = 554; [/code] I don't know what I'm doing wrong...:(
Thank you Mike_ar69 for the suggestion. I added the lines to my DX9Settings.ini but I still don't get any texture CRCs. My DX9Settings looks like this now:

[Preset1]
Convergence = 0x4115f69c
Separation = 0x42480000

[VS489FDB41]
CheckTexCRC = true
VBOffsetList = 0;
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 240
UseDefinedOnly = false

[VB489FDB41.0]
PointsList = 554;


I don't know what I'm doing wrong...:(

Posted 11/22/2013 07:33 PM   
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