Could someone have a look at this shader please? There are two which look very similar and cause a slight halo. The usual pattern doesn't seem to work
// The trusty pattern that has worked on 20+ of the 30 or so tweaked shaders in this game!
//Apply a stereo correction to the temporary register that holds a copy of the
// output position:
float4 stereo = StereoParams.Load(0)*0;
r1.x += stereo.x * (r1.w - stereo.y);
Could someone have a look at this shader please? There are two which look very similar and cause a slight halo. The usual pattern doesn't seem to work
// The trusty pattern that has worked on 20+ of the 30 or so tweaked shaders in this game!
//Apply a stereo correction to the temporary register that holds a copy of the
// output position:
float4 stereo = StereoParams.Load(0)*0;
r1.x += stereo.x * (r1.w - stereo.y);
my Risen 2 fix is now almost complete, the only thing remaining is specular highlights which seems to works completely different. In this game there are two types of specular highlights, within point lights and without any specific light source.
My problem is, that there is not just something that has to be moved to the correct position. The highlights are just different on both eyes. Modifying some registers does not move them, it only changes the intensity and usually makes the issues larger.
I found some textures that seems to be responsible for that issues. If they are output directly to oC0, specular highlights and the 3D issues are cleary visible in green (see pictures).
Within point lights
Global lighting (clearly visible on the roof)
Any ideas what to do? Is specular fixed differently?
Below are the most probable shader candidates - I've no idea if these are the correct ones. If helpful, I can post a list of the others.
PS92EAC913 (already contains fix for point lights)
mad r0.xy, vPos, c2, c2.zwzw // Screen position
// (using vPos means no halo issues to worry about in the VS)
texld r1, r0, s0 // Sample screen depth to r1
mul r0.z, r1.x, c1.y // Scaling depth buffer
mov r28.x, r0.z // Store scaled depth
nrm_pp r1.xyz, v1
dp3 r0.w, c0, r1
rcp r0.w, r0.w
mul r0.z, r0.w, r0.z // Scaling depth buffer
//mad_pp r2.xyz, r1, -r0.z, v2 // Multiplying 3D coordinate by depth value and adding offset
// Split that instruction in two:
mul r20.xyz, r1, -r0.z // r20 is in world coordiantes
// Pixel shader correction formula
texld r29, c200.z, s13
mul r29.w, r28.x, r29.x // depth * separation
// Transform correction from screen to world coordinates
mul r30.x, r29.w, c220.x
mul r30.y, r29.w, c221.x
mul r30.z, r29.w, c222.x
mul r30.w, r29.w, c223.x
// Disabled specular below, high visual quality loss
add_pp r1.xyz, r2, c3.w
texld_pp r2, r1.ywzw, s3 // diffuse sampler, darker, only w used
//mov oC0, r2 // Small issue in this!
mul_pp r0.x, r0.x, r2.w
texld_pp r2, r1.xwzw, s3
//mov oC0, r2 // Small issue in this!
//add r1.x, r1.x, c201.x // -w: more green; x, +w: less green
// Modifying r1 only changes intensity, not position
texld_pp r4, r1.xwzw, s4 // specular sampler, used below
//mov oC0, r4 // big issue in this, clearly visible, only y used
mov_pp r3.x, r1.z
//add r3.x, r3.x, -c202.x // seems to be a good position for another fix
// +y: up, x: LR
texld_pp r1, r3, s4 // disabling makes LR differences stronger
//mov oC0, r1 // Also some issues in this!
mul_pp r1.w, r4.y, r1.x // Multiply with specular (r4.y)
max_pp r1.xyz, r0.x, r2 // r2: broken diff sampler from above
texld_pp r4, v0, s1
//mov oC0, r4 // const color, red
mul_pp r2.x, r0.w, r4.w
mad_pp r0.xy, r2, c3.z, c3.z
mul_pp r0.w, r4.y, c3.w
mad r0.xyz, r0, c2.x, r0.w
add_pp r1.xyz, r0, c2.y
texld_pp r0, r1.ywzw, s2
//mov oC0, r0 // Some small issues!
mul_pp r0.x, r2.x, r0.w
texld_pp r2, r1.xwzw, s2 // shadows get greener, non shadows redder
//mov oC0, r2 // Also some issues
// Removing specular samplers improve it, but no complete fix.
texld_pp r5, r1.xwzw, s3 // a bit reflections ?
//mov oC0, r5 // Issues cleary visible in green
mov_pp r3.x, r1.z
texld_pp r1, r3, s3 // a bit reflections ?
//mov oC0, r1 // Issues cleary visible in green
// The trusty pattern that has worked on 20+ of the 30 or so tweaked shaders in this game!
//Apply a stereo correction to the temporary register that holds a copy of the
// output position:
float4 stereo = StereoParams.Load(0)*0;
r1.x += stereo.x * (r1.w - stereo.y);
This is a very common pattern for halo issues many games. The output position gets stereorized by the driver, the copies not, so you have to do that manually.
andysonofbob said:
The other shader looks very similar to this one. I notice they are missing a o5.w dot part. Is that an issue?
In line 65/66, o0.w and o5.w are set to r1.x, which is a dot product of r0 and cb1[7], so this shouldn't be an issue. Can you please post a fixed shader?
From what I understand cb0 is SceneBuffer. cb7 is cbTiledLighting (based on the SLOT number).
What I don't understand are the sizes! why cb0[46] and cb7[1]?? If I look at the structures that are way bigger...
Also I don't quite get how to access "// float4 FogParams; // Offset: 144 Size: 16 [unused]" for example... Is cb[X].xyzw? The offeset is 144 but my cb0 is defined as a size of 46 so X is definitely not 144 but then what value do I pass as the index in cb0[] ?
Anyone can provide any help? Sorry if it sounds stupid but I can't remember how I do this... :(
Thank you in advance!
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The declaration in the shader is set by the compiler for the largest offset the shader accesses, not the actual size of the buffer - so you can increase that to the real size quite safely if you need something further in the buffer.
To go from the byte offset in the comment to the index and component (for assembly shaders):
To get the index divide the offset by 16 and round down
To get the component take the remainder of that division and divide again by 4 (0=x, 1=y, 2=z, 3=w)
Then if it's a float4 or a matrix add whichever component you are after.
The declaration in the shader is set by the compiler for the largest offset the shader accesses, not the actual size of the buffer - so you can increase that to the real size quite safely if you need something further in the buffer.
To go from the byte offset in the comment to the index and component (for assembly shaders):
To get the index divide the offset by 16 and round down
To get the component take the remainder of that division and divide again by 4 (0=x, 1=y, 2=z, 3=w)
Then if it's a float4 or a matrix add whichever component you are after.
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So basically in the above example to access:
float4 FogParams; // Offset: 144 Size: 16
I need to do: 144/16 = 9
which means cb0[9] will point to float4 FogParams. So if I want to access FogParams.z I could do:
cb0[9].x ?
That's why in the Tomb Raider CS you access it like this:
[code]
add r13.w, r8.z, -r13.y
mul r13.w, r13.w, r13.x
mad r8.x, -r13.w, cb0[81].x, r8.x
[/code]
Where cb0[81] is basically pointing to the InverseProjection and .x is actually the first component (the FOV) ._m00. So in order to access the ._m11 component of the matrix I would need to use cb0[82].y ?
Hope I got it right?:) Thank you!
Where cb0[81] is basically pointing to the InverseProjection and .x is actually the first component (the FOV) ._m00. So in order to access the ._m11 component of the matrix I would need to use cb0[82].y ?
Hope I got it right?:) Thank you!
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
[quote="helifax"]So basically in the above example to access:
float4 FogParams; // Offset: 144 Size: 16
I need to do: 144/16 = 9
which means cb0[9] will point to float4 FogParams. So if I want to access FogParams.z I could do:
cb0[9].x ?
[/quote]
That's right, except for FogParams.z it would be cb0[9].z ;-)
[quote]
That's why in the Tomb Raider CS you access it like this:
[code]
add r13.w, r8.z, -r13.y
mul r13.w, r13.w, r13.x
mad r8.x, -r13.w, cb0[81].x, r8.x
[/code]
Where cb0[81] is basically pointing to the InverseProjection and .x is actually the first component (the FOV) ._m00. So in order to access the ._m11 component of the matrix I would need to use cb0[82].y ?
[/quote]
Correct :)
Where cb0[81] is basically pointing to the InverseProjection and .x is actually the first component (the FOV) ._m00. So in order to access the ._m11 component of the matrix I would need to use cb0[82].y ?
Correct :)
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
[quote="DarkStarSword"][quote="helifax"]So basically in the above example to access:
float4 FogParams; // Offset: 144 Size: 16
I need to do: 144/16 = 9
which means cb0[9] will point to float4 FogParams. So if I want to access FogParams.z I could do:
cb0[9].x ?
[/quote]
That's right, except for FogParams.z it would be cb0[9].z ;-)
[quote]
That's why in the Tomb Raider CS you access it like this:
[code]
add r13.w, r8.z, -r13.y
mul r13.w, r13.w, r13.x
mad r8.x, -r13.w, cb0[81].x, r8.x
[/code]
Where cb0[81] is basically pointing to the InverseProjection and .x is actually the first component (the FOV) ._m00. So in order to access the ._m11 component of the matrix I would need to use cb0[82].y ?
[/quote]
Correct :)
[/quote]
Big thanks! I'll be sure to sticky this one now in my bookmarks as I'll forget it again at some point, I'm sure of it hahah:))
Where cb0[81] is basically pointing to the InverseProjection and .x is actually the first component (the FOV) ._m00. So in order to access the ._m11 component of the matrix I would need to use cb0[82].y ?
Correct :)
Big thanks! I'll be sure to sticky this one now in my bookmarks as I'll forget it again at some point, I'm sure of it hahah:))
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
So I started to look at making a couple of simple HUD fixes for games I play. Grim Dawn, and Path of exile.
Yet I am not getting Helixmod or 3DMigoto to "Hook in" on any of those, actually I have come across this problem fairly often. I have tried all versions of both the tools (32bit, 64bit ect) I just tried everything when the version that should be correct for the systems the game is using didn't work.
Is it just a case of it not working with certain games or is there some tricks around this?
Cheers.
So I started to look at making a couple of simple HUD fixes for games I play. Grim Dawn, and Path of exile.
Yet I am not getting Helixmod or 3DMigoto to "Hook in" on any of those, actually I have come across this problem fairly often. I have tried all versions of both the tools (32bit, 64bit ect) I just tried everything when the version that should be correct for the systems the game is using didn't work.
Is it just a case of it not working with certain games or is there some tricks around this?
Cheers.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="necropants"]So I started to look at making a couple of simple HUD fixes for games I play. Grim Dawn, and Path of exile.
Yet I am not getting Helixmod or 3DMigoto to "Hook in" on any of those, actually I have come across this problem fairly often. I have tried all versions of both the tools (32bit, 64bit ect) I just tried everything when the version that should be correct for the systems the game is using didn't work.
Is it just a case of it not working with certain games or is there some tricks around this?
Cheers.[/quote]
Best way to look for proper hooking is to enable logging for either tool, and look for a log file being generated. You may not see anything on screen, but if it successfully connects, you'll get something in the log.
DX11 wrapping with 3Dmigoto doesn't ever fully fail that I can tell. We've had some weird anti-social games that later disconnect it (like MGSV), but it pretty much always wraps. If you don't see a log, let me know and we can try an early-load technique, or try the hook settings in d3dx.ini.
For HelixMod, yes, there are many times when a given version won't properly wrap a game. Your only possibility here is to try the other variants of HelixMod to see if older versions work.
necropants said:So I started to look at making a couple of simple HUD fixes for games I play. Grim Dawn, and Path of exile.
Yet I am not getting Helixmod or 3DMigoto to "Hook in" on any of those, actually I have come across this problem fairly often. I have tried all versions of both the tools (32bit, 64bit ect) I just tried everything when the version that should be correct for the systems the game is using didn't work.
Is it just a case of it not working with certain games or is there some tricks around this?
Cheers.
Best way to look for proper hooking is to enable logging for either tool, and look for a log file being generated. You may not see anything on screen, but if it successfully connects, you'll get something in the log.
DX11 wrapping with 3Dmigoto doesn't ever fully fail that I can tell. We've had some weird anti-social games that later disconnect it (like MGSV), but it pretty much always wraps. If you don't see a log, let me know and we can try an early-load technique, or try the hook settings in d3dx.ini.
For HelixMod, yes, there are many times when a given version won't properly wrap a game. Your only possibility here is to try the other variants of HelixMod to see if older versions work.
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Just keep in mind the wrappers from Helix only work with dx9 games.
3Dmigoto works with dx11 games.
Helix has a dx11 wrapper, but I think it was never released for public use.
Yeah thanks guys, I am aware of this obviously, I only started messing with everything just in case something weird was going on. I know Grim Dawn for instance is listed as a Dx11 game, but it still supports dx9. But no where can you seem to select which mode it runs in. So I started messing with both wrappers.
I am pretty certain POE is Dx9 (since the engine is so old at this point.)
I'll mess around with this and see what I can uncover.
Yeah thanks guys, I am aware of this obviously, I only started messing with everything just in case something weird was going on. I know Grim Dawn for instance is listed as a Dx11 game, but it still supports dx9. But no where can you seem to select which mode it runs in. So I started messing with both wrappers.
I am pretty certain POE is Dx9 (since the engine is so old at this point.)
I'll mess around with this and see what I can uncover.
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Ok So apparently Grim Dawn is Dx9 after all. I tried all the helix DLL's the older ones just crash the game on startup. The only thing that appears in the log is.
Start logging..
Direct3DCreate9Ex Created
Ok So apparently Grim Dawn is Dx9 after all. I tried all the helix DLL's the older ones just crash the game on startup. The only thing that appears in the log is.
Start logging..
Direct3DCreate9Ex Created
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16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="necropants"]Ok So apparently Grim Dawn is Dx9 after all. I tried all the helix DLL's the older ones just crash the game on startup. The only thing that appears in the log is.
Start logging..
Direct3DCreate9Ex Created
[/quote]
I bought this game yesterday and had a quick look. In the Steam directory, delete [i]GameOverlayRenderer.dll[/i] to prevent the game from crashing. Also, if you want to use the newer Helixmod DLLs, in the Dx9Settings file, under [General], add the line:
[code]UseExtInterfaceOnly=true[/code]
In-game, I was getting some left eye lighting issues. But turning off Post Processing fixes it.
Let me know if you need any further assistance with this game.
necropants said:Ok So apparently Grim Dawn is Dx9 after all. I tried all the helix DLL's the older ones just crash the game on startup. The only thing that appears in the log is.
Start logging..
Direct3DCreate9Ex Created
I bought this game yesterday and had a quick look. In the Steam directory, delete GameOverlayRenderer.dll to prevent the game from crashing. Also, if you want to use the newer Helixmod DLLs, in the Dx9Settings file, under [General], add the line:
UseExtInterfaceOnly=true
In-game, I was getting some left eye lighting issues. But turning off Post Processing fixes it.
Let me know if you need any further assistance with this game.
Thanks a lot. If you are thinking of working your magic on this one, be my guest I am not sure how long it will take me to get any result's. I just thought would be a good candidate to learn some more things about fixing since it's already pretty good out of the box. I always find it helps me to learn if it's a game I am interested in.
Messing around with POE as well. it seems it doesn't even try and create a log.
*edit*
Ok well I am not sure what I am doing wrong in this case but I still am not getting any shader hunting text. I don't even see GameOverlayRenderer.dll anywhere
What version of the Helix dll are you using?
Thanks a lot. If you are thinking of working your magic on this one, be my guest I am not sure how long it will take me to get any result's. I just thought would be a good candidate to learn some more things about fixing since it's already pretty good out of the box. I always find it helps me to learn if it's a game I am interested in.
Messing around with POE as well. it seems it doesn't even try and create a log.
*edit*
Ok well I am not sure what I am doing wrong in this case but I still am not getting any shader hunting text. I don't even see GameOverlayRenderer.dll anywhere
What version of the Helix dll are you using?
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Could someone have a look at this shader please? There are two which look very similar and cause a slight halo. The usual pattern doesn't seem to work
Here is a one of the shaders I mentioned above:
The other shader looks very similar to this one. I notice they are missing a o5.w dot part. Is that an issue?
Thank you very much in advance. :)
Andy
Thanks in advance
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
I don't think this is the shader you're looking for. Just wondering, is the halo still there when you press F9 (disable the fix)?
Also, can you post the pixel shader for this?
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
my Risen 2 fix is now almost complete, the only thing remaining is specular highlights which seems to works completely different. In this game there are two types of specular highlights, within point lights and without any specific light source.
My problem is, that there is not just something that has to be moved to the correct position. The highlights are just different on both eyes. Modifying some registers does not move them, it only changes the intensity and usually makes the issues larger.
I found some textures that seems to be responsible for that issues. If they are output directly to oC0, specular highlights and the 3D issues are cleary visible in green (see pictures).
Within point lights
Global lighting (clearly visible on the roof)
Any ideas what to do? Is specular fixed differently?
Below are the most probable shader candidates - I've no idea if these are the correct ones. If helpful, I can post a list of the others.
PS92EAC913 (already contains fix for point lights)
VS83BFAF1A
PSEACABB08
--------------------------------------------------------
This is a very common pattern for halo issues many games. The output position gets stereorized by the driver, the copies not, so you have to do that manually.
In line 65/66, o0.w and o5.w are set to r1.x, which is a dot product of r0 and cb1[7], so this shouldn't be an issue. Can you please post a fixed shader?
My 3D fixes with Helixmod for the Risen series on GitHub
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Sorry for the STUPID question but I can't remember how to do this....
In a shader I have these definitions:
Then I have the declarations like this:
From what I understand cb0 is SceneBuffer. cb7 is cbTiledLighting (based on the SLOT number).
What I don't understand are the sizes! why cb0[46] and cb7[1]?? If I look at the structures that are way bigger...
Also I don't quite get how to access "// float4 FogParams; // Offset: 144 Size: 16 [unused]" for example... Is cb[X].xyzw? The offeset is 144 but my cb0 is defined as a size of 46 so X is definitely not 144 but then what value do I pass as the index in cb0[] ?
Anyone can provide any help? Sorry if it sounds stupid but I can't remember how I do this... :(
Thank you in advance!
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)
To go from the byte offset in the comment to the index and component (for assembly shaders):
To get the index divide the offset by 16 and round down
To get the component take the remainder of that division and divide again by 4 (0=x, 1=y, 2=z, 3=w)
Then if it's a float4 or a matrix add whichever component you are after.
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float4 FogParams; // Offset: 144 Size: 16
I need to do: 144/16 = 9
which means cb0[9] will point to float4 FogParams. So if I want to access FogParams.z I could do:
cb0[9].x ?
That's why in the Tomb Raider CS you access it like this:
Where cb0[81] is basically pointing to the InverseProjection and .x is actually the first component (the FOV) ._m00. So in order to access the ._m11 component of the matrix I would need to use cb0[82].y ?
Hope I got it right?:) Thank you!
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Creative Sound Blaster Z.
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etc
My website with my fixes and OpenGL to 3D Vision wrapper:
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(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)
That's right, except for FogParams.z it would be cb0[9].z ;-)
Correct :)
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Big thanks! I'll be sure to sticky this one now in my bookmarks as I'll forget it again at some point, I'm sure of it hahah:))
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)
Yet I am not getting Helixmod or 3DMigoto to "Hook in" on any of those, actually I have come across this problem fairly often. I have tried all versions of both the tools (32bit, 64bit ect) I just tried everything when the version that should be correct for the systems the game is using didn't work.
Is it just a case of it not working with certain games or is there some tricks around this?
Cheers.
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Best way to look for proper hooking is to enable logging for either tool, and look for a log file being generated. You may not see anything on screen, but if it successfully connects, you'll get something in the log.
DX11 wrapping with 3Dmigoto doesn't ever fully fail that I can tell. We've had some weird anti-social games that later disconnect it (like MGSV), but it pretty much always wraps. If you don't see a log, let me know and we can try an early-load technique, or try the hook settings in d3dx.ini.
For HelixMod, yes, there are many times when a given version won't properly wrap a game. Your only possibility here is to try the other variants of HelixMod to see if older versions work.
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
3Dmigoto works with dx11 games.
Helix has a dx11 wrapper, but I think it was never released for public use.
I am pretty certain POE is Dx9 (since the engine is so old at this point.)
I'll mess around with this and see what I can uncover.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Start logging..
Direct3DCreate9Ex Created
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I bought this game yesterday and had a quick look. In the Steam directory, delete GameOverlayRenderer.dll to prevent the game from crashing. Also, if you want to use the newer Helixmod DLLs, in the Dx9Settings file, under [General], add the line:
In-game, I was getting some left eye lighting issues. But turning off Post Processing fixes it.
Let me know if you need any further assistance with this game.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
Messing around with POE as well. it seems it doesn't even try and create a log.
*edit*
Ok well I am not sure what I am doing wrong in this case but I still am not getting any shader hunting text. I don't even see GameOverlayRenderer.dll anywhere
What version of the Helix dll are you using?
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)