How to fix/disable shaders in games(DLL,guide and fixes).
6 / 167
[quote name='3d4dd' date='08 February 2012 - 04:25 PM' timestamp='1328718344' post='1366932']
Removing elements that cause issues can also be done by using texture replacement with TexMod or uMod. I've already made several mods with this tools. E.g. removing crosshairs without destroying other HUD elements can be done by replacing the crosshair with a transparent texture. But texture replacement fails when there are issues with effects that are not based on textures (bloom, shadows, certain kinds of fog, etc.). In this case only turning off shaders can help. But the most promising usage of shaders is fixing issues instead of removing them. With my texture replacement fixes I could only remove the clouds in AC whereas Helix could remain the clouds and place it at the correct depth!
Has anyone tried to fix a game with Unreal Engine? There are common issues with fog, dynamic shadows and water surfaces...
[/quote]
No but if someone wanted to they all pretty much have the same properties(so it appears). Would probably be good idea to look at a version that does support all those.(Bulletstorm)to a version that doesnt(Mass Effect 2)
[quote name='3d4dd' date='08 February 2012 - 04:25 PM' timestamp='1328718344' post='1366932']
Removing elements that cause issues can also be done by using texture replacement with TexMod or uMod. I've already made several mods with this tools. E.g. removing crosshairs without destroying other HUD elements can be done by replacing the crosshair with a transparent texture. But texture replacement fails when there are issues with effects that are not based on textures (bloom, shadows, certain kinds of fog, etc.). In this case only turning off shaders can help. But the most promising usage of shaders is fixing issues instead of removing them. With my texture replacement fixes I could only remove the clouds in AC whereas Helix could remain the clouds and place it at the correct depth!
Has anyone tried to fix a game with Unreal Engine? There are common issues with fog, dynamic shadows and water surfaces...
No but if someone wanted to they all pretty much have the same properties(so it appears). Would probably be good idea to look at a version that does support all those.(Bulletstorm)to a version that doesnt(Mass Effect 2)
[quote name='eqzitara' date='08 February 2012 - 03:20 PM' timestamp='1328714451' post='1366904']
Will do darkness 2 tonight.
Dorkirt. Try the debug and fix instead of release(not sure it would make difference) and did you try it without any fix?(sometimes its driver) Someone else said they were crashing as well maybe they can pitch in.
[/quote]
Thx ! But not working :( it already crash. Tried with debug dll too. The game works well without the dll.
[quote name='eqzitara' date='08 February 2012 - 03:20 PM' timestamp='1328714451' post='1366904']
Will do darkness 2 tonight.
Dorkirt. Try the debug and fix instead of release(not sure it would make difference) and did you try it without any fix?(sometimes its driver) Someone else said they were crashing as well maybe they can pitch in.
Thx ! But not working :( it already crash. Tried with debug dll too. The game works well without the dll.
Wow! Fresh new thread (well kind of) and four pages already! I'm sure a lot of people already are and plenty more will be very happy for this: -=HeliX=-!
I want to add a few things. The dll's works very well with the iz3d-driver too (even if iz3d probably is abandonware by now)! Since the shadercrc's can be dumped via your debug-dll they can later be manipulated both via your release-dll as well as through the iz3d configurationfile. I've got a cutout from their user manual about the parameters that can be changed and what happens when they are. For some strange reason that i don't understand iz3d weren't willing to provide us with a tool for shaderidentification so we could only modify textures (through texmod to find crc's).
The file baseprofiles.xml is found in the C:\Users\All Users\iZ3D Driver library where all hints of the correct syntax can be found.
Cutout of the usermanual:
[quote][size="1"]Profile information structure:
Root key Profiles
Key Profile
File (attributes: Name – filename, CmdLine – part of cmdline)
EnableStereo – enable stereo at game startup
RouterType
0 – General method
1 – Special injection method (for anti-cheating software)
2 – Disable driver
DeviceMode
0 – Multihead mode (Fullscreen)
1 – Dual Windowed mode (Windowed)
2 – Application selected mode (disabled second window)
3 – Auto detection at program startup
ShowFPS – show game FPS
ShowOSD – show values of separation and convergence when they changes
ForceVSyncOff – force disabling VSync
WideRenderTarget - Flag minimizes frequency of SetRenderTarget() and
SetDepthStencilSurface() calls. This dramatically speeds up most of
games on nVida cards and on ATI cards when antialising on.
EnableAA – enable antialising
UseWrapper (deprecated key) – use D3D9 wrapper
MonoRenderTargetTextures – create all render target textures in mono
MonoRenderTargetSurfaces – create all render target surfaces in mono
MonoDepthStencilTextures – create all depth/stencil textures in mono (on
NVidia support depth stencil textures may contain bugs)
iZ3D Driver v 1.08
4-15-08
14
MonoDepthStencilSurfaces – create all depth/stencil surfaces in
mono
DontCheckShadowMatrix – set if anything render in mono when they
needn't
GlobalMultiplier – global separation multiplier
SearchFrameSizeX (default 512) – frame size autofocus
FrameYCoordinate (default 0.495) – frame line for autofocus
For fixing HUD and other object that must be in mono:
CreateSquareRTInMono – do all render target textures that have square
size
in mono
CreateRTThatLessThanBBInMono – do all render target textures that have
size less than backbuffer in mono
MonoFixedPipeline – do all fixed pipeline in mono
MonoRHWPipeline – do all RHW pipeline in mono
RenderNonMatrixShadersInMono – do all vertex shaders that doesn’t
contain projection matrix in mono
RenderIncorrectProjectionShadersInMono – do all vertex shaders that
doesn’t correct write vertex position in mono
RenderInMonoForIndentityVWMatrices – do Draw calls mono when
used identity view and world matrices
RenderFullscreenQuadInMono – render fullscreen quad in mono
RenderToRightInMono – for fixing artifacts when game start in mono and
then switch to stereo
CreateOneComponentRTInMono – create R32F render target textures in
mono, can fix shadows in some games
DontCreateRightTextureInWideMode – reduce amount of video memory
needed for WideRenderTarget mode but decrease performance
SeparationMode – this will define game crosshair position
0 – camera shifted in both eyes
1 – camera shifted only in left eyes
2 – camera shifted only in right eyes
OblivionMonoMatrixCheck – special key for Oblivion
Key Multiplier - for all object inside set indicated multiplier
VertexShader
CRC - CRC32 of VS
Size – Size of VS
ZNear – z before that object all render in mono
Texture
CRC - CRC32 of Texture
Size – Size of Texture
Mesh
CRC - CRC32 of mesh
Size – Size of mesh
Key Mono – as Multiplier Value =â€0.0â€
Key Stereo – as Multiplier Value =â€1.0â€[/size][/quote]
With your permission i'd like to crosspost this very valuable information (or rather if you do it yourself because you really deserves every ounce of credits!) on mtbs3d as well as iz3d-forums if possible. I'll give full credits to you of course! Since the iz3d-driver shares many anomalies with the nvidiadriver some fixes could actually (no promises) be "universal". I'll include the tutorial as well as eqzitara's (ok?) wikipage.
A tiny bugnote: I can't run the debugger with assassins creed revelations (crashes just when the ubi-logo is to be seen, no matter the iz3d-driver is activated or not. think the ubi-logo is a bink video). I'm using the retail disk with online activation through U-play. It seems very possible that this the cause of the problem since other games launches fine with both iz3d-driver and your dll.
Wow! Fresh new thread (well kind of) and four pages already! I'm sure a lot of people already are and plenty more will be very happy for this: -=HeliX=-!
I want to add a few things. The dll's works very well with the iz3d-driver too (even if iz3d probably is abandonware by now)! Since the shadercrc's can be dumped via your debug-dll they can later be manipulated both via your release-dll as well as through the iz3d configurationfile. I've got a cutout from their user manual about the parameters that can be changed and what happens when they are. For some strange reason that i don't understand iz3d weren't willing to provide us with a tool for shaderidentification so we could only modify textures (through texmod to find crc's).
The file baseprofiles.xml is found in the C:\Users\All Users\iZ3D Driver library where all hints of the correct syntax can be found.
Cutout of the usermanual:
Profile information structure:
Root key Profiles
Key Profile
File (attributes: Name – filename, CmdLine – part of cmdline)
EnableStereo – enable stereo at game startup
RouterType
0 – General method
1 – Special injection method (for anti-cheating software)
2 – Disable driver
DeviceMode
0 – Multihead mode (Fullscreen)
1 – Dual Windowed mode (Windowed)
2 – Application selected mode (disabled second window)
3 – Auto detection at program startup
ShowFPS – show game FPS
ShowOSD – show values of separation and convergence when they changes
ForceVSyncOff – force disabling VSync
WideRenderTarget - Flag minimizes frequency of SetRenderTarget() and
SetDepthStencilSurface() calls. This dramatically speeds up most of
games on nVida cards and on ATI cards when antialising on.
EnableAA – enable antialising
UseWrapper (deprecated key) – use D3D9 wrapper
MonoRenderTargetTextures – create all render target textures in mono
MonoRenderTargetSurfaces – create all render target surfaces in mono
MonoDepthStencilTextures – create all depth/stencil textures in mono (on
NVidia support depth stencil textures may contain bugs)
iZ3D Driver v 1.08
4-15-08
14
MonoDepthStencilSurfaces – create all depth/stencil surfaces in
mono
DontCheckShadowMatrix – set if anything render in mono when they
FrameYCoordinate (default 0.495) – frame line for autofocus
For fixing HUD and other object that must be in mono:
CreateSquareRTInMono – do all render target textures that have square
size
in mono
CreateRTThatLessThanBBInMono – do all render target textures that have
size less than backbuffer in mono
MonoFixedPipeline – do all fixed pipeline in mono
MonoRHWPipeline – do all RHW pipeline in mono
RenderNonMatrixShadersInMono – do all vertex shaders that doesn’t
contain projection matrix in mono
RenderIncorrectProjectionShadersInMono – do all vertex shaders that
doesn’t correct write vertex position in mono
RenderInMonoForIndentityVWMatrices – do Draw calls mono when
used identity view and world matrices
RenderFullscreenQuadInMono – render fullscreen quad in mono
RenderToRightInMono – for fixing artifacts when game start in mono and
then switch to stereo
CreateOneComponentRTInMono – create R32F render target textures in
mono, can fix shadows in some games
DontCreateRightTextureInWideMode – reduce amount of video memory
needed for WideRenderTarget mode but decrease performance
SeparationMode – this will define game crosshair position
0 – camera shifted in both eyes
1 – camera shifted only in left eyes
2 – camera shifted only in right eyes
OblivionMonoMatrixCheck – special key for Oblivion
Key Multiplier - for all object inside set indicated multiplier
VertexShader
CRC - CRC32 of VS
Size – Size of VS
ZNear – z before that object all render in mono
Texture
CRC - CRC32 of Texture
Size – Size of Texture
Mesh
CRC - CRC32 of mesh
Size – Size of mesh
Key Mono – as Multiplier Value =â€0.0â€
Key Stereo – as Multiplier Value =â€1.0â€
With your permission i'd like to crosspost this very valuable information (or rather if you do it yourself because you really deserves every ounce of credits!) on mtbs3d as well as iz3d-forums if possible. I'll give full credits to you of course! Since the iz3d-driver shares many anomalies with the nvidiadriver some fixes could actually (no promises) be "universal". I'll include the tutorial as well as eqzitara's (ok?) wikipage.
A tiny bugnote: I can't run the debugger with assassins creed revelations (crashes just when the ubi-logo is to be seen, no matter the iz3d-driver is activated or not. think the ubi-logo is a bink video). I'm using the retail disk with online activation through U-play. It seems very possible that this the cause of the problem since other games launches fine with both iz3d-driver and your dll.
No problem. I have just been working on this just because I have a feeling it will lead to more good things = ). Software solutions on our side need to be done since nvidia/developers will not.
Is IZ3D just a wrapper like Tridef? I never saw point of it since between tridef/3d vision I had better results. That and I never found IZ3D very friendly.
I wish I was better at this but going to try to learn. If someone foun a way to decode the tridef profiles it would tell all the shader modifications made to each game. Their method for shader manipulation seems easy.http://www.ddd.com/forum/viewtopic.php?f=9&t=253 .Going to experiment with their tool today.
No problem. I have just been working on this just because I have a feeling it will lead to more good things = ). Software solutions on our side need to be done since nvidia/developers will not.
Is IZ3D just a wrapper like Tridef? I never saw point of it since between tridef/3d vision I had better results. That and I never found IZ3D very friendly.
I wish I was better at this but going to try to learn. If someone foun a way to decode the tridef profiles it would tell all the shader modifications made to each game. Their method for shader manipulation seems easy.http://www.ddd.com/forum/viewtopic.php?f=9&t=253 .Going to experiment with their tool today.
I've also tried the iZ3D driver with the dlls with some success. An interesting finding to me was the fact that shader overrides I created using 3DVision had no effect when I ran the game with the iZ3D driver. I even couldn't find and select some shaders with iZ3D that I could identify with 3DVision...
For me iZ3D is a very usefull additon to 3DVision (see http://forums.nvidia.com/index.php?showtopic=198856 ). It can handle several posteffects better than 3DVision (bloom, fog, water surfaces, etc.). E.g. Unreal Engine games are almost flawless with iZ3D. The possibility to render shadows in mono is also very usefull. Besides from that it offers autoconvergence and depth/convergence presets.
I've also tried the iZ3D driver with the dlls with some success. An interesting finding to me was the fact that shader overrides I created using 3DVision had no effect when I ran the game with the iZ3D driver. I even couldn't find and select some shaders with iZ3D that I could identify with 3DVision...
For me iZ3D is a very usefull additon to 3DVision (see http://forums.nvidia.com/index.php?showtopic=198856 ). It can handle several posteffects better than 3DVision (bloom, fog, water surfaces, etc.). E.g. Unreal Engine games are almost flawless with iZ3D. The possibility to render shadows in mono is also very usefull. Besides from that it offers autoconvergence and depth/convergence presets.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@eqzitara
I can tell my own experience: Legacy-nvidia has the best compability with old games with good framerates but with anomalies here and there (hud-elements pushing too close to you to be comfortable). Iz3d has good performance and at the time they "left" had good compability too, hudelements often at screendepth. At the time iz3d was probably as good as 3dv. Tridef ignition has without doubt the best visual appearance with least anomalies of all but my ancient machine takes a huge fps-hit and makes most games unplayable. I gain nothing by buying amd right now and nvidia are persistent not supporting any good old solutions so just let's see how stubborn i am... /turned.gif' class='bbc_emoticon' alt=':turned:' />
Bottomline is that all drivers are different and the real benefit is being able to use all of them.
I can tell my own experience: Legacy-nvidia has the best compability with old games with good framerates but with anomalies here and there (hud-elements pushing too close to you to be comfortable). Iz3d has good performance and at the time they "left" had good compability too, hudelements often at screendepth. At the time iz3d was probably as good as 3dv. Tridef ignition has without doubt the best visual appearance with least anomalies of all but my ancient machine takes a huge fps-hit and makes most games unplayable. I gain nothing by buying amd right now and nvidia are persistent not supporting any good old solutions so just let's see how stubborn i am... /turned.gif' class='bbc_emoticon' alt=':turned:' />
Bottomline is that all drivers are different and the real benefit is being able to use all of them.
[quote name='ERP' date='08 February 2012 - 02:37 PM' timestamp='1328729842' post='1367005']
Quick question does this patched D3D9.dll allow you to replace shaders as well as just disable them?
[/quote]
Yes it can, but requires knowledge of HLSL and/or ASM. Blanking shaders is easy enough, moving, fixing or adding depth to them requires significantly more knowledge/skill.
[quote name='ERP' date='08 February 2012 - 02:37 PM' timestamp='1328729842' post='1367005']
Quick question does this patched D3D9.dll allow you to replace shaders as well as just disable them?
Yes it can, but requires knowledge of HLSL and/or ASM. Blanking shaders is easy enough, moving, fixing or adding depth to them requires significantly more knowledge/skill.
[quote name='ERP' date='08 February 2012 - 06:06 PM' timestamp='1328742391' post='1367098']
I've written plenty of shader code, just wondering if the functionality was supported, I assume it gives you a dump of the shaders as well?
[/quote]
Yep its all detailed in the first post but in general his tools are:
[list]
[*]1) profiler/dumper/debugger (debug) d3d9.dll - automatically dumps all shaders, but also lets you dump single shaders. Allows you to highlight and cycle through almost all pixel and vertex shaders by CRC32.
[*]2) wrapper/injector (release) d3d9.dll - allows you to inject/replace custom shaders or blanked shaders.
[/list]
Blanking problem shader is easy enough, but those with actual shader knowledge and experience writing shader code like you and Helix can do a lot more by actually fixing incorrect shaders or moving 2D UI to 3D.
[quote name='ERP' date='08 February 2012 - 06:06 PM' timestamp='1328742391' post='1367098']
I've written plenty of shader code, just wondering if the functionality was supported, I assume it gives you a dump of the shaders as well?
Yep its all detailed in the first post but in general his tools are:
1) profiler/dumper/debugger (debug) d3d9.dll - automatically dumps all shaders, but also lets you dump single shaders. Allows you to highlight and cycle through almost all pixel and vertex shaders by CRC32.
2) wrapper/injector (release) d3d9.dll - allows you to inject/replace custom shaders or blanked shaders.
Blanking problem shader is easy enough, but those with actual shader knowledge and experience writing shader code like you and Helix can do a lot more by actually fixing incorrect shaders or moving 2D UI to 3D.
Nm my earlier post it seems tridef doesn't offer that great of a ui for shaders.
I also checked space marine....No way possible to fix anything via deleting shaders. Trying to learn more about shaders and it seems to suffer from volumetric lighting effects. *shrug* Cant figure it out though. Will move onto next game.
If someone ever does figure/feel like modifying my game changes(shader deletions). So instead of it being deleted its just a modification to make it 3d compatible feel free. The crcs of the shaders that are messed up are listed in the shaderoverride folders.
Nm my earlier post it seems tridef doesn't offer that great of a ui for shaders.
I also checked space marine....No way possible to fix anything via deleting shaders. Trying to learn more about shaders and it seems to suffer from volumetric lighting effects. *shrug* Cant figure it out though. Will move onto next game.
If someone ever does figure/feel like modifying my game changes(shader deletions). So instead of it being deleted its just a modification to make it 3d compatible feel free. The crcs of the shaders that are messed up are listed in the shaderoverride folders.
Well I cant really test this one more then I did.... Everytime I exit I lose my settings/saves..
There was some shadowing error and halos in game. The shadows are removed and the halos are gone. However I had to kill some lighting. This one is up to the user to decide if they like more. I tried to find a better compromise but exiting and entering game 10 times and having to get past 5 min intro is a pain. If you want just shadows removed, you will have to figure out which files to delete in shaderoverride through process of elimination since my game is screwed up and took me A LOT longer then it should of.
Extract both zips to main folder.
darkness II/d3d9.dll
darkness II/shaderoverride/
http://helixmod.wikispot.org/
Let me know of any Issues since I couldnt test this one too well.
Well I cant really test this one more then I did.... Everytime I exit I lose my settings/saves..
There was some shadowing error and halos in game. The shadows are removed and the halos are gone. However I had to kill some lighting. This one is up to the user to decide if they like more. I tried to find a better compromise but exiting and entering game 10 times and having to get past 5 min intro is a pain. If you want just shadows removed, you will have to figure out which files to delete in shaderoverride through process of elimination since my game is screwed up and took me A LOT longer then it should of.
Extract both zips to main folder.
darkness II/d3d9.dll
darkness II/shaderoverride/
http://helixmod.wikispot.org/
Let me know of any Issues since I couldnt test this one too well.
[quote name='eqzitara' date='06 February 2012 - 04:29 PM' timestamp='1328567351' post='1366122']
[attachment=31238:amalur.zip]Kingdom of Amalur: Reckoning Retail.
Updated:
Attached is a one of two fixes. First one will help little bit of a fix that helps with the lighting(double image), and other effects that do same thing. Also setting set post processing off, and shadows off should be a big improvement.
Second will DISABLE interior lighting effects. This may not be what you are looking for since its effect may be more then you bargain for. Also setting set post processing off, and shadows off should be a big improvement.
Extract either of the shaderoverrides and release.upd.zip in your amalur folder.
P.S if you want to see if Helix's method fixes "your game"....try it out. Takes five minutes of your time. Helix made this very easy for us so don't be lazy.
EDIT: I said earlier turn Shader to simple. You don't have to (at least with no lighting.) I am currently running shader simple shadows/post processing off with no lights mod. I kind of prefer it with no lights, call me strange but it doesnt matter too much that caves are dark.
http://helixmod.wikispot.org/
[/quote]
Thanks for the work you have put into this. I have been sick lately but was able to play the game a little and try out your files. I see what you say about disabling the lights entirely as you can still see everything inside a cave,mine,etc. with them off. It would be nice if we could get that shader fixed for 3D but that knowledge is way over my head unfortunately.
[quote name='eqzitara' date='06 February 2012 - 04:29 PM' timestamp='1328567351' post='1366122']
[attachment=31238:amalur.zip]Kingdom of Amalur: Reckoning Retail.
Updated:
Attached is a one of two fixes. First one will help little bit of a fix that helps with the lighting(double image), and other effects that do same thing. Also setting set post processing off, and shadows off should be a big improvement.
Second will DISABLE interior lighting effects. This may not be what you are looking for since its effect may be more then you bargain for. Also setting set post processing off, and shadows off should be a big improvement.
Extract either of the shaderoverrides and release.upd.zip in your amalur folder.
P.S if you want to see if Helix's method fixes "your game"....try it out. Takes five minutes of your time. Helix made this very easy for us so don't be lazy.
EDIT: I said earlier turn Shader to simple. You don't have to (at least with no lighting.) I am currently running shader simple shadows/post processing off with no lights mod. I kind of prefer it with no lights, call me strange but it doesnt matter too much that caves are dark.
http://helixmod.wikispot.org/
Thanks for the work you have put into this. I have been sick lately but was able to play the game a little and try out your files. I see what you say about disabling the lights entirely as you can still see everything inside a cave,mine,etc. with them off. It would be nice if we could get that shader fixed for 3D but that knowledge is way over my head unfortunately.
Its way over my head as well however when(if) I do learn/someone does. They can use my files (since its already has "the bad" shaders seperated).Hopefully people find some of the fixes better off. I prefer lights off over wierd light conflicts that happen in amalur to be honest. For some reason no lights at all is less immersion breaking then the light conflicts. Hopefully some people find some of the fixes better off.
If anyone has a request please make it. I dont really have any games in mind to look at.
Its way over my head as well however when(if) I do learn/someone does. They can use my files (since its already has "the bad" shaders seperated).Hopefully people find some of the fixes better off. I prefer lights off over wierd light conflicts that happen in amalur to be honest. For some reason no lights at all is less immersion breaking then the light conflicts. Hopefully some people find some of the fixes better off.
If anyone has a request please make it. I dont really have any games in mind to look at.
Removing elements that cause issues can also be done by using texture replacement with TexMod or uMod. I've already made several mods with this tools. E.g. removing crosshairs without destroying other HUD elements can be done by replacing the crosshair with a transparent texture. But texture replacement fails when there are issues with effects that are not based on textures (bloom, shadows, certain kinds of fog, etc.). In this case only turning off shaders can help. But the most promising usage of shaders is fixing issues instead of removing them. With my texture replacement fixes I could only remove the clouds in AC whereas Helix could remain the clouds and place it at the correct depth!
Has anyone tried to fix a game with Unreal Engine? There are common issues with fog, dynamic shadows and water surfaces...
[/quote]
No but if someone wanted to they all pretty much have the same properties(so it appears). Would probably be good idea to look at a version that does support all those.(Bulletstorm)to a version that doesnt(Mass Effect 2)
Removing elements that cause issues can also be done by using texture replacement with TexMod or uMod. I've already made several mods with this tools. E.g. removing crosshairs without destroying other HUD elements can be done by replacing the crosshair with a transparent texture. But texture replacement fails when there are issues with effects that are not based on textures (bloom, shadows, certain kinds of fog, etc.). In this case only turning off shaders can help. But the most promising usage of shaders is fixing issues instead of removing them. With my texture replacement fixes I could only remove the clouds in AC whereas Helix could remain the clouds and place it at the correct depth!
Has anyone tried to fix a game with Unreal Engine? There are common issues with fog, dynamic shadows and water surfaces...
No but if someone wanted to they all pretty much have the same properties(so it appears). Would probably be good idea to look at a version that does support all those.(Bulletstorm)to a version that doesnt(Mass Effect 2)
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Will do darkness 2 tonight.
Dorkirt. Try the debug and fix instead of release(not sure it would make difference) and did you try it without any fix?(sometimes its driver) Someone else said they were crashing as well maybe they can pitch in.
[/quote]
Thx ! But not working :( it already crash. Tried with debug dll too. The game works well without the dll.
Will do darkness 2 tonight.
Dorkirt. Try the debug and fix instead of release(not sure it would make difference) and did you try it without any fix?(sometimes its driver) Someone else said they were crashing as well maybe they can pitch in.
Thx ! But not working :( it already crash. Tried with debug dll too. The game works well without the dll.
I want to add a few things. The dll's works very well with the iz3d-driver too (even if iz3d probably is abandonware by now)! Since the shadercrc's can be dumped via your debug-dll they can later be manipulated both via your release-dll as well as through the iz3d configurationfile. I've got a cutout from their user manual about the parameters that can be changed and what happens when they are. For some strange reason that i don't understand iz3d weren't willing to provide us with a tool for shaderidentification so we could only modify textures (through texmod to find crc's).
The file baseprofiles.xml is found in the C:\Users\All Users\iZ3D Driver library where all hints of the correct syntax can be found.
Cutout of the usermanual:
[quote][size="1"]Profile information structure:
Root key Profiles
Key Profile
File (attributes: Name – filename, CmdLine – part of cmdline)
EnableStereo – enable stereo at game startup
RouterType
0 – General method
1 – Special injection method (for anti-cheating software)
2 – Disable driver
DeviceMode
0 – Multihead mode (Fullscreen)
1 – Dual Windowed mode (Windowed)
2 – Application selected mode (disabled second window)
3 – Auto detection at program startup
ShowFPS – show game FPS
ShowOSD – show values of separation and convergence when they changes
ForceVSyncOff – force disabling VSync
WideRenderTarget - Flag minimizes frequency of SetRenderTarget() and
SetDepthStencilSurface() calls. This dramatically speeds up most of
games on nVida cards and on ATI cards when antialising on.
EnableAA – enable antialising
UseWrapper (deprecated key) – use D3D9 wrapper
MonoRenderTargetTextures – create all render target textures in mono
MonoRenderTargetSurfaces – create all render target surfaces in mono
MonoDepthStencilTextures – create all depth/stencil textures in mono (on
NVidia support depth stencil textures may contain bugs)
iZ3D Driver v 1.08
4-15-08
14
MonoDepthStencilSurfaces – create all depth/stencil surfaces in
mono
DontCheckShadowMatrix – set if anything render in mono when they
needn't
GlobalMultiplier – global separation multiplier
SearchFrameSizeX (default 512) – frame size autofocus
FrameYCoordinate (default 0.495) – frame line for autofocus
For fixing HUD and other object that must be in mono:
CreateSquareRTInMono – do all render target textures that have square
size
in mono
CreateRTThatLessThanBBInMono – do all render target textures that have
size less than backbuffer in mono
MonoFixedPipeline – do all fixed pipeline in mono
MonoRHWPipeline – do all RHW pipeline in mono
RenderNonMatrixShadersInMono – do all vertex shaders that doesn’t
contain projection matrix in mono
RenderIncorrectProjectionShadersInMono – do all vertex shaders that
doesn’t correct write vertex position in mono
RenderInMonoForIndentityVWMatrices – do Draw calls mono when
used identity view and world matrices
RenderFullscreenQuadInMono – render fullscreen quad in mono
RenderToRightInMono – for fixing artifacts when game start in mono and
then switch to stereo
CreateOneComponentRTInMono – create R32F render target textures in
mono, can fix shadows in some games
DontCreateRightTextureInWideMode – reduce amount of video memory
needed for WideRenderTarget mode but decrease performance
SeparationMode – this will define game crosshair position
0 – camera shifted in both eyes
1 – camera shifted only in left eyes
2 – camera shifted only in right eyes
OblivionMonoMatrixCheck – special key for Oblivion
Key Multiplier - for all object inside set indicated multiplier
VertexShader
CRC - CRC32 of VS
Size – Size of VS
ZNear – z before that object all render in mono
Texture
CRC - CRC32 of Texture
Size – Size of Texture
Mesh
CRC - CRC32 of mesh
Size – Size of mesh
Key Mono – as Multiplier Value =â€0.0â€
Key Stereo – as Multiplier Value =â€1.0â€[/size][/quote]
With your permission i'd like to crosspost this very valuable information (or rather if you do it yourself because you really deserves every ounce of credits!) on mtbs3d as well as iz3d-forums if possible. I'll give full credits to you of course! Since the iz3d-driver shares many anomalies with the nvidiadriver some fixes could actually (no promises) be "universal". I'll include the tutorial as well as eqzitara's (ok?) wikipage.
A tiny bugnote: I can't run the debugger with assassins creed revelations (crashes just when the ubi-logo is to be seen, no matter the iz3d-driver is activated or not. think the ubi-logo is a bink video). I'm using the retail disk with online activation through U-play. It seems very possible that this the cause of the problem since other games launches fine with both iz3d-driver and your dll.
I want to add a few things. The dll's works very well with the iz3d-driver too (even if iz3d probably is abandonware by now)! Since the shadercrc's can be dumped via your debug-dll they can later be manipulated both via your release-dll as well as through the iz3d configurationfile. I've got a cutout from their user manual about the parameters that can be changed and what happens when they are. For some strange reason that i don't understand iz3d weren't willing to provide us with a tool for shaderidentification so we could only modify textures (through texmod to find crc's).
The file baseprofiles.xml is found in the C:\Users\All Users\iZ3D Driver library where all hints of the correct syntax can be found.
Cutout of the usermanual:
With your permission i'd like to crosspost this very valuable information (or rather if you do it yourself because you really deserves every ounce of credits!) on mtbs3d as well as iz3d-forums if possible. I'll give full credits to you of course! Since the iz3d-driver shares many anomalies with the nvidiadriver some fixes could actually (no promises) be "universal". I'll include the tutorial as well as eqzitara's (ok?) wikipage.
A tiny bugnote: I can't run the debugger with assassins creed revelations (crashes just when the ubi-logo is to be seen, no matter the iz3d-driver is activated or not. think the ubi-logo is a bink video). I'm using the retail disk with online activation through U-play. It seems very possible that this the cause of the problem since other games launches fine with both iz3d-driver and your dll.
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
Is IZ3D just a wrapper like Tridef? I never saw point of it since between tridef/3d vision I had better results. That and I never found IZ3D very friendly.
I wish I was better at this but going to try to learn. If someone foun a way to decode the tridef profiles it would tell all the shader modifications made to each game. Their method for shader manipulation seems easy.http://www.ddd.com/forum/viewtopic.php?f=9&t=253 .Going to experiment with their tool today.
Is IZ3D just a wrapper like Tridef? I never saw point of it since between tridef/3d vision I had better results. That and I never found IZ3D very friendly.
I wish I was better at this but going to try to learn. If someone foun a way to decode the tridef profiles it would tell all the shader modifications made to each game. Their method for shader manipulation seems easy.http://www.ddd.com/forum/viewtopic.php?f=9&t=253 .Going to experiment with their tool today.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
My Blog
For me iZ3D is a very usefull additon to 3DVision (see http://forums.nvidia.com/index.php?showtopic=198856 ). It can handle several posteffects better than 3DVision (bloom, fog, water surfaces, etc.). E.g. Unreal Engine games are almost flawless with iZ3D. The possibility to render shadows in mono is also very usefull. Besides from that it offers autoconvergence and depth/convergence presets.
For me iZ3D is a very usefull additon to 3DVision (see http://forums.nvidia.com/index.php?showtopic=198856 ). It can handle several posteffects better than 3DVision (bloom, fog, water surfaces, etc.). E.g. Unreal Engine games are almost flawless with iZ3D. The possibility to render shadows in mono is also very usefull. Besides from that it offers autoconvergence and depth/convergence presets.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I can tell my own experience: Legacy-nvidia has the best compability with old games with good framerates but with anomalies here and there (hud-elements pushing too close to you to be comfortable). Iz3d has good performance and at the time they "left" had good compability too, hudelements often at screendepth. At the time iz3d was probably as good as 3dv. Tridef ignition has without doubt the best visual appearance with least anomalies of all but my ancient machine takes a huge fps-hit and makes most games unplayable. I gain nothing by buying amd right now and nvidia are persistent not supporting any good old solutions so just let's see how stubborn i am...
Bottomline is that all drivers are different and the real benefit is being able to use all of them.
I can tell my own experience: Legacy-nvidia has the best compability with old games with good framerates but with anomalies here and there (hud-elements pushing too close to you to be comfortable). Iz3d has good performance and at the time they "left" had good compability too, hudelements often at screendepth. At the time iz3d was probably as good as 3dv. Tridef ignition has without doubt the best visual appearance with least anomalies of all but my ancient machine takes a huge fps-hit and makes most games unplayable. I gain nothing by buying amd right now and nvidia are persistent not supporting any good old solutions so just let's see how stubborn i am...
Bottomline is that all drivers are different and the real benefit is being able to use all of them.
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
Quick question does this patched D3D9.dll allow you to replace shaders as well as just disable them?
[/quote]
Yes it can, but requires knowledge of HLSL and/or ASM. Blanking shaders is easy enough, moving, fixing or adding depth to them requires significantly more knowledge/skill.
Quick question does this patched D3D9.dll allow you to replace shaders as well as just disable them?
Yes it can, but requires knowledge of HLSL and/or ASM. Blanking shaders is easy enough, moving, fixing or adding depth to them requires significantly more knowledge/skill.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
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My Blog
I've written plenty of shader code, just wondering if the functionality was supported, I assume it gives you a dump of the shaders as well?
[/quote]
Yep its all detailed in the first post but in general his tools are:
[list]
[*]1) profiler/dumper/debugger (debug) d3d9.dll - automatically dumps all shaders, but also lets you dump single shaders. Allows you to highlight and cycle through almost all pixel and vertex shaders by CRC32.
[*]2) wrapper/injector (release) d3d9.dll - allows you to inject/replace custom shaders or blanked shaders.
[/list]
Blanking problem shader is easy enough, but those with actual shader knowledge and experience writing shader code like you and Helix can do a lot more by actually fixing incorrect shaders or moving 2D UI to 3D.
I've written plenty of shader code, just wondering if the functionality was supported, I assume it gives you a dump of the shaders as well?
Yep its all detailed in the first post but in general his tools are:
Blanking problem shader is easy enough, but those with actual shader knowledge and experience writing shader code like you and Helix can do a lot more by actually fixing incorrect shaders or moving 2D UI to 3D.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
I also checked space marine....No way possible to fix anything via deleting shaders. Trying to learn more about shaders and it seems to suffer from volumetric lighting effects. *shrug* Cant figure it out though. Will move onto next game.
If someone ever does figure/feel like modifying my game changes(shader deletions). So instead of it being deleted its just a modification to make it 3d compatible feel free. The crcs of the shaders that are messed up are listed in the shaderoverride folders.
I also checked space marine....No way possible to fix anything via deleting shaders. Trying to learn more about shaders and it seems to suffer from volumetric lighting effects. *shrug* Cant figure it out though. Will move onto next game.
If someone ever does figure/feel like modifying my game changes(shader deletions). So instead of it being deleted its just a modification to make it 3d compatible feel free. The crcs of the shaders that are messed up are listed in the shaderoverride folders.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Well I cant really test this one more then I did.... Everytime I exit I lose my settings/saves..
There was some shadowing error and halos in game. The shadows are removed and the halos are gone. However I had to kill some lighting. This one is up to the user to decide if they like more. I tried to find a better compromise but exiting and entering game 10 times and having to get past 5 min intro is a pain. If you want just shadows removed, you will have to figure out which files to delete in shaderoverride through process of elimination since my game is screwed up and took me A LOT longer then it should of.
Extract both zips to main folder.
darkness II/d3d9.dll
darkness II/shaderoverride/
http://helixmod.wikispot.org/
Let me know of any Issues since I couldnt test this one too well.
Well I cant really test this one more then I did.... Everytime I exit I lose my settings/saves..
There was some shadowing error and halos in game. The shadows are removed and the halos are gone. However I had to kill some lighting. This one is up to the user to decide if they like more. I tried to find a better compromise but exiting and entering game 10 times and having to get past 5 min intro is a pain. If you want just shadows removed, you will have to figure out which files to delete in shaderoverride through process of elimination since my game is screwed up and took me A LOT longer then it should of.
Extract both zips to main folder.
darkness II/d3d9.dll
darkness II/shaderoverride/
http://helixmod.wikispot.org/
Let me know of any Issues since I couldnt test this one too well.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
[attachment=31238:amalur.zip]Kingdom of Amalur: Reckoning Retail.
Updated:
Attached is a one of two fixes. First one will help little bit of a fix that helps with the lighting(double image), and other effects that do same thing. Also setting set post processing off, and shadows off should be a big improvement.
Second will DISABLE interior lighting effects. This may not be what you are looking for since its effect may be more then you bargain for. Also setting set post processing off, and shadows off should be a big improvement.
Extract either of the shaderoverrides and release.upd.zip in your amalur folder.
P.S if you want to see if Helix's method fixes "your game"....try it out. Takes five minutes of your time. Helix made this very easy for us so don't be lazy.
EDIT: I said earlier turn Shader to simple. You don't have to (at least with no lighting.) I am currently running shader simple shadows/post processing off with no lights mod. I kind of prefer it with no lights, call me strange but it doesnt matter too much that caves are dark.
http://helixmod.wikispot.org/
[/quote]
Thanks for the work you have put into this. I have been sick lately but was able to play the game a little and try out your files. I see what you say about disabling the lights entirely as you can still see everything inside a cave,mine,etc. with them off. It would be nice if we could get that shader fixed for 3D but that knowledge is way over my head unfortunately.
[attachment=31238:amalur.zip]Kingdom of Amalur: Reckoning Retail.
Updated:
Attached is a one of two fixes. First one will help little bit of a fix that helps with the lighting(double image), and other effects that do same thing. Also setting set post processing off, and shadows off should be a big improvement.
Second will DISABLE interior lighting effects. This may not be what you are looking for since its effect may be more then you bargain for. Also setting set post processing off, and shadows off should be a big improvement.
Extract either of the shaderoverrides and release.upd.zip in your amalur folder.
P.S if you want to see if Helix's method fixes "your game"....try it out. Takes five minutes of your time. Helix made this very easy for us so don't be lazy.
EDIT: I said earlier turn Shader to simple. You don't have to (at least with no lighting.) I am currently running shader simple shadows/post processing off with no lights mod. I kind of prefer it with no lights, call me strange but it doesnt matter too much that caves are dark.
http://helixmod.wikispot.org/
Thanks for the work you have put into this. I have been sick lately but was able to play the game a little and try out your files. I see what you say about disabling the lights entirely as you can still see everything inside a cave,mine,etc. with them off. It would be nice if we could get that shader fixed for 3D but that knowledge is way over my head unfortunately.
If anyone has a request please make it. I dont really have any games in mind to look at.
If anyone has a request please make it. I dont really have any games in mind to look at.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918