@ishiki Just so we're on the same page install my WIP, it's got the StereoFlagsDX10 enabled in the ini which might be the reason that I haven't run into these issues.
One thing i would like to fix in this game which is way more distracting than the broken decals is the Ambient Occlusion. It's not broken in 3d or anything but it's incredibly low res so you can see the aliaising and pixels "swimming" around. I tried disabling it in game and then used Reshade to inject MXAO into it. Reshade works fine by itself, but I haven't had any success getting it to work alongside 3dmigoto. The game just crashes at launch. Since Reshade wraps dxgi.dll there shouldn't be an issue and I'm not running any other overlays that could be causing a conflict. I also tried the older version of 3dmigito 1.01 like bo3b in one of the forum threads but i get the same results.
@ishiki Just so we're on the same page install my WIP, it's got the StereoFlagsDX10 enabled in the ini which might be the reason that I haven't run into these issues.
One thing i would like to fix in this game which is way more distracting than the broken decals is the Ambient Occlusion. It's not broken in 3d or anything but it's incredibly low res so you can see the aliaising and pixels "swimming" around. I tried disabling it in game and then used Reshade to inject MXAO into it. Reshade works fine by itself, but I haven't had any success getting it to work alongside 3dmigoto. The game just crashes at launch. Since Reshade wraps dxgi.dll there shouldn't be an issue and I'm not running any other overlays that could be causing a conflict. I also tried the older version of 3dmigito 1.01 like bo3b in one of the forum threads but i get the same results.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
First off thanks for all your help.
What does
X2=1
Post X2=0 do?
I only know basic programming. Like in python for instance. There's global variables. And then variables you can pass and reassign from script to script. But I am a bit confused as to whats going on.
Main thing I'm trying to do with HUD is separate POD reticule or just disable only that, because it is in the middle of the screen and you don't need it for aiming.
But from what I can see, whether it is a vertex shader or Pixel Shader. There is only one main HUD PS, and one main HUD VS. This controls Map, Reticule, HP Gauge and other things.
Also do you know why my loop doesnt work in d3dx.ini
[Key3]
Key = z
type = cycle
w = 5, 0
then later...
[ShaderOverride1]
Hash=5cb30fdcba8da77c
if (w =! 0)
Handling=skip
I tried to create a toggle for turning HUD on and off. What is wrong with my syntax? Sorry and thanks for your help I'm trying to learn it so I can do other fixes too.
I only know basic programming. Like in python for instance. There's global variables. And then variables you can pass and reassign from script to script. But I am a bit confused as to whats going on.
Main thing I'm trying to do with HUD is separate POD reticule or just disable only that, because it is in the middle of the screen and you don't need it for aiming.
But from what I can see, whether it is a vertex shader or Pixel Shader. There is only one main HUD PS, and one main HUD VS. This controls Map, Reticule, HP Gauge and other things.
Also do you know why my loop doesnt work in d3dx.ini
[Key3]
Key = z
type = cycle
w = 5, 0
then later...
[ShaderOverride1]
Hash=5cb30fdcba8da77c
if (w =! 0)
Handling=skip
I tried to create a toggle for turning HUD on and off. What is wrong with my syntax? Sorry and thanks for your help I'm trying to learn it so I can do other fixes too.
Don't put that "if (w =!0)" condition in the ShaderOverride. You don't need a shader override at all.
You have to put the condition im the shader, after you load the iniparams. I'm on my phone, but it's like this:
float4 iniparams = IniParams.Load(0);
o0.x=itsusualvalue*iniparams.w;
I understand that you are talking about a vertex shader?
If you want to skip a pixel shader, aftee loading iniparams:
if (iniparams.w!=0)
{
discard;
}
Adding on to sgrules shadow fix:
- Fixed the yellow circle around the character
- Mostly fixed the main title screen
- Added a high convergence preset on the 'Caps Lock' key
- Disabled the distortion effect from the small pop-up screen (near the main character in the pic below):
[img]https://s3.amazonaws.com/4everAwake/pics/NieRAutomata15_50.jps[/img]
I found the VS & PS shader for the blood decals. But I have to look into how to fix them.
- Fixed the yellow circle around the character
- Mostly fixed the main title screen
- Added a high convergence preset on the 'Caps Lock' key
- Disabled the distortion effect from the small pop-up screen (near the main character in the pic below):
I found the VS & PS shader for the blood decals. But I have to look into how to fix them.
Also,
The Prerendered cutscenes are a bit low quality. Here is a link where you can modify them.
[url]http://steamcommunity.com/app/524220/discussions/0/135511913387741243/[/url]
I also attached the shader if someone wants to put the cutscenes in depth.
Reason why I like it is to me it's weird to see the image all of a sudden at monitor depth instead of inside the monitor..
[quote="ishiki"] What does X2=1 Post X2=0 do?[/quote] Sorry for the late reply.I got a bit side tracked updating other fixes. But it was mostly documented in this thread: [url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4626075/#4626075[/url]
Basically, 3Dmigoto assigns the textures for the PS as 1 and stores the value in "x2". In the vertex shader, the value of x2 is checked for each texture. If x2 equals 1, the texture will be pushed into the screen. "Post x2=0" I'm not too clear about but I'm assuming it means once the pixel shader is no longer active, make x2 equal zero. I've generally left this in as I've had problems isolating textures without it.
[quote="ishiki"]Main thing I'm trying to do with HUD is separate POD reticule or just disable only that, because it is in the middle of the screen and you don't need it for aiming. But from what I can see, whether it is a vertex shader or Pixel Shader. There is only one main HUD PS, and one main HUD VS. This controls Map, Reticule, HP Gauge and other things. [/quote]
Looks like we would need to further separate the textures by texture hash. This can be a little time consuming, though. I'll try and look into it this and the cutscene depth issue this weekend.
[quote="ishiki"]Also do you know why my loop doesnt work in d3dx.ini
[Key3]
Key = z
type = cycle
w = 5, 0
then later...
[ShaderOverride1]
Hash=5cb30fdcba8da77c
if (w =! 0)
Handling=skip
I tried to create a toggle for turning HUD on and off. What is wrong with my syntax? [/quote]
As masterotaku noted, the [ShaderOverride1] part will give an error. Delete that portion from the d3dx.ini and place the condition in the shader instead:
[code]
//hud & ui-- letterbox bars, floating hud elements,.. etc
// ---- Created with 3Dmigoto v1.2.56 on Mon Mar 20 08:01:20 2017
cbuffer SceneBuffer : register(b0)
{
float4x4 g_View : packoffset(c0);
float4x4 g_Proj : packoffset(c4);
float4x4 g_ViewProjection : packoffset(c8);
float4x4 g_ViewInverseMatrix : packoffset(c12);
}
cbuffer cbUIParam : register(b1)
{
float4x4 g_WorldMatrix : packoffset(c0);
float4 g_Color0 : packoffset(c4);
float4 g_Color1 : packoffset(c5);
float4 g_DispRate : packoffset(c6);
float4 g_DisplaySize : packoffset(c7);
float4 g_FreeParam : packoffset(c8);
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float4 v2 : TEXCOORD1,
float4 v3 : COLOR0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float4 o3 : COLOR0,
out float4 o4 : COLOR1,
out float4 o5 : COLOR2,
out float4 o6 : COLOR3)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;
o0.z = 0;
r0.x = dot(v0.xyzw, g_WorldMatrix._m00_m10_m20_m30);
r0.y = dot(v0.xyzw, g_WorldMatrix._m01_m11_m21_m31);
r0.z = dot(v0.xyzw, g_WorldMatrix._m02_m12_m22_m32);
r0.w = dot(v0.xyzw, g_WorldMatrix._m03_m13_m23_m33);
r1.x = dot(r0.xyzw, g_ViewProjection._m00_m10_m20_m30);
r1.y = dot(r0.xyzw, g_ViewProjection._m01_m11_m21_m31);
o0.w = dot(r0.xyzw, g_ViewProjection._m03_m13_m23_m33);
o0.xy = r1.xy;
float4 iniParams = IniParams.Load(0); //loads values for x,y,z,w in d3dx.ini file
//and places them in iniParams.xyzw
if(iniParams.w == 5){ //if the 'z' key is cycled
o0 = 0; //make various hud & ui elements invisible
}
r0.xyz = float3(1,-1,1) + r1.xxy;
r0.w = 1 + -r1.y;
r0.yz = r0.yz / g_FreeParam.xy;
r0.xyzw = g_FreeParam.zwwz * r0.xyzw;
p1.x = r0.x * 0.5 + r0.y;
p1.y = r0.w * 0.5 + r0.z;
o1.xy = v1.xy;
o2.xyzw = v2.xyzw;
o3.xyzw = v3.xyzw;
o4.xyzw = g_Color0.xyzw;
o5.xyzw = g_Color1.xyzw;
o6.xyzw = g_DispRate.xyzw;
return;
}
[/code]
Basically, 3Dmigoto assigns the textures for the PS as 1 and stores the value in "x2". In the vertex shader, the value of x2 is checked for each texture. If x2 equals 1, the texture will be pushed into the screen. "Post x2=0" I'm not too clear about but I'm assuming it means once the pixel shader is no longer active, make x2 equal zero. I've generally left this in as I've had problems isolating textures without it.
ishiki said:Main thing I'm trying to do with HUD is separate POD reticule or just disable only that, because it is in the middle of the screen and you don't need it for aiming. But from what I can see, whether it is a vertex shader or Pixel Shader. There is only one main HUD PS, and one main HUD VS. This controls Map, Reticule, HP Gauge and other things.
Looks like we would need to further separate the textures by texture hash. This can be a little time consuming, though. I'll try and look into it this and the cutscene depth issue this weekend.
ishiki said:Also do you know why my loop doesnt work in d3dx.ini
[Key3]
Key = z
type = cycle
w = 5, 0
then later...
[ShaderOverride1]
Hash=5cb30fdcba8da77c
if (w =! 0)
Handling=skip
I tried to create a toggle for turning HUD on and off. What is wrong with my syntax?
As masterotaku noted, the [ShaderOverride1] part will give an error. Delete that portion from the d3dx.ini and place the condition in the shader instead:
//hud & ui-- letterbox bars, floating hud elements,.. etc
// ---- Created with 3Dmigoto v1.2.56 on Mon Mar 20 08:01:20 2017
Oh, sorry I already put cutscenes in depth in attached shader above.
I just phrased it a bit weird. I just added it in case someone not capable wanted cutscenes in depth.
The other cutscene fix I linked to fixes some cutscene stutters on some peoples PC, this is not related to 3D
Anyway, Thanks for helping, I'm learning a lot so hopefully I can fix other games.
How do you find texture hash? If it is easy to explain I will try to do it.
Oh, sorry I already put cutscenes in depth in attached shader above.
I just phrased it a bit weird. I just added it in case someone not capable wanted cutscenes in depth.
The other cutscene fix I linked to fixes some cutscene stutters on some peoples PC, this is not related to 3D
Anyway, Thanks for helping, I'm learning a lot so hopefully I can fix other games.
How do you find texture hash? If it is easy to explain I will try to do it.
[quote="ishiki"]Oh, sorry I already put cutscenes in depth in attached shader above. [/quote]
Thank you ishiki! I included your cutscene fix in the WIP below.
[quote="ishiki"]How do you find texture hash? If it is easy to explain I will try to do it. [/quote]
To get texture hash from shaders:
In the d3dx.ini file, ensure you have the 'F8' key enabled and the Frame Analysis log enabled:
[code]; Dumps out the contents of each render target after every immediate draw call
; for the next frame. Takes up a large amount of space, so disabled by default.
analyse_frame = no_modifiers VK_F8[/code]
[code]analyse_options = log[/code]
- When in-game, save the Frame Analysis log by pressing F8. A new folder will be created in the game directory that looks like "FrameAnalysis.. ".
- In the FrameAnalysis directory, open the file "ShaderUsage.txt"
- Typically, the texture hashes are going to be listed under the Pixel Shader. Also, a vertex shader will list it's matching pixel shader(s) and vice versa.
[code]<VertexShader hash="5cb30fdcba8da77c">
<CalledPixelShaders>93398a4a4cb8f329 </CalledPixelShaders>
<Register id=120 handle=000000005DD80E50>00000000</Register>
<Register id=125 handle=000000005DD80390>00000000</Register>
</VertexShader>[/code]
So we search for pixel shader 93398a4a4cb8f329:
[code]<PixelShader hash="93398a4a4cb8f329">
<ParentVertexShaders>5cb30fdcba8da77c </ParentVertexShaders>
<Register id=0 handle=000000003BDAAD90>a82c11c7</Register>
<Register id=0 handle=0000000058E1F150>f33fc2ea</Register>
<Register id=0 handle=0000000058E9BED0>e738b640</Register>
<Register id=0 handle=0000000058E9C110>537fe7a1</Register>
<Register id=0 handle=00000000609FAED0>a57aeec6</Register>
<Register id=0 handle=000000007D269F90>ec1af05a</Register>
<Register id=0 handle=000000007D5B5790>76ce3cad</Register>
<Register id=0 handle=000000007D5B5BD0>061bccc4</Register>
<Register id=0 handle=000000007D5B5E10>bf395558</Register>
<Register id=0 handle=000000007D8D8AD0>637612cd</Register>
<Register id=0 handle=000000007D8D9150>d9a77bf6</Register>
<Register id=0 handle=000000007D8D95D0>42cadab3</Register>
<Register id=1 handle=000000003BDAAD90>a82c11c7</Register>
<Register id=2 handle=000000003C001E10 hash_contaminated=true>5ce60618</Register>
<Register id=2 handle=000000003C02A410>28055816</Register>
<Register id=2 handle=000000003C928010>28de46d6</Register>
<Register id=3 handle=000000003BDCE8D0>af85ccad</Register>
<Register id=3 handle=000000007D6A6FD0>7615dd3f</Register>
<Register id=3 handle=000000007D6A94D0>49ce8a19</Register>
..
..
</PixelShader>
[/code]
So in line 3, "id" is the texture slot number. The texture hash is 8 characters long and is listed right before </Register>
In the d3dx.ini file, paste something that looks like the following:
[code][ShaderOverrideHUD1]
;pixel shader hash below
hash = 93398a4a4cb8f329
x2 = ps-t0
post x2=0
[TextureOverrideHUD1]
;texture hash below
Hash=a82c11c7
filter_index=2
[/code]
In the line "x2 = ps-t0": zero is the texture slot number (id). "ps" is Pixel shader (if you used a vertex shader hash, you would put "vs" instead). "x2" will be sent to the shader.
In the shader, insert the following:
[code]float4 hud = IniParams.Load(int2(2, 0)); //load the values of x2, y2, z2 & w2 into hud.xyzw
if(hud.x == 2){
o0 = 0; //disable the texture
}[/code]
Now in-game, try inserting various texture hashes under [TextureOverrideHUD1] in the d3dx.ini file and press 'F10' to refresh the d3dx.ini file. You should see various HUD & UI elements disappear.
Having a 2nd PC on-hand is helpful when doing the above as it saves you from having to continuously Alt-Tab out of the game. Hope all of this helps =)
ishiki said:Oh, sorry I already put cutscenes in depth in attached shader above.
Thank you ishiki! I included your cutscene fix in the WIP below.
ishiki said:How do you find texture hash? If it is easy to explain I will try to do it.
To get texture hash from shaders:
In the d3dx.ini file, ensure you have the 'F8' key enabled and the Frame Analysis log enabled:
; Dumps out the contents of each render target after every immediate draw call
; for the next frame. Takes up a large amount of space, so disabled by default.
analyse_frame = no_modifiers VK_F8
analyse_options = log
- When in-game, save the Frame Analysis log by pressing F8. A new folder will be created in the game directory that looks like "FrameAnalysis.. ".
- In the FrameAnalysis directory, open the file "ShaderUsage.txt"
- Typically, the texture hashes are going to be listed under the Pixel Shader. Also, a vertex shader will list it's matching pixel shader(s) and vice versa.
In the line "x2 = ps-t0": zero is the texture slot number (id). "ps" is Pixel shader (if you used a vertex shader hash, you would put "vs" instead). "x2" will be sent to the shader.
In the shader, insert the following:
float4 hud = IniParams.Load(int2(2, 0)); //load the values of x2, y2, z2 & w2 into hud.xyzw
if(hud.x == 2){
o0 = 0; //disable the texture
}
Now in-game, try inserting various texture hashes under [TextureOverrideHUD1] in the d3dx.ini file and press 'F10' to refresh the d3dx.ini file. You should see various HUD & UI elements disappear.
Having a 2nd PC on-hand is helpful when doing the above as it saves you from having to continuously Alt-Tab out of the game. Hope all of this helps =)
Updated WIP: https://s3.amazonaws.com/4everAwake/WIP_NieR_Automata.zip
[img]http://photos.3dvisionlive.s3.amazonaws.com/4everAwake/images/58d948b7e7e564186d00011d/cached.crossed.3360.1050.0.0[/img]
[u][b]What this does:[/b][/u]
- Fixes shadows (fixed by sgrules) and a couple of lights (character circle, access point orbs)
- Placed all HUD & UI elements at a fixed depth (including cutscenes-- fixed by ishiki). The depth can be changed in the d3dx.ini file
- Fixes an issue where various elements in the main title screen had too much convergence.
- Adds 2 convergence presets on the '[color="orange"]3[/color]' key.
- Adds a high convergence preset on the '[color="orange"]4[/color]' key (for use when in bullet-hell mode)
- Adds a low depth & convergence preset on the '[color="orange"]Caps Lock[/color]' key. Use this for the menu to help see the map better.
[b][u]Known Issues:[/u][/b]
- Blood decals are screen depth
- Some lights look incorrect from a distance (pic below). I suspect this is compute shader related (tile lighting?). Unfortunately, the compute shaders aren't being dumped when I try to save them and they don't show up in the ShaderCache directory when I enable "export_hlsl"
[img]https://s3.amazonaws.com/4everAwake/pics/NieRAutomata41_50.jps[/img]
[b][u]Additional Notes:[/b][/u]
- Open the d3dx.ini file and change the convergence, separation, key assignments and HUD depth to your liking.
- Since all controller buttons are already pre-assigned, I removed the assignments for "Auto-Control", "Reset Camera" and "Previous Pod" to make room for the convergence presets.
Let me know what you guys think.
What this does:
- Fixes shadows (fixed by sgrules) and a couple of lights (character circle, access point orbs)
- Placed all HUD & UI elements at a fixed depth (including cutscenes-- fixed by ishiki). The depth can be changed in the d3dx.ini file
- Fixes an issue where various elements in the main title screen had too much convergence.
- Adds 2 convergence presets on the '3' key.
- Adds a high convergence preset on the '4' key (for use when in bullet-hell mode)
- Adds a low depth & convergence preset on the 'Caps Lock' key. Use this for the menu to help see the map better.
Known Issues:
- Blood decals are screen depth
- Some lights look incorrect from a distance (pic below). I suspect this is compute shader related (tile lighting?). Unfortunately, the compute shaders aren't being dumped when I try to save them and they don't show up in the ShaderCache directory when I enable "export_hlsl"
Additional Notes:
- Open the d3dx.ini file and change the convergence, separation, key assignments and HUD depth to your liking.
- Since all controller buttons are already pre-assigned, I removed the assignments for "Auto-Control", "Reset Camera" and "Previous Pod" to make room for the convergence presets.
Thanks for the fix, 4everAwake (and to all conrtibutors)!
Any chance that it works with this?: http://steamcommunity.com/app/524220/discussions/0/135512104777399045/
At least with FFX/FFX-2, I couldn't make his mod work with 3Dmigoto, but that was almost a year ago.
I have also heard that Durante made a post processing resolution mod, but I don't know where it is (maybe included in Kaldaien's mod? I didn't read that thread thoroughly).
At least with FFX/FFX-2, I couldn't make his mod work with 3Dmigoto, but that was almost a year ago.
I have also heard that Durante made a post processing resolution mod, but I don't know where it is (maybe included in Kaldaien's mod? I didn't read that thread thoroughly).
[quote="masterotaku"]Thanks for the fix, 4everAwake (and to all conrtibutors)!
Any chance that it works with this?: http://steamcommunity.com/app/524220/discussions/0/135512104777399045/
At least with FFX/FFX-2, I couldn't make his mod work with 3Dmigoto, but that was almost a year ago.
I have also heard that Durante made a post processing resolution mod, but I don't know where it is (maybe included in Kaldaien's mod? I didn't read that thread thoroughly).[/quote]
I'm not an expert at this.
I haven't been able to get chaining to work in 3dmigoto.
I tried in the past to get FFX/FFX-2 to work too.
At least with FFX/FFX-2, I couldn't make his mod work with 3Dmigoto, but that was almost a year ago.
I have also heard that Durante made a post processing resolution mod, but I don't know where it is (maybe included in Kaldaien's mod? I didn't read that thread thoroughly).
I'm not an expert at this.
I haven't been able to get chaining to work in 3dmigoto.
4everawake... the latest version looks really really cool.
Thanks,
However, for me it takes like 10 minutes to load compared to previous fixes which loaded about immediately.
I went to uninstalled new fix and then reinstalled previous fix and it loaded quickly again.
I then tried new fix again and it still took a really long time to load.
Is this just me, or do you have this issue too?
I wasn't seeing any loading issues with the fix. Anyways, I updated the WIP to remove some unnecessary files in the ShaderFixes directory. Also I enabled shader caching in the d3dx.ini file (was disabled before). Let me know if you're still having issues.
I wasn't seeing any loading issues with the fix. Anyways, I updated the WIP to remove some unnecessary files in the ShaderFixes directory. Also I enabled shader caching in the d3dx.ini file (was disabled before). Let me know if you're still having issues.
I'm holding off playing this game until (hopefully) someone figures out a way to chain it with the FAR fix. Fingers crossed, game looks seriously amazing!
I'm holding off playing this game until (hopefully) someone figures out a way to chain it with the FAR fix. Fingers crossed, game looks seriously amazing!
One thing i would like to fix in this game which is way more distracting than the broken decals is the Ambient Occlusion. It's not broken in 3d or anything but it's incredibly low res so you can see the aliaising and pixels "swimming" around. I tried disabling it in game and then used Reshade to inject MXAO into it. Reshade works fine by itself, but I haven't had any success getting it to work alongside 3dmigoto. The game just crashes at launch. Since Reshade wraps dxgi.dll there shouldn't be an issue and I'm not running any other overlays that could be causing a conflict. I also tried the older version of 3dmigito 1.01 like bo3b in one of the forum threads but i get the same results.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
What does
X2=1
Post X2=0 do?
I only know basic programming. Like in python for instance. There's global variables. And then variables you can pass and reassign from script to script. But I am a bit confused as to whats going on.
Main thing I'm trying to do with HUD is separate POD reticule or just disable only that, because it is in the middle of the screen and you don't need it for aiming.
But from what I can see, whether it is a vertex shader or Pixel Shader. There is only one main HUD PS, and one main HUD VS. This controls Map, Reticule, HP Gauge and other things.
Also do you know why my loop doesnt work in d3dx.ini
[Key3]
Key = z
type = cycle
w = 5, 0
then later...
[ShaderOverride1]
Hash=5cb30fdcba8da77c
if (w =! 0)
Handling=skip
I tried to create a toggle for turning HUD on and off. What is wrong with my syntax? Sorry and thanks for your help I'm trying to learn it so I can do other fixes too.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
You have to put the condition im the shader, after you load the iniparams. I'm on my phone, but it's like this:
float4 iniparams = IniParams.Load(0);
o0.x=itsusualvalue*iniparams.w;
I understand that you are talking about a vertex shader?
If you want to skip a pixel shader, aftee loading iniparams:
if (iniparams.w!=0)
{
discard;
}
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
- Fixed the yellow circle around the character
- Mostly fixed the main title screen
- Added a high convergence preset on the 'Caps Lock' key
- Disabled the distortion effect from the small pop-up screen (near the main character in the pic below):
I found the VS & PS shader for the blood decals. But I have to look into how to fix them.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
The Prerendered cutscenes are a bit low quality. Here is a link where you can modify them.
http://steamcommunity.com/app/524220/discussions/0/135511913387741243/
I also attached the shader if someone wants to put the cutscenes in depth.
Reason why I like it is to me it's weird to see the image all of a sudden at monitor depth instead of inside the monitor..
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
Basically, 3Dmigoto assigns the textures for the PS as 1 and stores the value in "x2". In the vertex shader, the value of x2 is checked for each texture. If x2 equals 1, the texture will be pushed into the screen. "Post x2=0" I'm not too clear about but I'm assuming it means once the pixel shader is no longer active, make x2 equal zero. I've generally left this in as I've had problems isolating textures without it.
Looks like we would need to further separate the textures by texture hash. This can be a little time consuming, though. I'll try and look into it this and the cutscene depth issue this weekend.
As masterotaku noted, the [ShaderOverride1] part will give an error. Delete that portion from the d3dx.ini and place the condition in the shader instead:
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
I just phrased it a bit weird. I just added it in case someone not capable wanted cutscenes in depth.
The other cutscene fix I linked to fixes some cutscene stutters on some peoples PC, this is not related to 3D
Anyway, Thanks for helping, I'm learning a lot so hopefully I can fix other games.
How do you find texture hash? If it is easy to explain I will try to do it.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
Thank you ishiki! I included your cutscene fix in the WIP below.
To get texture hash from shaders:
In the d3dx.ini file, ensure you have the 'F8' key enabled and the Frame Analysis log enabled:
- When in-game, save the Frame Analysis log by pressing F8. A new folder will be created in the game directory that looks like "FrameAnalysis.. ".
- In the FrameAnalysis directory, open the file "ShaderUsage.txt"
- Typically, the texture hashes are going to be listed under the Pixel Shader. Also, a vertex shader will list it's matching pixel shader(s) and vice versa.
So we search for pixel shader 93398a4a4cb8f329:
So in line 3, "id" is the texture slot number. The texture hash is 8 characters long and is listed right before </Register>
In the d3dx.ini file, paste something that looks like the following:
In the line "x2 = ps-t0": zero is the texture slot number (id). "ps" is Pixel shader (if you used a vertex shader hash, you would put "vs" instead). "x2" will be sent to the shader.
In the shader, insert the following:
Now in-game, try inserting various texture hashes under [TextureOverrideHUD1] in the d3dx.ini file and press 'F10' to refresh the d3dx.ini file. You should see various HUD & UI elements disappear.
Having a 2nd PC on-hand is helpful when doing the above as it saves you from having to continuously Alt-Tab out of the game. Hope all of this helps =)
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
What this does:
- Fixes shadows (fixed by sgrules) and a couple of lights (character circle, access point orbs)
- Placed all HUD & UI elements at a fixed depth (including cutscenes-- fixed by ishiki). The depth can be changed in the d3dx.ini file
- Fixes an issue where various elements in the main title screen had too much convergence.
- Adds 2 convergence presets on the '3' key.
- Adds a high convergence preset on the '4' key (for use when in bullet-hell mode)
- Adds a low depth & convergence preset on the 'Caps Lock' key. Use this for the menu to help see the map better.
Known Issues:
- Blood decals are screen depth
- Some lights look incorrect from a distance (pic below). I suspect this is compute shader related (tile lighting?). Unfortunately, the compute shaders aren't being dumped when I try to save them and they don't show up in the ShaderCache directory when I enable "export_hlsl"
Additional Notes:
- Open the d3dx.ini file and change the convergence, separation, key assignments and HUD depth to your liking.
- Since all controller buttons are already pre-assigned, I removed the assignments for "Auto-Control", "Reset Camera" and "Previous Pod" to make room for the convergence presets.
Let me know what you guys think.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
Any chance that it works with this?: http://steamcommunity.com/app/524220/discussions/0/135512104777399045/
At least with FFX/FFX-2, I couldn't make his mod work with 3Dmigoto, but that was almost a year ago.
I have also heard that Durante made a post processing resolution mod, but I don't know where it is (maybe included in Kaldaien's mod? I didn't read that thread thoroughly).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I'm not an expert at this.
I haven't been able to get chaining to work in 3dmigoto.
I tried in the past to get FFX/FFX-2 to work too.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
Thanks,
However, for me it takes like 10 minutes to load compared to previous fixes which loaded about immediately.
I went to uninstalled new fix and then reinstalled previous fix and it loaded quickly again.
I then tried new fix again and it still took a really long time to load.
Is this just me, or do you have this issue too?
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35