Thanks, DSS. Noted. I'll check my recent fixes because I've been using up to r29 or so.
Yep, dcl_temps 12 in Hitman 1, while using up to r28. An extra excuse to improve some z filtering :).
Something copied incorrectly I'd guess (perhaps forgetting the open and/or close bracket in the float literal, or maybe including the line number that the forum added?) - the assembler was not written to cope with human input and doesn't handle errors (silently dropping instructions, corrupting the shader or just outright crashing), so you have to be very careful if you use it and be as precise as a machine.
I've improved the assembler considerably since the original implementation to cope with some human quirks (e.g. coping with tabs for indentation and adding comments mid line), but it is still extremely fragile - if you can work out exactly what you did that crashed it, please add that to this bug report:
Of course, it is possible to crash the GPU with a badly written assembly shader (e.g. via an infinite loop) that has nothing to do with our assembler, but I can't see how that would have happened in this case.
If you can't work it out, please post the complete shader here for us to check.
When you say "before the if_z/nz line" do you mean right in front of it, like this?
(I tried putting it above too but that does nothing)
Assembly is really picky, so you might need to experiment a bit to find what works and what does not. For example, if it's crashing, keep commenting out lines of code until you narrow down which line is crashing it.
DarkStarSword meant to move an eq line above the if, so that the variable being tested has been assigned for sure.
Here is what I would expect, but of course, the only thing that works is whatever works. These changes like using full l-value constants, and not using them to assign outputs are some of the gotchas in ASM that make it hard to work with.
Best bet is to use a working example to copy/paste from, rather than trying to do this cold. Use DarkStarSwords' github for references.
[code]...
dcl_temps 29
//IniParams:
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r28.xyzw, l(0, 0, 0, 0), t120.xyzw
eq r28.x, r28.x, l(0.0)
if_z r28.x
mov r28.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.xyzw, r28.xyzw
ret
endif
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[15].x
mov r1.xy, v1.xyxx
...
[/code]
Assembly is really picky, so you might need to experiment a bit to find what works and what does not. For example, if it's crashing, keep commenting out lines of code until you narrow down which line is crashing it.
DarkStarSword meant to move an eq line above the if, so that the variable being tested has been assigned for sure.
Here is what I would expect, but of course, the only thing that works is whatever works. These changes like using full l-value constants, and not using them to assign outputs are some of the gotchas in ASM that make it hard to work with.
Best bet is to use a working example to copy/paste from, rather than trying to do this cold. Use DarkStarSwords' github for references.
[quote="bo3b"]Assembly is really picky, so you might need to experiment a bit to find what works and what does not. For example, if it's crashing, keep commenting out lines of code until you narrow down which line is crashing it.
DarkStarSword meant to move an eq line above the if, so that the variable being tested has been assigned for sure.
Here is what I would expect, but of course, the only thing that works is whatever works. These changes like using full l-value constants, and not using them to assign outputs are some of the gotchas in ASM that make it hard to work with.
Best bet is to use a working example to copy/paste from, rather than trying to do this cold. Use DarkStarSwords' github for references.
[code]...
dcl_temps 29
//IniParams:
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r28.xyzw, l(0, 0, 0, 0), t120.xyzw
eq r28.x, r28.x, l(0.0)
if_z r28.x
mov r28.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.xyzw, r28.xyzw
ret
endif
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb2[15].x
mov r1.xy, v1.xyxx
...
[/code]
[/quote]
This worked, thank you!
Also @DarkStarSword if you ever manage to implement the conditional logic to the command list so you could do this without having to touch the shader, I will donate to your paypal because that would make this so much easier :D
bo3b said:Assembly is really picky, so you might need to experiment a bit to find what works and what does not. For example, if it's crashing, keep commenting out lines of code until you narrow down which line is crashing it.
DarkStarSword meant to move an eq line above the if, so that the variable being tested has been assigned for sure.
Here is what I would expect, but of course, the only thing that works is whatever works. These changes like using full l-value constants, and not using them to assign outputs are some of the gotchas in ASM that make it hard to work with.
Best bet is to use a working example to copy/paste from, rather than trying to do this cold. Use DarkStarSwords' github for references.
Also @DarkStarSword if you ever manage to implement the conditional logic to the command list so you could do this without having to touch the shader, I will donate to your paypal because that would make this so much easier :D
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
Hi bo3b, DSS,
It seems there is a problem with 3DMigoto and the latest Frostbite3 engine based game (Battlefront2).
It seems that no matter what we set in the ini file we always get a crash.
DHR was kind to provide a log:
[url]https://forums.geforce.com/default/topic/1029214/3d-vision/star-wars-battlefront-ii-2017/post/5245403/#5245403[/url]
I went and built and run the wrapper on the game and this is what I found out:
[url]https://forums.geforce.com/default/topic/1029214/3d-vision/star-wars-battlefront-ii-2017/post/5245894/#5245894[/url]
Any thoughts? on what is going on:)
Many thanks!
It seems there is a problem with 3DMigoto and the latest Frostbite3 engine based game (Battlefront2).
It seems that no matter what we set in the ini file we always get a crash.
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
Hi all,
in my ELEX HUD fix I run into the following problem:
The game ELEX draws the HUD with lots of different vertex and pixel shaders to some kind of backbuffer. This takes more than 100 drawcalls and almost every vertex shader is paired with almost every pixel shader.
If I stereo correct a single vertex shader parts of the HUD get stereo but some other parts get double stereorized in that process. Filtering a single partner PS can reduce that problem. However, as soon as I stereo correct more than one vertex shader, everything gets messed up (double stereo, clipping errors and more).
Frame analysis shows the following:
[code]
# Draw minimap to screen
002008-o0-vs=effe...ps=dc8c...
... lots of other shaders involed here
# Draw some HUD parts to backbuffer
002012-o0=91005981-vs=52a2...ps=984c...
...
002030-o0=91005981-vs=effe...ps=dc8c...
... lots of other shaders involed here, including those used to draw to screen
... 91005981 is the only used render target hash
# Draw backbuffer to screen
002138-o0-vs=effe...ps=144d...
[/code]
I guess that I have to stereo only those calls that go to the screen which is equivalent to excluding all draw calls which go to the hash 91005981. DarkStarSword explained render target size filtering in [url=https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4706623/#4706623]this[/url] post but this does not work here because the backbuffer has the same size as the screen.
So is there any way to filter render target hashes?
Hi all,
in my ELEX HUD fix I run into the following problem:
The game ELEX draws the HUD with lots of different vertex and pixel shaders to some kind of backbuffer. This takes more than 100 drawcalls and almost every vertex shader is paired with almost every pixel shader.
If I stereo correct a single vertex shader parts of the HUD get stereo but some other parts get double stereorized in that process. Filtering a single partner PS can reduce that problem. However, as soon as I stereo correct more than one vertex shader, everything gets messed up (double stereo, clipping errors and more).
Frame analysis shows the following:
# Draw minimap to screen
002008-o0-vs=effe...ps=dc8c...
... lots of other shaders involed here
# Draw some HUD parts to backbuffer
002012-o0=91005981-vs=52a2...ps=984c...
...
002030-o0=91005981-vs=effe...ps=dc8c...
... lots of other shaders involed here, including those used to draw to screen
... 91005981 is the only used render target hash
# Draw backbuffer to screen
002138-o0-vs=effe...ps=144d...
I guess that I have to stereo only those calls that go to the screen which is equivalent to excluding all draw calls which go to the hash 91005981. DarkStarSword explained render target size filtering in this post but this does not work here because the backbuffer has the same size as the screen.
So is there any way to filter render target hashes?
As of a couple of versions ago texture filtering works with render targets as well:
[code]
[TextureOverrideOffScreenHUD]
hash = 91005981
[ShaderOverrideHUD]
hash = ...
x = o0
[/code]
In the shader test IniParams[0].x - it will be 1 if the hash matched *any* [TextureOverride] section and 0 if it did not (or -0.0 if no render target was bound at all). If you need to distinguish between multiple render targets with different hashes you can add e.g. filter_index=2 to the [TextureOverride] sections to set the ini param to an arbitrary value.
An alternative to texture filtering is to add checktextureoverride=o0 to the [ShaderOverride] section, which will allow you to run a command list in the [TextureOverride] section matching that render target to do whatever you need.
The ones without hashes are likely to be the back buffer (other possible explanations are 1D textures, resources created by 3DMigoto itself or resources created externally from the DirectX device we wrapped) - there is currently no way to define a [TextureOverride] section that matches the back buffer, so your filtering and/or command lists have to be based on the other render targets. If you find yourself in a situation where this won't work, let me know - I'm sure we can add something to match the back buffer if you need it.
Remember to check that the hash you are matching is not affected by the resolution, changing get_resolution_from if necessary. Anti-aliasing (MSAA and TXAA in particular) settings may also affect it (unlikely for the HUD), but in that case there are usually only a small number of hashes you will need, or just ask your users to use a specific AA setting.
As of a couple of versions ago texture filtering works with render targets as well:
[TextureOverrideOffScreenHUD]
hash = 91005981
[ShaderOverrideHUD]
hash = ...
x = o0
In the shader test IniParams[0].x - it will be 1 if the hash matched *any* [TextureOverride] section and 0 if it did not (or -0.0 if no render target was bound at all). If you need to distinguish between multiple render targets with different hashes you can add e.g. filter_index=2 to the [TextureOverride] sections to set the ini param to an arbitrary value.
An alternative to texture filtering is to add checktextureoverride=o0 to the [ShaderOverride] section, which will allow you to run a command list in the [TextureOverride] section matching that render target to do whatever you need.
The ones without hashes are likely to be the back buffer (other possible explanations are 1D textures, resources created by 3DMigoto itself or resources created externally from the DirectX device we wrapped) - there is currently no way to define a [TextureOverride] section that matches the back buffer, so your filtering and/or command lists have to be based on the other render targets. If you find yourself in a situation where this won't work, let me know - I'm sure we can add something to match the back buffer if you need it.
Remember to check that the hash you are matching is not affected by the resolution, changing get_resolution_from if necessary. Anti-aliasing (MSAA and TXAA in particular) settings may also affect it (unlikely for the HUD), but in that case there are usually only a small number of hashes you will need, or just ask your users to use a specific AA setting.
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"]As of a couple of versions ago texture filtering works with render targets as well:
[code]
[TextureOverrideOffScreenHUD]
hash = 91005981
[ShaderOverrideHUD]
hash = ...
x = o0
[/code]
...[/quote]This works perfectly. Big thanks for your help!
Hey guys, a Sincere "Thank You" for all of the fixers and fixes that take effort and TIME, that you share with this small, friendly, community. I appreciate it.
I have a question regarding Surround - 3 monitors, 5960x1080. (and 5760x1080)
Over the past several of years I've run in to situations where the shadows are off on a variety of different fixes. I do undestand the various problems with the game engines along with the myriad of other adjustments I need to fiddle with to make it work or Not!
>>Do the folks that use surround here, have to tweak any settings in the d3xi.ini to adjust for being wide screen at times? If so, can you please let me know what settings I should be looking at? If not, (there isn't any) forget it ;-)
Thanks again :-)
Hey guys, a Sincere "Thank You" for all of the fixers and fixes that take effort and TIME, that you share with this small, friendly, community. I appreciate it.
I have a question regarding Surround - 3 monitors, 5960x1080. (and 5760x1080)
Over the past several of years I've run in to situations where the shadows are off on a variety of different fixes. I do undestand the various problems with the game engines along with the myriad of other adjustments I need to fiddle with to make it work or Not!
>>Do the folks that use surround here, have to tweak any settings in the d3xi.ini to adjust for being wide screen at times? If so, can you please let me know what settings I should be looking at? If not, (there isn't any) forget it ;-)
I have a question which seems to be quite simple and therefore it is very frustrating that I can't solve the issue. I just bought "Steep" and it offers acceptable results in CM with the profile for "For Honor". But what is quite annoying are the halos caused by the strings when paragliding. So I just want to remove them with 3Dmigoto. I could identify both the PS and VS. But I can't modify them to disable the strings.
This is the PS:
// ---- Created with 3Dmigoto v1.2.67 on Fri Dec 15 14:51:34 2017
Texture2D<float4> t39 : register(t39);
I tried to change the values for o0, o1, o3 and/or o4 to 0 but this only changed the color of the strings and didn't remove them. So the halos are still visible.
When I want to save the VS I get an error sound and this:
// ---- Created with 3Dmigoto v1.2.67 on Fri Dec 15 15:25:29 2017
Buffer<float4> t19 : register(t19);
I tried to change the value for o0 to 0 (o0.x = 0; etc.) but when I try to reload this VS I get again an error sound and nothing changes. I guess this is because of
I don't want to "fix" this shader but only disable it. Is there a simple/"dirty" way to do that like the empty vs_3_0 shaders in Helixmod?
I would even be happy to switch to hunting mode and disable the shader this way. But then I have the hunting overlay all the time. Is there a way to disable the 3Dmigoto overlay? I also tried the older versions of 3Dmigoto without the overlay but they could not catch and disable the wanted PS or VS.
Any suggestions are welcome :)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Delete that vertex shader file (or save it elsewhere) and write
[code]
discard;
[/code]
below the "float4 fDest;" line.
I hope that will disable the effect. The vertex shader is too messy for me to tell how it needs to be fixed, without seeing the effect in person.
To disable the hunting overlay, find the "hunting=1" line in "d3dx.ini" and change it to "hunting=0". There are logging settings in the file that you can disable too.
Delete that vertex shader file (or save it elsewhere) and write
discard;
below the "float4 fDest;" line.
I hope that will disable the effect. The vertex shader is too messy for me to tell how it needs to be fixed, without seeing the effect in person.
To disable the hunting overlay, find the "hunting=1" line in "d3dx.ini" and change it to "hunting=0". There are logging settings in the file that you can disable too.
Thank You very much for Your help! "discard" in the PS disabled the annoying strings :)
I found strings for another sport (speedgliding) and hunted the PS. Unfortunately I get an error sound when doing this but there are no "Needs manual fix" comments in the code. And "discard" doesn't work for this PS as I get the error sound when reloading the fix and nothing changes. But these strings are not as annoying as the strings from paragliding. So there is no such need to disable them. Nevertheless the code - maybe You happen to see why 3Dmigoto doesn't accept it:
// ---- Created with 3Dmigoto v1.2.67 on Sat Dec 16 10:14:55 2017
Texture2D<float4> t39 : register(t39);
BTW I also get the error sound for the corresponding VS.
Disabling the overlay by setting "hunting=0" (or =2 to switch it on/off) also makes the shader visible again which I just disabled by marking it (marking_mode=skip). So there seems to be no way to disable a shader by skipping in huntig mode and remove the overlay at the same time :( In Helixmod I could do this with F11.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
There is a way to skip shaders in "d3dx.ini" too :).
Make a section like this:
[code]
[ShaderOverrideRandomstring]
Hash=9999999999999999
Handling=skip
[/code]
Using your own shader hash, of course (don't paste the "-ps_replace.txt" there, just the number). You don't need the shader file anymore after that, especially because it gives you an error.
Using your own shader hash, of course (don't paste the "-ps_replace.txt" there, just the number). You don't need the shader file anymore after that, especially because it gives you an error.
That's great and just what I was loking for!
To disable several shaders the code should be like this (as I discovered by try and error):
[code][ShaderOverrideRandomstring1]
Hash=38a88971788ac98d
Handling=skip
[ShaderOverrideRandomstring2]
Hash=b06d11bb9d1c4ec3
Handling=skip[/code]
Just in case someone else needs this ;)
Thank You for Your help! The game is much more playable now without the halos covering large areas of the screen.
Kinda off-tangent here but i've been using 3D Migoto to modify shaders in Nioh and i'm kinda lacking the expertise here.
Basically i was disabling player tint when for coop players which looks like so:
[img]https://i.imgur.com/AfqgVhZ.jpg[/img]
It's a separate pixel shader for each body part and it worked out well for the most part
[img]https://i.imgur.com/Sinjz9h.jpg[/img]
Except for the love of god i can't fix the hair - the pixel shader that handles it can't be dumped, it makes different kind of beep when dumping and resulting shader ignores all changes i make.
Any tips or ideas?
Kinda off-tangent here but i've been using 3D Migoto to modify shaders in Nioh and i'm kinda lacking the expertise here.
Basically i was disabling player tint when for coop players which looks like so:
It's a separate pixel shader for each body part and it worked out well for the most part
Except for the love of god i can't fix the hair - the pixel shader that handles it can't be dumped, it makes different kind of beep when dumping and resulting shader ignores all changes i make.
Yep, dcl_temps 12 in Hitman 1, while using up to r28. An extra excuse to improve some z filtering :).
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Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
When you say "before the if_z/nz line" do you mean right in front of it, like this?
(I tried putting it above too but that does nothing)
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
DarkStarSword meant to move an eq line above the if, so that the variable being tested has been assigned for sure.
Here is what I would expect, but of course, the only thing that works is whatever works. These changes like using full l-value constants, and not using them to assign outputs are some of the gotchas in ASM that make it hard to work with.
Best bet is to use a working example to copy/paste from, rather than trying to do this cold. Use DarkStarSwords' github for references.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
This worked, thank you!
Also @DarkStarSword if you ever manage to implement the conditional logic to the command list so you could do this without having to touch the shader, I will donate to your paypal because that would make this so much easier :D
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
It seems there is a problem with 3DMigoto and the latest Frostbite3 engine based game (Battlefront2).
It seems that no matter what we set in the ini file we always get a crash.
DHR was kind to provide a log:
https://forums.geforce.com/default/topic/1029214/3d-vision/star-wars-battlefront-ii-2017/post/5245403/#5245403
I went and built and run the wrapper on the game and this is what I found out:
https://forums.geforce.com/default/topic/1029214/3d-vision/star-wars-battlefront-ii-2017/post/5245894/#5245894
Any thoughts? on what is going on:)
Many thanks!
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)
in my ELEX HUD fix I run into the following problem:
The game ELEX draws the HUD with lots of different vertex and pixel shaders to some kind of backbuffer. This takes more than 100 drawcalls and almost every vertex shader is paired with almost every pixel shader.
If I stereo correct a single vertex shader parts of the HUD get stereo but some other parts get double stereorized in that process. Filtering a single partner PS can reduce that problem. However, as soon as I stereo correct more than one vertex shader, everything gets messed up (double stereo, clipping errors and more).
Frame analysis shows the following:
I guess that I have to stereo only those calls that go to the screen which is equivalent to excluding all draw calls which go to the hash 91005981. DarkStarSword explained render target size filtering in this post but this does not work here because the backbuffer has the same size as the screen.
So is there any way to filter render target hashes?
My 3D fixes with Helixmod for the Risen series on GitHub
Bo3b's School for Shaderhackers - starting point for your first 3D fix
In the shader test IniParams[0].x - it will be 1 if the hash matched *any* [TextureOverride] section and 0 if it did not (or -0.0 if no render target was bound at all). If you need to distinguish between multiple render targets with different hashes you can add e.g. filter_index=2 to the [TextureOverride] sections to set the ini param to an arbitrary value.
An alternative to texture filtering is to add checktextureoverride=o0 to the [ShaderOverride] section, which will allow you to run a command list in the [TextureOverride] section matching that render target to do whatever you need.
The ones without hashes are likely to be the back buffer (other possible explanations are 1D textures, resources created by 3DMigoto itself or resources created externally from the DirectX device we wrapped) - there is currently no way to define a [TextureOverride] section that matches the back buffer, so your filtering and/or command lists have to be based on the other render targets. If you find yourself in a situation where this won't work, let me know - I'm sure we can add something to match the back buffer if you need it.
Remember to check that the hash you are matching is not affected by the resolution, changing get_resolution_from if necessary. Anti-aliasing (MSAA and TXAA in particular) settings may also affect it (unlikely for the HUD), but in that case there are usually only a small number of hashes you will need, or just ask your users to use a specific AA setting.
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
My 3D fixes with Helixmod for the Risen series on GitHub
Bo3b's School for Shaderhackers - starting point for your first 3D fix
I have a question regarding Surround - 3 monitors, 5960x1080. (and 5760x1080)
Over the past several of years I've run in to situations where the shadows are off on a variety of different fixes. I do undestand the various problems with the game engines along with the myriad of other adjustments I need to fiddle with to make it work or Not!
>>Do the folks that use surround here, have to tweak any settings in the d3xi.ini to adjust for being wide screen at times? If so, can you please let me know what settings I should be looking at? If not, (there isn't any) forget it ;-)
Thanks again :-)
This is the PS:
I tried to change the values for o0, o1, o3 and/or o4 to 0 but this only changed the color of the strings and didn't remove them. So the halos are still visible.
When I want to save the VS I get an error sound and this:
I tried to change the value for o0 to 0 (o0.x = 0; etc.) but when I try to reload this VS I get again an error sound and nothing changes. I guess this is because of
I don't want to "fix" this shader but only disable it. Is there a simple/"dirty" way to do that like the empty vs_3_0 shaders in Helixmod?
I would even be happy to switch to hunting mode and disable the shader this way. But then I have the hunting overlay all the time. Is there a way to disable the 3Dmigoto overlay? I also tried the older versions of 3Dmigoto without the overlay but they could not catch and disable the wanted PS or VS.
Any suggestions are welcome :)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
below the "float4 fDest;" line.
I hope that will disable the effect. The vertex shader is too messy for me to tell how it needs to be fixed, without seeing the effect in person.
To disable the hunting overlay, find the "hunting=1" line in "d3dx.ini" and change it to "hunting=0". There are logging settings in the file that you can disable too.
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
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I found strings for another sport (speedgliding) and hunted the PS. Unfortunately I get an error sound when doing this but there are no "Needs manual fix" comments in the code. And "discard" doesn't work for this PS as I get the error sound when reloading the fix and nothing changes. But these strings are not as annoying as the strings from paragliding. So there is no such need to disable them. Nevertheless the code - maybe You happen to see why 3Dmigoto doesn't accept it:
BTW I also get the error sound for the corresponding VS.
Disabling the overlay by setting "hunting=0" (or =2 to switch it on/off) also makes the shader visible again which I just disabled by marking it (marking_mode=skip). So there seems to be no way to disable a shader by skipping in huntig mode and remove the overlay at the same time :( In Helixmod I could do this with F11.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Make a section like this:
Using your own shader hash, of course (don't paste the "-ps_replace.txt" there, just the number). You don't need the shader file anymore after that, especially because it gives you an error.
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
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
To disable several shaders the code should be like this (as I discovered by try and error):
Just in case someone else needs this ;)
Thank You for Your help! The game is much more playable now without the halos covering large areas of the screen.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Basically i was disabling player tint when for coop players which looks like so:
It's a separate pixel shader for each body part and it worked out well for the most part
Except for the love of god i can't fix the hair - the pixel shader that handles it can't be dumped, it makes different kind of beep when dumping and resulting shader ignores all changes i make.
Any tips or ideas?