3Dmigoto now open-source...
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Big thanks to Chiri, bo3b, Flugan, and everyone else involved in this! This is way better news than the new fake 3D. @DHR - as Helifax said, those redistributables would be needed if the wrapper were to be built in Release mode (ie. it gives you msvcp120.dll and msvcr120.dll - note the missing 'd', for Debug). Unfortunately, Microsoft doesn't release redistributables for Debug mode, so at the moment, to get the proper dependancies, I believe you'll need to install Visual Studio 2013 Express: http://www.microsoft.com/en-ca/download/details.aspx?id=40787
Big thanks to Chiri, bo3b, Flugan, and everyone else involved in this! This is way better news than the new fake 3D.

@DHR - as Helifax said, those redistributables would be needed if the wrapper were to be built in Release mode (ie. it gives you msvcp120.dll and msvcr120.dll - note the missing 'd', for Debug). Unfortunately, Microsoft doesn't release redistributables for Debug mode, so at the moment, to get the proper dependancies, I believe you'll need to install Visual Studio 2013 Express:


http://www.microsoft.com/en-ca/download/details.aspx?id=40787

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#31
Posted 02/11/2014 02:58 AM   
Sorry for the problem with the redistributable. Please bear with me as we work out these sorts of problems. You can expect it to be clunky and slow here at the beginning. I'll make a release build later today, which will solve this problem. Please keep experimenting with it, it's a huge help when you find things like this that I don't know about. Thanks.
Sorry for the problem with the redistributable.

Please bear with me as we work out these sorts of problems. You can expect it to be clunky and slow here at the beginning.

I'll make a release build later today, which will solve this problem.

Please keep experimenting with it, it's a huge help when you find things like this that I don't know about. Thanks.

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#32
Posted 02/11/2014 04:31 AM   
[quote="DHR"]Thanks helifax...i will donwload and install that redistributable and check the wrapper again. LOL..i just noticed i wrote Visual "Basic"....jajaja... i mean Visual Studio....sorry for that, i wrote that post very late. Edit: Installed the Redistributable and get same missing DLL message.[/quote]OK, I just updated the release, to use the Release versions, so that those files are no longer dependent. It will still use the non-d versions of those files, but they are very common C libraries that everyone should have. I tested this with Infinite on a Win32 machine that has no Visual Studio installed. If anybody has problems, please let me know. Latest release: [url]https://github.com/bo3b/3Dmigoto/releases[/url]
DHR said:Thanks helifax...i will donwload and install that redistributable and check the wrapper again.

LOL..i just noticed i wrote Visual "Basic"....jajaja... i mean Visual Studio....sorry for that, i wrote that post very late.

Edit: Installed the Redistributable and get same missing DLL message.
OK, I just updated the release, to use the Release versions, so that those files are no longer dependent. It will still use the non-d versions of those files, but they are very common C libraries that everyone should have.

I tested this with Infinite on a Win32 machine that has no Visual Studio installed. If anybody has problems, please let me know.

Latest release: https://github.com/bo3b/3Dmigoto/releases

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

#33
Posted 02/11/2014 09:23 AM   
Just made a significant update to the code to workaround the crashing bugs. This does not fix the underlying problem, but it prevents that problem from crashing the game. It marks a given shader as 'bad', and moves on to the next. I haven't seen the bad ones be ones we are interested in, like shadows, but it's hard to say. In any case, this is still a correct fix, because bad code at that level should never crash, and this fix makes that true. If you see a crash, please let me know. My goal here is to get it to a usable state while I work out some of these harder to solve problems. I tested this is Assassins Creed 3, and it is fully running now. I don't have AC4, but I expect it to work there as well. Latest release: [url]https://github.com/bo3b/3Dmigoto/releases/tag/0.52-alpha[/url]
Just made a significant update to the code to workaround the crashing bugs.

This does not fix the underlying problem, but it prevents that problem from crashing the game. It marks a given shader as 'bad', and moves on to the next. I haven't seen the bad ones be ones we are interested in, like shadows, but it's hard to say.

In any case, this is still a correct fix, because bad code at that level should never crash, and this fix makes that true. If you see a crash, please let me know. My goal here is to get it to a usable state while I work out some of these harder to solve problems.


I tested this is Assassins Creed 3, and it is fully running now. I don't have AC4, but I expect it to work there as well.

Latest release: https://github.com/bo3b/3Dmigoto/releases/tag/0.52-alpha

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
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#34
Posted 02/14/2014 05:40 AM   
Great News!!!! i will take a look today night. Thanks!
Great News!!!!
i will take a look today night.

Thanks!

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#35
Posted 02/14/2014 10:35 AM   
bob, Now AC3 don't crash.....but the wrapper dump 1.924 shaders (vs+ps), very little. And searching shaders don't work for me....try with Xbox and keyboard. Also the game always start in 1080p.....i use 3DTv Play, so i have to change the resolution to 720p every time a launch the game.
bob,

Now AC3 don't crash.....but the wrapper dump 1.924 shaders (vs+ps), very little.
And searching shaders don't work for me....try with Xbox and keyboard.

Also the game always start in 1080p.....i use 3DTv Play, so i have to change the resolution to 720p every time a launch the game.

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#36
Posted 02/14/2014 11:57 PM   
For the dump of the shaders being only a couple of thousand, that is probably right. Newer games are loading shaders on demand, instead of all at once, so there are probably a lot of shaders in later levels that are not seen, and thus cannot be dumped. For setting the resolution, you should be able to use the [Device] section in d3dx.ini and set the resolution specifically. Uncomment the lines there for width=1280, height=720, and refreshrate if it's a problem too. For shader hunting, this was working OK for me, although the shaders are flickering, not blanked out like before. And pressing the Mark key would write the hash value to the log. If you are using Xbox controller, can you try using [i]two[/i]? The first one often gets grabbed by the game. Lastly, switch the profile to Aion. I found that to fix a lot of effects to start with, including the halos around characters.
For the dump of the shaders being only a couple of thousand, that is probably right. Newer games are loading shaders on demand, instead of all at once, so there are probably a lot of shaders in later levels that are not seen, and thus cannot be dumped.

For setting the resolution, you should be able to use the [Device] section in d3dx.ini and set the resolution specifically. Uncomment the lines there for width=1280, height=720, and refreshrate if it's a problem too.


For shader hunting, this was working OK for me, although the shaders are flickering, not blanked out like before. And pressing the Mark key would write the hash value to the log. If you are using Xbox controller, can you try using two? The first one often gets grabbed by the game.

Lastly, switch the profile to Aion. I found that to fix a lot of effects to start with, including the halos around characters.

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

#37
Posted 02/15/2014 12:23 AM   
I don't see shader flick or disable....i config xbox in the wrapper and config the keyboard in the game.....and also config xbox in the game and keyboard in the wrapper....nothing happens. I don't have a second Xbox controller. You're using a second xbox?
I don't see shader flick or disable....i config xbox in the wrapper and config the keyboard in the game.....and also config xbox in the game and keyboard in the wrapper....nothing happens.

I don't have a second Xbox controller.

You're using a second xbox?

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#38
Posted 02/15/2014 12:29 AM   
I was using a second controller, let me see if I can get it to work with keyboard instead.
I was using a second controller, let me see if I can get it to work with keyboard instead.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#39
Posted 02/15/2014 12:40 AM   
Yeah, it's working for me with keyboard as well. Go to the wiki page I set up for the game, and copy that d3dx.ini and replace yours as a start. I set it to 1280x720@120Hz also. Change refresh to match what you need. [url]https://github.com/bo3b/3Dmigoto/wiki/AC3[/url] Using Aion profile. I'm looking at the very first spot we get control, where they are in the forest right before going into the cave. It mostly looks OK, outside of the shadows. I get about 1400 shaders dumped in .bin, and about 640 in .txt. The first one I see is a pixel shader using Num 2 to advance through shaders, and it's the third one I click. That's for all the tree shadows and flickers like crazy. Hash should be = 0fb130944df29829.
Yeah, it's working for me with keyboard as well.

Go to the wiki page I set up for the game, and copy that d3dx.ini and replace yours as a start. I set it to 1280x720@120Hz also. Change refresh to match what you need.

https://github.com/bo3b/3Dmigoto/wiki/AC3


Using Aion profile.

I'm looking at the very first spot we get control, where they are in the forest right before going into the cave. It mostly looks OK, outside of the shadows. I get about 1400 shaders dumped in .bin, and about 640 in .txt.

The first one I see is a pixel shader using Num 2 to advance through shaders, and it's the third one I click. That's for all the tree shadows and flickers like crazy. Hash should be = 0fb130944df29829.

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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#40
Posted 02/15/2014 01:03 AM   
No luck with shader hunting...using the d3dx.ini you post and don't work. I'm using a wireless Kayboard.....i don't know maybe the name in "input=" have to be different? Also the resolution override don't work in this game. The 0fb130944df29829 hash is dumped only in .bin format....not HLSL. At least for me.
No luck with shader hunting...using the d3dx.ini you post and don't work.
I'm using a wireless Kayboard.....i don't know maybe the name in "input=" have to be different?

Also the resolution override don't work in this game.

The 0fb130944df29829 hash is dumped only in .bin format....not HLSL. At least for me.

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#41
Posted 02/15/2014 01:11 AM   
OK. I'm not sure about the XInput stuff, might be some magic naming there I'm not aware of. Part of the joy and pain of the PC I suppose. I updated the d3dx.ini file on the wiki, try using those settings and look in the d3d11_log.txt. If we are lucky, at the top it will say what Keyboard device it is seeing. In my case it said: [code]Detected DirectInput device: instance = Keyboard, id = 0 Using DirectInput device: instance = Keyboard, id = 0 [/code] Also, I enabled the full debug log, and have it write out the ASM version of the shaders as well. Delete the ShaderCache folder so it will do a clean write. This will make it a lot slower to launch, but it's worth a look. Thanks.
OK. I'm not sure about the XInput stuff, might be some magic naming there I'm not aware of. Part of the joy and pain of the PC I suppose.

I updated the d3dx.ini file on the wiki, try using those settings and look in the d3d11_log.txt. If we are lucky, at the top it will say what Keyboard device it is seeing. In my case it said:

Detected DirectInput device: instance = Keyboard, id = 0
Using DirectInput device: instance = Keyboard, id = 0



Also, I enabled the full debug log, and have it write out the ASM version of the shaders as well. Delete the ShaderCache folder so it will do a clean write.

This will make it a lot slower to launch, but it's worth a look. Thanks.

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

#42
Posted 02/15/2014 01:57 AM   
bob Now is working....my OS is in spanish, so i have to use this [code]; Use a DirectX input device for input. Input=Teclado ; Example keyboard shortcut configuration using keypad next_pixelshader=NUMERO 2 previous_pixelshader=NUMERO 1 mark_pixelshader=NUMERO 3 next_vertexshader=NUMERO 5 previous_vertexshader=NUMERO 4 mark_vertexshader=NUMERO 6[/code] I undestand that the wrapper load fixed HLSL shaders, not ASM....so we have a problem here? or not? Edit: the PS that control main shadows is 1e124ee66d0bbc34 hash (only .bin format). Also you can search VS related for shadows, that are a lot of them (HLSL format available).....i will try to add the chiri formula to correct position. I take one VS related to the Head shadows (now i remove to test if works)
bob
Now is working....my OS is in spanish, so i have to use this

; Use a DirectX input device for input.
Input=Teclado

; Example keyboard shortcut configuration using keypad
next_pixelshader=NUMERO 2
previous_pixelshader=NUMERO 1
mark_pixelshader=NUMERO 3
next_vertexshader=NUMERO 5
previous_vertexshader=NUMERO 4
mark_vertexshader=NUMERO 6


I undestand that the wrapper load fixed HLSL shaders, not ASM....so we have a problem here? or not?

Edit: the PS that control main shadows is 1e124ee66d0bbc34 hash (only .bin format). Also you can search VS related for shadows, that are a lot of them (HLSL format available).....i will try to add the chiri formula to correct position. I take one VS related to the Head shadows (now i remove to test if works)

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#43
Posted 02/15/2014 11:11 AM   
Awesome! Glad you got it working. The proper keyboard naming is something that I saw go by a long time ago, but forgot about. I'll add a note to Wiki. The wrapper does only load HLSL patched shaders of the form xxxx-ps_replace.txt. Either from cache folder or ShaderFixes. ShaderFixes is intended to be the manually fixed folder, ShaderCache the auto-fixed and cache folder. If something is in both, ShaderFixes takes precedence. We do have a problem if the shader is blowing up like some I looked at. If it has the *** exception in the log, that shader cannot presently be decompiled to HLSL. At least not automatically. I can probably do one manually now that I've looked at it. If it's a shader that you really need, it's a problem. If it's something you can ignore while looking at others, maybe less of a problem. It's going to take me awhile to fix the decompiler. Disabling one completely in HLSL is easy enough. With the ASM version you can see the inputs and outputs and make something that matches with no code, and just set a vertex output to zero for example. Not a fix, but maybe good enough for a start.
Awesome! Glad you got it working. The proper keyboard naming is something that I saw go by a long time ago, but forgot about. I'll add a note to Wiki.

The wrapper does only load HLSL patched shaders of the form xxxx-ps_replace.txt. Either from cache folder or ShaderFixes. ShaderFixes is intended to be the manually fixed folder, ShaderCache the auto-fixed and cache folder. If something is in both, ShaderFixes takes precedence.


We do have a problem if the shader is blowing up like some I looked at. If it has the *** exception in the log, that shader cannot presently be decompiled to HLSL. At least not automatically. I can probably do one manually now that I've looked at it.

If it's a shader that you really need, it's a problem. If it's something you can ignore while looking at others, maybe less of a problem. It's going to take me awhile to fix the decompiler.

Disabling one completely in HLSL is easy enough. With the ASM version you can see the inputs and outputs and make something that matches with no code, and just set a vertex output to zero for example. Not a fix, but maybe good enough for a start.

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

#44
Posted 02/15/2014 12:54 PM   
There is a tool to convert (manually) from .bin to HLSL format?
There is a tool to convert (manually) from .bin to HLSL format?

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#45
Posted 02/15/2014 01:16 PM   
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