No idea if this might help, but I was using a DLL Loader for Skyrim SE and since it's dx11 64bit and the guy posted his source code, I figured I'd link it for you. Perhaps it might point you in the right direction or help in some way :)
https://github.com/Sumwunn/DllLoader/tree/master/DLL_Loader_DINPUT8/DLL_Loader
and there was this template to proxy DLLs, I think I saw it on Nexus in one of the ENB threads
https://github.com/zeroKilo/ProxyDllMaker
If someone want to give it a try...there is a working example to display an informative overlay when you use some presets.
[url]https://s3.amazonaws.com/dhr/Test/Overlay_Custom_Shader.zip[/url]
The zip contain all the info you need to add to the d3dx.ini and in the ShaderFixes folder.
I include examples for 2 presets + overlay for depth% information and 1 preset + overlay for DOF ON/OFF. Also a toggle ON/OFF for shown the overlay, with the "O" key (cycle)
The Constants associated to the overlay are x= (depth%), y= (depth%) and z= (DOF ON/OFF).
Also you can use any KEY = you want, like a normal presets configuration.
This need 3Dmigoto 1.3.7+
I will include this Overlay in the "Shadows of War" fix.
I also want to add a F1 HELP overlay to show the "Game Help Presets"...but this still need more work.
Thanks to DSS!! This is based on the "Auto-Convergence HUD" display including in "Dead or Alive Xtreme Venus Vacation" fix...and also for all the help!.
The zip contain all the info you need to add to the d3dx.ini and in the ShaderFixes folder.
I include examples for 2 presets + overlay for depth% information and 1 preset + overlay for DOF ON/OFF. Also a toggle ON/OFF for shown the overlay, with the "O" key (cycle)
The Constants associated to the overlay are x= (depth%), y= (depth%) and z= (DOF ON/OFF).
Also you can use any KEY = you want, like a normal presets configuration.
This need 3Dmigoto 1.3.7+
I will include this Overlay in the "Shadows of War" fix.
I also want to add a F1 HELP overlay to show the "Game Help Presets"...but this still need more work.
Thanks to DSS!! This is based on the "Auto-Convergence HUD" display including in "Dead or Alive Xtreme Venus Vacation" fix...and also for all the help!.
Hello everyone, i'm in DIRE need of a help in getting stereo enabled in pcsx2. I did all the steps mentioned in here: https://helixmod.blogspot.ae/2018/01/pcsx2-dx11.html?showComment=1521480088595#c2517764332432973474
then enabled SBS support in the d3dx ini file, by uncommenting "run = CustomShader3DVision2SBS"
but stereo still says disabled even if i click f11 to toggle SBS. For context, i want to use it in VR, if i get SBS or over under, i can make it 3D in vr using something called "virtual desktop". Does anyone know how i can enable stereo..?
this is what it says " stereo disabled" at the bottom https://imgur.com/a/guXVH
Hello everyone, i'm in DIRE need of a help in getting stereo enabled in pcsx2. I did all the steps mentioned in here: https://helixmod.blogspot.ae/2018/01/pcsx2-dx11.html?showComment=1521480088595#c2517764332432973474
then enabled SBS support in the d3dx ini file, by uncommenting "run = CustomShader3DVision2SBS"
but stereo still says disabled even if i click f11 to toggle SBS. For context, i want to use it in VR, if i get SBS or over under, i can make it 3D in vr using something called "virtual desktop". Does anyone know how i can enable stereo..?
Hopefully this is a silly question, but do you actually own an NVIDIA 3D Vision setup, and can you get the NVIDIA test application in the control panel to render in stereoscopic 3D?
Hopefully this is a silly question, but do you actually own an NVIDIA 3D Vision setup, and can you get the NVIDIA test application in the control panel to render in stereoscopic 3D?
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
From the PCSX2 thread:
"oh and two things: what do you mean by "Are the glasses and pyramid working when you are in fullscreen? " i use vr so when the game becomes SBS or over under, i have a program that makes one image go to the left and other to the right producing 3D (called virtual desktop), so i don't have those nvidia 3D vision galsses. And the other thing is, it's supposed to be a side by side video when 3D works..right? just making sure"
"oh and two things: what do you mean by "Are the glasses and pyramid working when you are in fullscreen? " i use vr so when the game becomes SBS or over under, i have a program that makes one image go to the left and other to the right producing 3D (called virtual desktop), so i don't have those nvidia 3D vision galsses. And the other thing is, it's supposed to be a side by side video when 3D works..right? just making sure"
@mpmo10
Please post in some other thread. Perhaps the PCSX2 thread
This is not a thread to discus your problems in.
It is for the wrapper "development and shaderhacker" use only.
Hi, I read this forum pretty much every day so sorry if this has been answered before but...
Is there such a thing as a d3dx.ini that is tuned for playing rather than hunting?
I'm trying some older games and I'm particularly interested in testing upscaling in combination with the SBS shader. I'm hoping to take advantage of any performance/functionality improvements so when I do this I try the latest version of 3dmigoto, but the versions on github always have the logging etc. enabled.
I've turned off logging but wonder what else I'm missing or indeed if my approach is fundamentally flawed.
I managed to get Quantum Break working with upscaling and top and bottom mode (or interlaced, forget which one right now!), the results were absolutely superb so I'm eager to try this out on other games too. Currently I'm playing around with Witcher 2, I'll see how I get on.
Thanks again for all the hard work!
*edit* doh, just realised Witcher 2 is DX9, but question still stands as want to achieve the same with GTAV and others.
Hi, I read this forum pretty much every day so sorry if this has been answered before but...
Is there such a thing as a d3dx.ini that is tuned for playing rather than hunting?
I'm trying some older games and I'm particularly interested in testing upscaling in combination with the SBS shader. I'm hoping to take advantage of any performance/functionality improvements so when I do this I try the latest version of 3dmigoto, but the versions on github always have the logging etc. enabled.
I've turned off logging but wonder what else I'm missing or indeed if my approach is fundamentally flawed.
I managed to get Quantum Break working with upscaling and top and bottom mode (or interlaced, forget which one right now!), the results were absolutely superb so I'm eager to try this out on other games too. Currently I'm playing around with Witcher 2, I'll see how I get on.
Thanks again for all the hard work!
*edit* doh, just realised Witcher 2 is DX9, but question still stands as want to achieve the same with GTAV and others.
Gigabyte RTX2080TI Gaming OC, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
[code]
[Logging]
; Log all API usage
calls=0
; Log Input key actions
input=0
; Super verbose massive log
debug=0
; Unbuffered logging to avoid missing anything at file end
unbuffered=0
; Force the CPU affinity to use only a single CPU for debugging multi-threaded
force_cpu_affinity=0
; Log NVAPI convergence modifications
convergence=0
; Log NVAPI separation modifications
separation=0
[/code]
[code]
hunting=0
[/code]
[code]
dump_usage=0
[/code]
That should be everything you need. Maybe "rasterizer_disable_scissor=0" too if the default "rasterizer_disable_scissor=1" is making some HUD text or minimap overflow. Some games are affected by this.
That should be everything you need. Maybe "rasterizer_disable_scissor=0" too if the default "rasterizer_disable_scissor=1" is making some HUD text or minimap overflow. Some games are affected by this.
[center][color="orange"][size="XL"]3Dmigoto 1.3.8[/size]
[/color][/center][center][color="green"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/color][/center]
[size="L"][color="green"]Frame Analysis[/color][/size]
There are some significant improvements to using "analyse_options = dump_vb txt". Whereas before this would produce an only marginally helpful dump leaving a lot up to guesswork, it will now tell you things like this:
[code]
vb0[0]+000 POSITION: -0.118072122, 0.302556932, -0.0400454402
vb0[0]+012 NORMAL: -0.596679688, -0.754394531, 0.272705078, 0
vb0[0]+020 BLENDWEIGHT: 0.600097656, 0.330078125, 0.0700073242, 0
vb0[0]+028 BLENDWEIGHT1: 0, 0, 0, 0
vb0[0]+036 BLENDWEIGHT2: 0, 0, 0, 0
vb0[0]+044 BLENDINDICES: 22, 48, 47, 0
vb0[0]+048 BLENDINDICES1: 0, 0, 0, 0
vb0[0]+052 BLENDINDICES2: 0, 0, 0, 0
vb0[0]+056 TANGENT: -0.376220703, 0.563476563, 0.735351563, -1
vb0[0]+064 TEXCOORD: 0.20703125, 0.316894531, 0.180908203, 0.463867188
vb0[0]+072 TEXCOORD1: 0.180908203, 0.463867188, 0.243652344, 0.208007813
vb0[0]+000 COLOR: -0.118072122, 0.302556932, -0.0400454402
vb0[0]+000 TEXCOORD2: -0.118072122, 0.302556932, -0.0400454402
[/code]
This is useful for a few purposes. For this community I think this will be most useful to find out what all the inputs to the vertex shader actually are, e.g. if you have got something like a lens glare/flare around a light source you can use this to answer the question as to whether the game is passing in depth information you could use to position it correctly at all.
This will also be useful if you intend to decode a vertex buffer manually inside a shader, as the top of the text file now shows information about each semantic (e.g. POSITION, TEXCOORD, etc), such as which vertex buffer they are located in (as different semantics may be located in different vertex buffers), what the offset is within each vertex to that particular semantic, how it is encoded (to select a matching HLSL data type to use directly, or indicate what form of manual conversion may be required), and whether it is vertex data or instance data. Note that in this example POSITION only has three components - the input position W component is implicitly set to 1 in this case, and if you were decoding a vertex buffer manually you would have to explicitly account for that (this is easy to forget and I tend to get bitten by it every time).
The vertex buffer text files now include enough information that they could theoretically be imported into a 3D modelling tool such as Blender, if an import script was written for this format (the import script would also need to process the matching index buffer and any other related vertex buffers), and used to reconstruct the game/mesh-specific binary vertex buffer format to re-inject a modified mesh back into the game. I've written a script to convert this vertex buffer text file back into a binary vertex buffer to facilitate simple edits, but a full import/export script does not exist yet.
Note that this new functionality is only available via "analyse_options" - the "dump" command is not recommended for vertex buffers as it only dumps the raw buffer and does not gather the extra metadata required to decode these properly.
[list]
[.]"analyse_options = dump_vb txt" now dumps the input assembler layout[/.]
[.]"analyse_options = dump_vb txt" now uses the input assembler layout to correctly decode the vertex buffers[/.]
[.]"analyse_options = dump_vb txt" now correctly decodes per-instance data[/.]
[.]"analyse_options = dump_vb txt" now implies "dump_ib" for indexed draw calls[/.]
[.]"analyse_options = dump_vb txt" now uses the index buffer to determine the maximum vertex to dump when an indexed draw call is in use, significantly reducing the size of the dumped vertex buffers in some games (10s of GB reduced to hundreds of MB for a full frame)[/.]
[.]"analyse_options = dump_vb" now skips dumping vertex buffers that are not used by the current draw call[/.]
[.]"analyse_options = dump_vb dump_ib txt" now indicates the primitive topology in the text files[/.]
[.]dump_vb and dump_ib can now be aborted by pressing F8 a second time[/.]
[.]"jpg" added as an alias for "jps" for non-3D Vision modders[/.]
[/list]
[size="L"][color="green"]3D Vision Direct Mode[/color][/size][list]
Some fixes and features mainly for sgsrules upcoming Unity tool, but can also help in other 3D Vision Direct games:
[.]Forcing direct mode no longer implies 2x back buffer width[/.]
[.]New "direct_mode_eye=left/right/mono" command to change the current 3D Vision Direct Mode back buffer. This can be used to e.g. render the software mouse in both eyes in a 3D Vision Direct mode game, like:
[code]
direct_mode_eye = left
run = CustomShaderSoftwareMouse
direct_mode_eye = right
run = CustomShaderSoftwareMouse
[/code]
Note that while this command also supports a "mono" setting, which just passes that request through to nvapi, it has a tendancy to break things and may even need a game restart to fix in some cases. Generally avoid this and treat "right" as "mono" instead.[/.]
[/list]
[size="L"][color="green"]Misc[/color][/size][list]
[.]Regression introduced in 1.3.5 breaking upscaling fixed ("BUG: Missing upscaling object")[/.]
[.]Resource pool growing too large fixed (non-issue in current builds by pure dumb luck, but became significant when the Visual Studios 2017 toolchain was used)[/.]
[.][TextureOverride] sections now have a width_multiply & height_multiply options, that dynamically scale a matching resource in the same manner as the corresponding options in the [Resource] sections already do.[/.]
[.][Resource] sections using filename= now use the overlay to warn if they failed to load the indicated file[/.]
[/list]
Frame Analysis
There are some significant improvements to using "analyse_options = dump_vb txt". Whereas before this would produce an only marginally helpful dump leaving a lot up to guesswork, it will now tell you things like this:
This is useful for a few purposes. For this community I think this will be most useful to find out what all the inputs to the vertex shader actually are, e.g. if you have got something like a lens glare/flare around a light source you can use this to answer the question as to whether the game is passing in depth information you could use to position it correctly at all.
This will also be useful if you intend to decode a vertex buffer manually inside a shader, as the top of the text file now shows information about each semantic (e.g. POSITION, TEXCOORD, etc), such as which vertex buffer they are located in (as different semantics may be located in different vertex buffers), what the offset is within each vertex to that particular semantic, how it is encoded (to select a matching HLSL data type to use directly, or indicate what form of manual conversion may be required), and whether it is vertex data or instance data. Note that in this example POSITION only has three components - the input position W component is implicitly set to 1 in this case, and if you were decoding a vertex buffer manually you would have to explicitly account for that (this is easy to forget and I tend to get bitten by it every time).
The vertex buffer text files now include enough information that they could theoretically be imported into a 3D modelling tool such as Blender, if an import script was written for this format (the import script would also need to process the matching index buffer and any other related vertex buffers), and used to reconstruct the game/mesh-specific binary vertex buffer format to re-inject a modified mesh back into the game. I've written a script to convert this vertex buffer text file back into a binary vertex buffer to facilitate simple edits, but a full import/export script does not exist yet.
Note that this new functionality is only available via "analyse_options" - the "dump" command is not recommended for vertex buffers as it only dumps the raw buffer and does not gather the extra metadata required to decode these properly.
"analyse_options = dump_vb txt" now dumps the input assembler layout
"analyse_options = dump_vb txt" now uses the input assembler layout to correctly decode the vertex buffers
"analyse_options = dump_vb txt" now correctly decodes per-instance data
"analyse_options = dump_vb txt" now implies "dump_ib" for indexed draw calls
"analyse_options = dump_vb txt" now uses the index buffer to determine the maximum vertex to dump when an indexed draw call is in use, significantly reducing the size of the dumped vertex buffers in some games (10s of GB reduced to hundreds of MB for a full frame)
"analyse_options = dump_vb" now skips dumping vertex buffers that are not used by the current draw call
"analyse_options = dump_vb dump_ib txt" now indicates the primitive topology in the text files
dump_vb and dump_ib can now be aborted by pressing F8 a second time
"jpg" added as an alias for "jps" for non-3D Vision modders
3D Vision Direct Mode
Some fixes and features mainly for sgsrules upcoming Unity tool, but can also help in other 3D Vision Direct games:
Forcing direct mode no longer implies 2x back buffer width
New "direct_mode_eye=left/right/mono" command to change the current 3D Vision Direct Mode back buffer. This can be used to e.g. render the software mouse in both eyes in a 3D Vision Direct mode game, like:
direct_mode_eye = left
run = CustomShaderSoftwareMouse
direct_mode_eye = right
run = CustomShaderSoftwareMouse
Note that while this command also supports a "mono" setting, which just passes that request through to nvapi, it has a tendancy to break things and may even need a game restart to fix in some cases. Generally avoid this and treat "right" as "mono" instead.
Resource pool growing too large fixed (non-issue in current builds by pure dumb luck, but became significant when the Visual Studios 2017 toolchain was used)
[TextureOverride] sections now have a width_multiply & height_multiply options, that dynamically scale a matching resource in the same manner as the corresponding options in the [Resource] sections already do.
[Resource] sections using filename= now use the overlay to warn if they failed to load the indicated file
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
Thanks for the update. The new vertex buffer information may be useful for knowing why Devil May Cry needs different fix multipliers depending on the room (not FOV related, and constant buffers didn't give any clue). I'm going to try it right away.
Thanks for the update. The new vertex buffer information may be useful for knowing why Devil May Cry needs different fix multipliers depending on the room (not FOV related, and constant buffers didn't give any clue). I'm going to try it right away.
Thanks for the update!
[quote="DarkStarSword"]if you have got something like a lens glare/flare around a light source you can use this to answer the question as to whether the game is passing in depth information you could use to position it correctly at all.[/quote]
Ummmm, how? :) What exactly would we be looking for?
Onto another matter. I'm currently having trouble getting the fuzzy attribute texture matching functionality working for me. I'm currently trying to do something like this:
[TextureOverrideMap]
match_type = Texture2D
match_usage = default
match_format = BC1_UNORM
match_width = 1024
match_height = 1024
filter_index=4
and it's not working, meanwhile if I simply use the corresponding texture hash rather than attribute matching, it's fine. I've tried using each individual attribute, and all of them combined and still no go. I'm under the impression it has to do with the filter_index part not getting recognized. Am I supposed to somehow add an attribute match to indicate this should match with a ps-t0 slot? Or is using filter_index not supported here? (I don't see any examples you used in the 1.2.70 release notes using a filter index)
Edit: Is anyone else NOT seeing this thread appear on the front page of the forum? I'm not, didn't even know there was this latest update until I found this thread using a bookmark and went to the last post. Even now, after I just made this post, I'm still not seeing it at the top of the list (or anywhere at all on the first page).
Edit 2: Ok, NOW I'm seeing it. Weird, maybe just some sort of delay.
DarkStarSword said:if you have got something like a lens glare/flare around a light source you can use this to answer the question as to whether the game is passing in depth information you could use to position it correctly at all.
Ummmm, how? :) What exactly would we be looking for?
Onto another matter. I'm currently having trouble getting the fuzzy attribute texture matching functionality working for me. I'm currently trying to do something like this:
and it's not working, meanwhile if I simply use the corresponding texture hash rather than attribute matching, it's fine. I've tried using each individual attribute, and all of them combined and still no go. I'm under the impression it has to do with the filter_index part not getting recognized. Am I supposed to somehow add an attribute match to indicate this should match with a ps-t0 slot? Or is using filter_index not supported here? (I don't see any examples you used in the 1.2.70 release notes using a filter index)
Edit: Is anyone else NOT seeing this thread appear on the front page of the forum? I'm not, didn't even know there was this latest update until I found this thread using a bookmark and went to the last post. Even now, after I just made this post, I'm still not seeing it at the top of the list (or anywhere at all on the first page).
Edit 2: Ok, NOW I'm seeing it. Weird, maybe just some sort of delay.
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[quote="DJ-RK"][quote="DarkStarSword"]if you have got something like a lens glare/flare around a light source you can use this to answer the question as to whether the game is passing in depth information you could use to position it correctly at all.[/quote]
Ummmm, how? :) What exactly would we be looking for?[/quote]
I didn't want to say exactly what this would be, because in my experience it can vary from game to game - in one game (Mad Max I think it was) it was passed in a constant buffer to the pixel shader instead. But checking if POSITION is two or three dimensional would typically be a good indication as to whether the vertex buffer has depth information or not.
[quote]Onto another matter. I'm currently having trouble getting the fuzzy attribute texture matching functionality working for me. I'm currently trying to do something like this:
[TextureOverrideMap]
match_type = Texture2D
match_usage = default
match_format = BC1_UNORM
match_width = 1024
match_height = 1024
filter_index=4
and it's not working, meanwhile if I simply use the corresponding texture hash rather than attribute matching, it's fine. I've tried using each individual attribute, and all of them combined and still no go. I'm under the impression it has to do with the filter_index part not getting recognized.[/quote]
filter_index should work with fuzzy matching, but only the highest priority matching section will take effect. The fact that matching by hash worked suggests you may have a second fuzzy match that is also matching this resource and taking priority over this one (when priorities are equal, the section name is used to determine the priority instead). Try adding "match_priority=1" to this section to indicate it takes priority over all those that didn't specify a priority.
[quote]Am I supposed to somehow add an attribute match to indicate this should match with a ps-t0 slot?[/quote]No, there's no way to do that at the moment (for many-many matches we might want something like that in the future, to limit the candidate TextureOverride sections considered for a given ShaderOverride, but at the moment all TextureOverrides will be considered).
DarkStarSword said:if you have got something like a lens glare/flare around a light source you can use this to answer the question as to whether the game is passing in depth information you could use to position it correctly at all.
Ummmm, how? :) What exactly would we be looking for?
I didn't want to say exactly what this would be, because in my experience it can vary from game to game - in one game (Mad Max I think it was) it was passed in a constant buffer to the pixel shader instead. But checking if POSITION is two or three dimensional would typically be a good indication as to whether the vertex buffer has depth information or not.
Onto another matter. I'm currently having trouble getting the fuzzy attribute texture matching functionality working for me. I'm currently trying to do something like this:
and it's not working, meanwhile if I simply use the corresponding texture hash rather than attribute matching, it's fine. I've tried using each individual attribute, and all of them combined and still no go. I'm under the impression it has to do with the filter_index part not getting recognized.
filter_index should work with fuzzy matching, but only the highest priority matching section will take effect. The fact that matching by hash worked suggests you may have a second fuzzy match that is also matching this resource and taking priority over this one (when priorities are equal, the section name is used to determine the priority instead). Try adding "match_priority=1" to this section to indicate it takes priority over all those that didn't specify a priority.
Am I supposed to somehow add an attribute match to indicate this should match with a ps-t0 slot?
No, there's no way to do that at the moment (for many-many matches we might want something like that in the future, to limit the candidate TextureOverride sections considered for a given ShaderOverride, but at the moment all TextureOverrides will be considered).
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
https://github.com/Sumwunn/DllLoader/tree/master/DLL_Loader_DINPUT8/DLL_Loader
and there was this template to proxy DLLs, I think I saw it on Nexus in one of the ENB threads
https://github.com/zeroKilo/ProxyDllMaker
https://s3.amazonaws.com/dhr/Test/Overlay_Custom_Shader.zip
The zip contain all the info you need to add to the d3dx.ini and in the ShaderFixes folder.
I include examples for 2 presets + overlay for depth% information and 1 preset + overlay for DOF ON/OFF. Also a toggle ON/OFF for shown the overlay, with the "O" key (cycle)
The Constants associated to the overlay are x= (depth%), y= (depth%) and z= (DOF ON/OFF).
Also you can use any KEY = you want, like a normal presets configuration.
This need 3Dmigoto 1.3.7+
I will include this Overlay in the "Shadows of War" fix.
I also want to add a F1 HELP overlay to show the "Game Help Presets"...but this still need more work.
Thanks to DSS!! This is based on the "Auto-Convergence HUD" display including in "Dead or Alive Xtreme Venus Vacation" fix...and also for all the help!.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
then enabled SBS support in the d3dx ini file, by uncommenting "run = CustomShader3DVision2SBS"
but stereo still says disabled even if i click f11 to toggle SBS. For context, i want to use it in VR, if i get SBS or over under, i can make it 3D in vr using something called "virtual desktop". Does anyone know how i can enable stereo..?
this is what it says " stereo disabled" at the bottom https://imgur.com/a/guXVH
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
"oh and two things: what do you mean by "Are the glasses and pyramid working when you are in fullscreen? " i use vr so when the game becomes SBS or over under, i have a program that makes one image go to the left and other to the right producing 3D (called virtual desktop), so i don't have those nvidia 3D vision galsses. And the other thing is, it's supposed to be a side by side video when 3D works..right? just making sure"
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
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Please post in some other thread. Perhaps the PCSX2 thread
This is not a thread to discus your problems in.
It is for the wrapper "development and shaderhacker" use only.
Is there such a thing as a d3dx.ini that is tuned for playing rather than hunting?
I'm trying some older games and I'm particularly interested in testing upscaling in combination with the SBS shader. I'm hoping to take advantage of any performance/functionality improvements so when I do this I try the latest version of 3dmigoto, but the versions on github always have the logging etc. enabled.
I've turned off logging but wonder what else I'm missing or indeed if my approach is fundamentally flawed.
I managed to get Quantum Break working with upscaling and top and bottom mode (or interlaced, forget which one right now!), the results were absolutely superb so I'm eager to try this out on other games too. Currently I'm playing around with Witcher 2, I'll see how I get on.
Thanks again for all the hard work!
*edit* doh, just realised Witcher 2 is DX9, but question still stands as want to achieve the same with GTAV and others.
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That should be everything you need. Maybe "rasterizer_disable_scissor=0" too if the default "rasterizer_disable_scissor=1" is making some HUD text or minimap overflow. Some games are affected by this.
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Frame Analysis
There are some significant improvements to using "analyse_options = dump_vb txt". Whereas before this would produce an only marginally helpful dump leaving a lot up to guesswork, it will now tell you things like this:
This is useful for a few purposes. For this community I think this will be most useful to find out what all the inputs to the vertex shader actually are, e.g. if you have got something like a lens glare/flare around a light source you can use this to answer the question as to whether the game is passing in depth information you could use to position it correctly at all.
This will also be useful if you intend to decode a vertex buffer manually inside a shader, as the top of the text file now shows information about each semantic (e.g. POSITION, TEXCOORD, etc), such as which vertex buffer they are located in (as different semantics may be located in different vertex buffers), what the offset is within each vertex to that particular semantic, how it is encoded (to select a matching HLSL data type to use directly, or indicate what form of manual conversion may be required), and whether it is vertex data or instance data. Note that in this example POSITION only has three components - the input position W component is implicitly set to 1 in this case, and if you were decoding a vertex buffer manually you would have to explicitly account for that (this is easy to forget and I tend to get bitten by it every time).
The vertex buffer text files now include enough information that they could theoretically be imported into a 3D modelling tool such as Blender, if an import script was written for this format (the import script would also need to process the matching index buffer and any other related vertex buffers), and used to reconstruct the game/mesh-specific binary vertex buffer format to re-inject a modified mesh back into the game. I've written a script to convert this vertex buffer text file back into a binary vertex buffer to facilitate simple edits, but a full import/export script does not exist yet.
Note that this new functionality is only available via "analyse_options" - the "dump" command is not recommended for vertex buffers as it only dumps the raw buffer and does not gather the extra metadata required to decode these properly.
3D Vision Direct Mode
Some fixes and features mainly for sgsrules upcoming Unity tool, but can also help in other 3D Vision Direct games:
- Forcing direct mode no longer implies 2x back buffer width
- New "direct_mode_eye=left/right/mono" command to change the current 3D Vision Direct Mode back buffer. This can be used to e.g. render the software mouse in both eyes in a 3D Vision Direct mode game, like:
Note that while this command also supports a "mono" setting, which just passes that request through to nvapi, it has a tendancy to break things and may even need a game restart to fix in some cases. Generally avoid this and treat "right" as "mono" instead.
Misc
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Ummmm, how? :) What exactly would we be looking for?
Onto another matter. I'm currently having trouble getting the fuzzy attribute texture matching functionality working for me. I'm currently trying to do something like this:
[TextureOverrideMap]
match_type = Texture2D
match_usage = default
match_format = BC1_UNORM
match_width = 1024
match_height = 1024
filter_index=4
and it's not working, meanwhile if I simply use the corresponding texture hash rather than attribute matching, it's fine. I've tried using each individual attribute, and all of them combined and still no go. I'm under the impression it has to do with the filter_index part not getting recognized. Am I supposed to somehow add an attribute match to indicate this should match with a ps-t0 slot? Or is using filter_index not supported here? (I don't see any examples you used in the 1.2.70 release notes using a filter index)
Edit: Is anyone else NOT seeing this thread appear on the front page of the forum? I'm not, didn't even know there was this latest update until I found this thread using a bookmark and went to the last post. Even now, after I just made this post, I'm still not seeing it at the top of the list (or anywhere at all on the first page).
Edit 2: Ok, NOW I'm seeing it. Weird, maybe just some sort of delay.
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I didn't want to say exactly what this would be, because in my experience it can vary from game to game - in one game (Mad Max I think it was) it was passed in a constant buffer to the pixel shader instead. But checking if POSITION is two or three dimensional would typically be a good indication as to whether the vertex buffer has depth information or not.
filter_index should work with fuzzy matching, but only the highest priority matching section will take effect. The fact that matching by hash worked suggests you may have a second fuzzy match that is also matching this resource and taking priority over this one (when priorities are equal, the section name is used to determine the priority instead). Try adding "match_priority=1" to this section to indicate it takes priority over all those that didn't specify a priority.
No, there's no way to do that at the moment (for many-many matches we might want something like that in the future, to limit the candidate TextureOverride sections considered for a given ShaderOverride, but at the moment all TextureOverrides will be considered).
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