Vanquish
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I'm using tridef DDD with the Bioshock one profile real 3D (S3D) and I'm getting 110 - 130 fps when 3D is enabled the low frame rate must be a 3D Vision problem.
I'm using tridef DDD with the Bioshock one profile real 3D (S3D) and I'm getting 110 - 130 fps when 3D is enabled the low frame rate must be a 3D Vision problem.

Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55

#16
Posted 05/27/2017 04:38 PM   
cant get it to work. using the 3d hub player i have a square on my top left corner of the screen and its making the 3d messed up
cant get it to work. using the 3d hub player i have a square on my top left corner of the screen and its making the 3d messed up

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#17
Posted 05/28/2017 01:53 AM   
The "square" up in the corner could very well be the FXAA indicator is switched on in the profile. However FXAA shouldn't be causing 3D issues, other than it tends blurs things edit: FXAA can cause problems if different than allowable in-game settings http://nvidia.custhelp.com/app/answers/detail/a_id/3058/~/i-am-playing-hard-reset-with-nvida-3d-vision-using-the-new-patch-v1.2-and-i-am
The "square" up in the corner could very well be the FXAA indicator is switched on in the profile.

However FXAA shouldn't be causing 3D issues, other than it tends blurs things

edit: FXAA can cause problems if different than allowable in-game settings

http://nvidia.custhelp.com/app/answers/detail/a_id/3058/~/i-am-playing-hard-reset-with-nvida-3d-vision-using-the-new-patch-v1.2-and-i-am

#18
Posted 05/28/2017 02:39 AM   
not sure thats the issue. i tried messing with those settins and outright dsabling fxaa and it did nothing. others have used tothe profile fine. my issue is there is a box that is exactly one quarter of my screen in the top left corner. 3d vision loads in that corner only like its running at a different resolution, but the game is taking up my whole screen. i cant figure out how to fix it. im playing on a 3d projector. i tried running my desktop in 720p thinking there might be a conflict and that didnt help. i tried running everything in 1080p DSR to 720p which has fixed issues like this in the past for me but that didnt help either. might just have to give up on this. was really looking forward to this game in 3d tho
not sure thats the issue. i tried messing with those settins and outright dsabling fxaa and it did nothing. others have used tothe profile fine.

my issue is there is a box that is exactly one quarter of my screen in the top left corner. 3d vision loads in that corner only like its running at a different resolution, but the game is taking up my whole screen. i cant figure out how to fix it. im playing on a 3d projector. i tried running my desktop in 720p thinking there might be a conflict and that didnt help. i tried running everything in 1080p DSR to 720p which has fixed issues like this in the past for me but that didnt help either. might just have to give up on this. was really looking forward to this game in 3d tho

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#19
Posted 05/28/2017 04:49 PM   
is this similar to your issue ? [url]https://forums.geforce.com/default/topic/1009975/3d-vision/most-games-not-working-in-3d-anymore/post/5154768/#5154768[/url]

#20
Posted 05/28/2017 04:55 PM   
[quote="castlemadeofsand"]cant get it to work. using the 3d hub player i have a square on my top left corner of the screen and its making the 3d messed up [/quote] [quote="castlemadeofsand"] my issue is there is a box that is exactly one quarter of my screen in the top left corner. 3d vision loads in that corner only like its running at a different resolution, but the game is taking up my whole screen.[/quote] I said it in a previous post. It's because of the profile the game created. You need to use the Bayonetta profile or no profile at all. To not use a profile, choose the Vanquish profile, add a dummy exe file to it, and then delete the real Vanquish exe from the profile. It shouldn't be use anymore by the game (don't save convergence just in case).
castlemadeofsand said:cant get it to work. using the 3d hub player i have a square on my top left corner of the screen and its making the 3d messed up


castlemadeofsand said:
my issue is there is a box that is exactly one quarter of my screen in the top left corner. 3d vision loads in that corner only like its running at a different resolution, but the game is taking up my whole screen.


I said it in a previous post. It's because of the profile the game created. You need to use the Bayonetta profile or no profile at all. To not use a profile, choose the Vanquish profile, add a dummy exe file to it, and then delete the real Vanquish exe from the profile. It shouldn't be use anymore by the game (don't save convergence just in case).

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

#21
Posted 05/28/2017 05:04 PM   
[quote="masterotaku"][quote="castlemadeofsand"]cant get it to work. using the 3d hub player i have a square on my top left corner of the screen and its making the 3d messed up [/quote] [quote="castlemadeofsand"] my issue is there is a box that is exactly one quarter of my screen in the top left corner. 3d vision loads in that corner only like its running at a different resolution, but the game is taking up my whole screen.[/quote] I said it in a previous post. It's because of the profile the game created. You need to use the Bayonetta profile or no profile at all. To not use a profile, choose the Vanquish profile, add a dummy exe file to it, and then delete the real Vanquish exe from the profile. It shouldn't be use anymore by the game (don't save convergence just in case).[/quote] i thought it might have created a profile, but when i tried searching for vanquish in profile inspecor nothing came up. is there a different place the profile would be created? not sure where to look to get rid of the vanquish profile edit: loading with bayo profile and 3d vision doesnt activate. withh 3 hub player i get that weird issue, what i dont understand is 3d hub player works fine with thumper
masterotaku said:
castlemadeofsand said:cant get it to work. using the 3d hub player i have a square on my top left corner of the screen and its making the 3d messed up


castlemadeofsand said:
my issue is there is a box that is exactly one quarter of my screen in the top left corner. 3d vision loads in that corner only like its running at a different resolution, but the game is taking up my whole screen.


I said it in a previous post. It's because of the profile the game created. You need to use the Bayonetta profile or no profile at all. To not use a profile, choose the Vanquish profile, add a dummy exe file to it, and then delete the real Vanquish exe from the profile. It shouldn't be use anymore by the game (don't save convergence just in case).


i thought it might have created a profile, but when i tried searching for vanquish in profile inspecor nothing came up. is there a different place the profile would be created? not sure where to look to get rid of the vanquish profile

edit: loading with bayo profile and 3d vision doesnt activate. withh 3 hub player i get that weird issue, what i dont understand is 3d hub player works fine with thumper

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#22
Posted 05/28/2017 05:21 PM   
[quote="Kaimastah"]is this similar to your issue ? [url]https://forums.geforce.com/default/topic/1009975/3d-vision/most-games-not-working-in-3d-anymore/post/5154768/#5154768[/url][/quote] yes that looks very similar to mine. 3d vision loads in the top corner like that. using 3d hub player causes this. i tried using the bayonetta profile and using that one 3d vision is not activating or if it is, its not letting me use hotkeys to alter the depth and convergence
Kaimastah said:is this similar to your issue ?

https://forums.geforce.com/default/topic/1009975/3d-vision/most-games-not-working-in-3d-anymore/post/5154768/#5154768


yes that looks very similar to mine. 3d vision loads in the top corner like that.

using 3d hub player causes this. i tried using the bayonetta profile and using that one 3d vision is not activating or if it is, its not letting me use hotkeys to alter the depth and convergence

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#23
Posted 05/28/2017 05:31 PM   
Ooooh, right, I forgot to mention something. Take the d3d9.dll and DX9Settings.ini from my Bayonetta fix. It makes 3D Vision trigger in Vanquish when using that profile, I think. I don't remember if it's needed when you don't have a profile. I'll have to check later.
Ooooh, right, I forgot to mention something. Take the d3d9.dll and DX9Settings.ini from my Bayonetta fix. It makes 3D Vision trigger in Vanquish when using that profile, I think. I don't remember if it's needed when you don't have a profile. I'll have to check later.

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

#24
Posted 05/28/2017 05:34 PM   
[quote="masterotaku"]Ooooh, right, I forgot to mention something. Take the d3d9.dll and DX9Settings.ini from my Bayonetta fix. It makes 3D Vision trigger in Vanquish when using that profile, I think. I don't remember if it's needed when you don't have a profile. I'll have to check later.[/quote] i got it working, the key was to run the game with no profile and allow it to make one. then i did what you said and put a dummy .exe there and moved vanquish .exe to bayo profile and it all works now. Looks like shadows and the hud display stuff are the only things that need to be fixed upon first glance
masterotaku said:Ooooh, right, I forgot to mention something. Take the d3d9.dll and DX9Settings.ini from my Bayonetta fix. It makes 3D Vision trigger in Vanquish when using that profile, I think. I don't remember if it's needed when you don't have a profile. I'll have to check later.


i got it working, the key was to run the game with no profile and allow it to make one. then i did what you said and put a dummy .exe there and moved vanquish .exe to bayo profile and it all works now. Looks like shadows and the hud display stuff are the only things that need to be fixed upon first glance

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#25
Posted 05/28/2017 05:59 PM   
I have fixed some haloing issues. But the high difficulty will be in the lighting and shadows shaders that need fixing. I think I'll have a bad time (I tried modding them in simple ways with bad results. Should I modify pixel shaders only like in DX11 games?). Is the motion blur option doing anything for you, people? I can't disable it there, so I started diaabling it in shaders. There are A LOT (geometry elements instead of a general motion blur shader).
I have fixed some haloing issues. But the high difficulty will be in the lighting and shadows shaders that need fixing. I think I'll have a bad time (I tried modding them in simple ways with bad results. Should I modify pixel shaders only like in DX11 games?).

Is the motion blur option doing anything for you, people? I can't disable it there, so I started diaabling it in shaders. There are A LOT (geometry elements instead of a general motion blur shader).

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

#26
Posted 05/28/2017 10:13 PM   
@masterotaku Post the PS and VS here, maybe we can help with suggestions. Are the Shadows in 2D or broken 3D? and yes... probably you need to modify the PS like in DX11.
@masterotaku

Post the PS and VS here, maybe we can help with suggestions. Are the Shadows in 2D or broken 3D?
and yes... probably you need to modify the PS like in DX11.

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#27
Posted 05/28/2017 10:50 PM   
Shadows are at screen depth, and lighting issues are that the "circled" area they apply is at screen depth too. I'm at work, so this is all I could get, 3 pixel shaders. Shadows PS (04C5E763.txt), which may be just a passthrough judging by the quantity of code: [code]//Shadows. // // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000 // // Parameters: // // float g_ShadowFarInv; // // // Registers: // // Name Reg Size // -------------- ----- ---- // g_ShadowFarInv c184 1 // ps_3_0 def c0, 1, 0, 0, 0 dcl_texcoord1 v0.z mov_sat r1.w, v0_abs.z add r0, -v0_abs.z, c184.x add r1.w, -r1.w, c0.x texkill r0 mul oC0.y, r1.w, r1.w mov oC0.x, r1.w mov oC0.zw, c0.xyyx // approximately 7 instruction slots used[/code] Now two lighting shaders, which may be what actually affects shadows, or maybe not. I'm now sure which one of these is the correct one: 1 (DAA067A0.txt. Lighting disabled when selected while hunting): [code]//Lighting. // // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000 // // Parameters: // // sampler2D g_AlbedoSampler; // float4 g_CameraParam; // sampler2D g_NormalSampler; // float4x4 g_Proj; // sampler2D g_ShadowSampler; // sampler2D g_SpecMaskSampler; // sampler2D g_SpecPowSampler; // float4 g_SpotLightCol; // float4 g_SpotLightPos; // float4 g_TargetSize; // sampler2D g_ZSampler; // float4 g_otherParam; // float4 g_spot_angle; // float4 g_spot_param; // // // Registers: // // Name Reg Size // ----------------- ----- ---- // g_Proj c4 2 // g_SpotLightPos c184 1 // g_SpotLightCol c185 1 // g_spot_angle c186 1 // g_spot_param c187 1 // g_otherParam c188 1 // g_CameraParam c193 1 // g_TargetSize c202 1 // g_AlbedoSampler s0 1 // g_NormalSampler s1 1 // g_SpecMaskSampler s2 1 // g_SpecPowSampler s3 1 // g_ZSampler s5 1 // g_ShadowSampler s6 1 // ps_3_0 def c200, 0.40, 0, 0.0625, 0 dcl_2d s7 def c0, 0.5, -0.5, -0.495000005, 5 def c1, 0, 1, 2, -1 def c2, 2, -2, -1, 1 dcl_texcoord v0.xyw dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s5 dcl_2d s6 rcp r0.w, v0.w mul r0.xy, r0.w, v0 mad r1.xy, r0, c0, c0.x rcp r0.x, c202.x rcp r0.y, c202.y mad r4.xy, r0, c0.x, r1 rcp r1.x, c4.x mad r2.xy, r4, c2, c2.zwzw texld r0, r4, s5 mad r2.z, r0.x, c193.y, c193.x rcp r1.y, c5.y mul r0.xy, r2, r2.z mul r2.xy, r1, r0 mov r2.xy, -r2 dp3 r0.w, r2, r2 rsq r0.w, r0.w mad r0.xyz, r2, r0.w, c186 nrm r1.xyz, r0 texld r0, r4, s1 mad r0.xyz, c1.z, r0, c1.w add r3.xyz, r2, c184 dp3 r1.w, r1, r0 dp3_sat r4.w, c186, r0 max r0.z, r1.w, c1.x texld r1, r4, s2 add r0.z, r0.z, -r1.w add r0.y, -r1.w, c1.y add r1.w, r0.w, c0.z cmp r0.x, -r1.w, c1.x, c1.y cmp r1.w, r1.w, c1.x, c1.y mul r3.w, r1.z, c0.w add_sat r0.x, r0.x, -r1.w rcp_sat r0.y, r0.y mad r0.w, r0.x, -c0.x, r0.w mul_sat r0.x, r0.z, r0.y add_sat r0.y, r0.w, r0.w texld r1, r0, s3 texld r2, r4, s6 texld r0, r4, s0 dp3 r1.w, r3, r3 rsq r4.z, r1.w mul r2.xyz, r3, r4.z dp3 r1.w, r2, c186 add r2.z, r1.w, -c187.x mul r3.xyz, r2.w, c185 mov_sat r2.w, r2.z mul r1.xyz, r1, r3 cmp r2.y, -r2.w, c1.x, c1.y rcp r2.w, r4.z mul r2.y, r4.w, r2.y mul r2.z, r2.z, c186.w mul r2.y, r2.y, c0.x mad r1.w, r1.w, c0.x, r2.y mul_sat r2.w, r2.w, c188.z mul_sat r2.z, r2.z, c188.y add r2.w, -r2.w, c1.y mul r1.w, r1.w, r2.z mul_sat r2.w, r2.w, c188.w mul r1.xyz, r3.w, r1 mul_sat r1.w, r1.w, r2.w mul r2.xyz, r1, r1.w mul r1.xyz, r3, r1.w mad r0.xyz, r0, r1, r2 add_sat r0.w, r0.w, r1.w mov oC0.w, r1.w mul oC0.xyz, r0, r0.w // approximately 68 instruction slots used (6 texture, 62 arithmetic)[/code] 2 (128F6ACC.txt. Lighted areas flicker when selected while hunting): [code]// // Generated by Microsoft (R) D3DX9 Shader Compiler // // Parameters: // // float ShadowMapRes; // sampler2D s_EdgeBuffer; // sampler2D s_sceneDepth; // sampler2D s_shadowBuffer; // float4x4 screenToShadowBuffer; // float4 shadowColor; // float shadowFadeDistance; // float shadowStrength; // // // Registers: // // Name Reg Size // -------------------- ----- ---- // screenToShadowBuffer c0 4 // shadowStrength c4 1 // shadowColor c5 1 // shadowFadeDistance c6 1 // ShadowMapRes c7 1 // s_sceneDepth s0 1 // s_shadowBuffer s1 1 // s_EdgeBuffer s2 1 // // // Default values: // // screenToShadowBuffer // c0 = { 0, 0, 0, 0 }; // c1 = { 0, 0, 0, 0 }; // c2 = { 0, 0, 0, 0 }; // c3 = { 0, 0, 0, 0 }; // // shadowStrength // c4 = { 0, 0, 0, 0 }; // // shadowColor // c5 = { 0, 0, 0, 0 }; // // shadowFadeDistance // c6 = { 0, 0, 0, 0 }; // // ShadowMapRes // c7 = { 0, 0, 0, 0 }; // ps_3_0 def c8, 1, 0, -1, 2 def c9, 0.25, 0.5, 0, 0 def c200, 0, 0, 0.0625, 0 dcl_texcoord v0.xyw dcl_texcoord1 v1 dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s13 texldp r0, v1, s0 mov r10.xyw, v0 texldl r13, c200.z, s13 add r13.y, r10.w, -r13.y mul r13.x, r13.x, r13.y add r10.x, r10.x, r13.x rcp r0.x, r10.w mul r0.xy, r0.x, r10 mul r1.xy, r0.w, r0 texldl r13, c200.z, s13 add r13.y, r0.w, -r13.y mul r13.x, r13.x, r13.y add r1.x, r1.x, -r13.x mad r1.zw, r0.w, c8.xyxy, c8.xyyx dp4 r0.x, r1, c3 rcp r0.x, r0.x dp4 r0.w, r1, c2 mad r2.x, r0.w, r0.x, c8.z rcp r2.y, c6.x mad_sat r2.x, r2.x, -r2.y, c8.x dp4 r0.y, r1, c0 dp4 r0.z, r1, c1 mul r1.xyz, r0.x, r0.wyzw mov_sat r1.x, r1.x texld_pp r3, r1.yzzw, s2 cmp r0.w, -r3.x, c8.y, c8.x if_ne r0.w, -r0.w rcp r0.w, c7.x mov r3.zw, c8.y mul r4, r0.w, c8.zwyx mad r5.xy, r0.yzzw, r0.x, r4.zwzw mov r5.zw, c8.y texldl r5, r5, s1 mad r6.xy, r0.yzzw, r0.x, r4.y mov r6.zw, c8.y texldl r6, r6, s1 mov r6.w, r6.x mad r7.xy, r0.yzzw, r0.x, r4.yxzw mov r7.zw, c8.y texldl r7, r7, s1 mad r8.xy, r0.yzzw, r0.x, -r0.w mov r8.zw, c8.y texldl r8, r8, s1 mov r9.zw, c8.y mul r10, r0.w, c8.zyzx mad r9.xy, r0.yzzw, r0.x, r10.yxzw texldl r9, r9, s1 mad r3.xy, r0.yzzw, r0.x, r10.wzzw texldl r3, r3, s1 mad r11.xy, r0.yzzw, r0.x, r10 mov r11.zw, c8.y texldl r11, r11, s1 mov r8.y, r9.x mov r8.z, r3.x mad r3.xy, r0.yzzw, r0.x, r4.wzzw mov r3.zw, c8.y texldl r3, r3, s1 mad r9.xy, r0.yzzw, r0.x, r0.w mov r9.zw, c8.y texldl r9, r9, s1 mad r10.xy, r0.yzzw, r0.x, r10.zwzw mov r10.zw, c8.y texldl r10, r10, s1 mov r8.w, r7.x add r7, -r1.x, r8 cmp_pp r7, r7, c8.y, c8.x mul r2.yz, r1, c7.x frc_pp r2.yz, r2 lrp_pp r3.yzw, r2.y, r7, r7.xxyz dp3_pp r7.x, r3.ywzw, c9.xxyw mad r4.xy, r0.yzzw, r0.x, r4 mov r4.zw, c8.y texldl r4, r4, s1 mov r6.x, r4.x mul r4, r0.w, c8.ywxw mad r8.xy, r0.yzzw, r0.x, r4.zwzw mov r8.zw, c8.y texldl r8, r8, s1 mad r12.xy, r0.yzzw, r0.x, r4 mov r12.zw, c8.y texldl r12, r12, s1 mov r6.y, r12.x mov r6.z, r8.x add r6, -r1.x, r6 cmp_pp r6, r6, c8.y, c8.x lrp_pp r3.yzw, r2.y, r6, r6.xxyz dp3_pp r7.w, r3.ywzw, c9.xxyw mov r11.z, r3.x mov r1.w, c8.y texldl r3, r1.yzww, s1 mov r11.y, r3.x mov r3.zw, c8.y mad r3.xy, r0.yzzw, r0.x, r4.yxzw texldl r3, r3, s1 mov r11.w, r3.x add r3, -r1.x, r11 cmp_pp r3, r3, c8.y, c8.x lrp_pp r5.yzw, r2.y, r3, r3.xxyz dp3_pp r7.y, r5.ywzw, c9.xxyw mov r10.z, r9.x mov r10.y, r5.x mad r0.xy, r0.yzzw, r0.x, r4.wzzw mov r0.zw, c8.y texldl r0, r0, s1 mov r10.w, r0.x add r0, -r1.x, r10 cmp_pp r0, r0, c8.y, c8.x lrp_pp r3.xyz, r2.y, r0.yzww, r0 dp3_pp r7.z, r3.xzyw, c9.xxyw lrp_pp r0.xyz, r2.z, r7.yzww, r7 dp3_pp r0.x, r0.xzyw, c9.xxyw else mul r3, r1.yzyy, c8.xxyy texldl r3, r3, s1 add r0.y, -r1.x, r3.x cmp_pp r0.x, r0.y, c8.y, c8.x endif mul_pp r0.x, r0.x, c4.x mul_pp r0.x, r2.x, r0.x mov r1.x, c8.x add r1, r1.x, -c5 mad_pp oC0, r0.x, -r1, c8.x // approximately 132 instruction slots used (36 texture, 96 arithmetic)[/code] That's all I can get until I'm home.
Shadows are at screen depth, and lighting issues are that the "circled" area they apply is at screen depth too.

I'm at work, so this is all I could get, 3 pixel shaders.

Shadows PS (04C5E763.txt), which may be just a passthrough judging by the quantity of code:

//Shadows.
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
//
// Parameters:
//
// float g_ShadowFarInv;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// g_ShadowFarInv c184 1
//

ps_3_0
def c0, 1, 0, 0, 0
dcl_texcoord1 v0.z
mov_sat r1.w, v0_abs.z
add r0, -v0_abs.z, c184.x
add r1.w, -r1.w, c0.x
texkill r0
mul oC0.y, r1.w, r1.w
mov oC0.x, r1.w
mov oC0.zw, c0.xyyx

// approximately 7 instruction slots used


Now two lighting shaders, which may be what actually affects shadows, or maybe not. I'm now sure which one of these is the correct one:

1 (DAA067A0.txt. Lighting disabled when selected while hunting):

//Lighting.
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
//
// Parameters:
//
// sampler2D g_AlbedoSampler;
// float4 g_CameraParam;
// sampler2D g_NormalSampler;
// float4x4 g_Proj;
// sampler2D g_ShadowSampler;
// sampler2D g_SpecMaskSampler;
// sampler2D g_SpecPowSampler;
// float4 g_SpotLightCol;
// float4 g_SpotLightPos;
// float4 g_TargetSize;
// sampler2D g_ZSampler;
// float4 g_otherParam;
// float4 g_spot_angle;
// float4 g_spot_param;
//
//
// Registers:
//
// Name Reg Size
// ----------------- ----- ----
// g_Proj c4 2
// g_SpotLightPos c184 1
// g_SpotLightCol c185 1
// g_spot_angle c186 1
// g_spot_param c187 1
// g_otherParam c188 1
// g_CameraParam c193 1
// g_TargetSize c202 1
// g_AlbedoSampler s0 1
// g_NormalSampler s1 1
// g_SpecMaskSampler s2 1
// g_SpecPowSampler s3 1
// g_ZSampler s5 1
// g_ShadowSampler s6 1
//

ps_3_0
def c200, 0.40, 0, 0.0625, 0
dcl_2d s7
def c0, 0.5, -0.5, -0.495000005, 5
def c1, 0, 1, 2, -1
def c2, 2, -2, -1, 1
dcl_texcoord v0.xyw
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s5
dcl_2d s6
rcp r0.w, v0.w
mul r0.xy, r0.w, v0
mad r1.xy, r0, c0, c0.x
rcp r0.x, c202.x
rcp r0.y, c202.y
mad r4.xy, r0, c0.x, r1
rcp r1.x, c4.x
mad r2.xy, r4, c2, c2.zwzw
texld r0, r4, s5
mad r2.z, r0.x, c193.y, c193.x
rcp r1.y, c5.y
mul r0.xy, r2, r2.z
mul r2.xy, r1, r0
mov r2.xy, -r2
dp3 r0.w, r2, r2
rsq r0.w, r0.w
mad r0.xyz, r2, r0.w, c186
nrm r1.xyz, r0
texld r0, r4, s1
mad r0.xyz, c1.z, r0, c1.w
add r3.xyz, r2, c184
dp3 r1.w, r1, r0
dp3_sat r4.w, c186, r0
max r0.z, r1.w, c1.x
texld r1, r4, s2
add r0.z, r0.z, -r1.w
add r0.y, -r1.w, c1.y
add r1.w, r0.w, c0.z
cmp r0.x, -r1.w, c1.x, c1.y
cmp r1.w, r1.w, c1.x, c1.y
mul r3.w, r1.z, c0.w
add_sat r0.x, r0.x, -r1.w
rcp_sat r0.y, r0.y
mad r0.w, r0.x, -c0.x, r0.w
mul_sat r0.x, r0.z, r0.y
add_sat r0.y, r0.w, r0.w
texld r1, r0, s3
texld r2, r4, s6
texld r0, r4, s0
dp3 r1.w, r3, r3
rsq r4.z, r1.w
mul r2.xyz, r3, r4.z
dp3 r1.w, r2, c186
add r2.z, r1.w, -c187.x
mul r3.xyz, r2.w, c185
mov_sat r2.w, r2.z
mul r1.xyz, r1, r3
cmp r2.y, -r2.w, c1.x, c1.y
rcp r2.w, r4.z
mul r2.y, r4.w, r2.y
mul r2.z, r2.z, c186.w
mul r2.y, r2.y, c0.x
mad r1.w, r1.w, c0.x, r2.y
mul_sat r2.w, r2.w, c188.z
mul_sat r2.z, r2.z, c188.y
add r2.w, -r2.w, c1.y
mul r1.w, r1.w, r2.z
mul_sat r2.w, r2.w, c188.w
mul r1.xyz, r3.w, r1
mul_sat r1.w, r1.w, r2.w
mul r2.xyz, r1, r1.w
mul r1.xyz, r3, r1.w
mad r0.xyz, r0, r1, r2
add_sat r0.w, r0.w, r1.w
mov oC0.w, r1.w
mul oC0.xyz, r0, r0.w

// approximately 68 instruction slots used (6 texture, 62 arithmetic)


2 (128F6ACC.txt. Lighted areas flicker when selected while hunting):

//
// Generated by Microsoft (R) D3DX9 Shader Compiler
//
// Parameters:
//
// float ShadowMapRes;
// sampler2D s_EdgeBuffer;
// sampler2D s_sceneDepth;
// sampler2D s_shadowBuffer;
// float4x4 screenToShadowBuffer;
// float4 shadowColor;
// float shadowFadeDistance;
// float shadowStrength;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// screenToShadowBuffer c0 4
// shadowStrength c4 1
// shadowColor c5 1
// shadowFadeDistance c6 1
// ShadowMapRes c7 1
// s_sceneDepth s0 1
// s_shadowBuffer s1 1
// s_EdgeBuffer s2 1
//
//
// Default values:
//
// screenToShadowBuffer
// c0 = { 0, 0, 0, 0 };
// c1 = { 0, 0, 0, 0 };
// c2 = { 0, 0, 0, 0 };
// c3 = { 0, 0, 0, 0 };
//
// shadowStrength
// c4 = { 0, 0, 0, 0 };
//
// shadowColor
// c5 = { 0, 0, 0, 0 };
//
// shadowFadeDistance
// c6 = { 0, 0, 0, 0 };
//
// ShadowMapRes
// c7 = { 0, 0, 0, 0 };
//

ps_3_0
def c8, 1, 0, -1, 2
def c9, 0.25, 0.5, 0, 0
def c200, 0, 0, 0.0625, 0
dcl_texcoord v0.xyw
dcl_texcoord1 v1
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s13
texldp r0, v1, s0
mov r10.xyw, v0
texldl r13, c200.z, s13
add r13.y, r10.w, -r13.y
mul r13.x, r13.x, r13.y
add r10.x, r10.x, r13.x
rcp r0.x, r10.w
mul r0.xy, r0.x, r10
mul r1.xy, r0.w, r0
texldl r13, c200.z, s13
add r13.y, r0.w, -r13.y
mul r13.x, r13.x, r13.y
add r1.x, r1.x, -r13.x
mad r1.zw, r0.w, c8.xyxy, c8.xyyx
dp4 r0.x, r1, c3
rcp r0.x, r0.x
dp4 r0.w, r1, c2
mad r2.x, r0.w, r0.x, c8.z
rcp r2.y, c6.x
mad_sat r2.x, r2.x, -r2.y, c8.x
dp4 r0.y, r1, c0
dp4 r0.z, r1, c1
mul r1.xyz, r0.x, r0.wyzw
mov_sat r1.x, r1.x
texld_pp r3, r1.yzzw, s2
cmp r0.w, -r3.x, c8.y, c8.x
if_ne r0.w, -r0.w
rcp r0.w, c7.x
mov r3.zw, c8.y
mul r4, r0.w, c8.zwyx
mad r5.xy, r0.yzzw, r0.x, r4.zwzw
mov r5.zw, c8.y
texldl r5, r5, s1
mad r6.xy, r0.yzzw, r0.x, r4.y
mov r6.zw, c8.y
texldl r6, r6, s1
mov r6.w, r6.x
mad r7.xy, r0.yzzw, r0.x, r4.yxzw
mov r7.zw, c8.y
texldl r7, r7, s1
mad r8.xy, r0.yzzw, r0.x, -r0.w
mov r8.zw, c8.y
texldl r8, r8, s1
mov r9.zw, c8.y
mul r10, r0.w, c8.zyzx
mad r9.xy, r0.yzzw, r0.x, r10.yxzw
texldl r9, r9, s1
mad r3.xy, r0.yzzw, r0.x, r10.wzzw
texldl r3, r3, s1
mad r11.xy, r0.yzzw, r0.x, r10
mov r11.zw, c8.y
texldl r11, r11, s1
mov r8.y, r9.x
mov r8.z, r3.x
mad r3.xy, r0.yzzw, r0.x, r4.wzzw
mov r3.zw, c8.y
texldl r3, r3, s1
mad r9.xy, r0.yzzw, r0.x, r0.w
mov r9.zw, c8.y
texldl r9, r9, s1
mad r10.xy, r0.yzzw, r0.x, r10.zwzw
mov r10.zw, c8.y
texldl r10, r10, s1
mov r8.w, r7.x
add r7, -r1.x, r8
cmp_pp r7, r7, c8.y, c8.x
mul r2.yz, r1, c7.x
frc_pp r2.yz, r2
lrp_pp r3.yzw, r2.y, r7, r7.xxyz
dp3_pp r7.x, r3.ywzw, c9.xxyw
mad r4.xy, r0.yzzw, r0.x, r4
mov r4.zw, c8.y
texldl r4, r4, s1
mov r6.x, r4.x
mul r4, r0.w, c8.ywxw
mad r8.xy, r0.yzzw, r0.x, r4.zwzw
mov r8.zw, c8.y
texldl r8, r8, s1
mad r12.xy, r0.yzzw, r0.x, r4
mov r12.zw, c8.y
texldl r12, r12, s1
mov r6.y, r12.x
mov r6.z, r8.x
add r6, -r1.x, r6
cmp_pp r6, r6, c8.y, c8.x
lrp_pp r3.yzw, r2.y, r6, r6.xxyz
dp3_pp r7.w, r3.ywzw, c9.xxyw
mov r11.z, r3.x
mov r1.w, c8.y
texldl r3, r1.yzww, s1
mov r11.y, r3.x
mov r3.zw, c8.y
mad r3.xy, r0.yzzw, r0.x, r4.yxzw
texldl r3, r3, s1
mov r11.w, r3.x
add r3, -r1.x, r11
cmp_pp r3, r3, c8.y, c8.x
lrp_pp r5.yzw, r2.y, r3, r3.xxyz
dp3_pp r7.y, r5.ywzw, c9.xxyw
mov r10.z, r9.x
mov r10.y, r5.x
mad r0.xy, r0.yzzw, r0.x, r4.wzzw
mov r0.zw, c8.y
texldl r0, r0, s1
mov r10.w, r0.x
add r0, -r1.x, r10
cmp_pp r0, r0, c8.y, c8.x
lrp_pp r3.xyz, r2.y, r0.yzww, r0
dp3_pp r7.z, r3.xzyw, c9.xxyw
lrp_pp r0.xyz, r2.z, r7.yzww, r7
dp3_pp r0.x, r0.xzyw, c9.xxyw
else
mul r3, r1.yzyy, c8.xxyy
texldl r3, r3, s1
add r0.y, -r1.x, r3.x
cmp_pp r0.x, r0.y, c8.y, c8.x
endif
mul_pp r0.x, r0.x, c4.x
mul_pp r0.x, r2.x, r0.x
mov r1.x, c8.x
add r1, r1.x, -c5
mad_pp oC0, r0.x, -r1, c8.x

// approximately 132 instruction slots used (36 texture, 96 arithmetic)



That's all I can get until I'm home.

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

#28
Posted 05/29/2017 07:06 AM   
This may be another, I'm not sure (I'm checking my files by using remote desktop): DDB41F50.txt [code]//Lighting, or not. // // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000 // // Parameters: // // sampler2D g_AmbientSampler; // sampler2D g_LightSampler; // float4 g_MatrialColor; // sampler2D g_ZSampler; // float3 g_fogCol; // float4 g_fogParam; // float4 g_preFogEnhanceColor; // // // Registers: // // Name Reg Size // -------------------- ----- ---- // g_preFogEnhanceColor c184 1 // g_MatrialColor c185 1 // g_fogCol c190 1 // g_fogParam c191 1 // g_AmbientSampler s0 1 // g_LightSampler s1 1 // g_ZSampler s2 1 // ps_3_0 def c200, 0.40, 0, 0.0625, 0 dcl_2d s4 def c0, 0.00313080009, 12.9200001, 0.416666657, 0 def c1, 1.05499995, -0.0549999997, 0, 0 dcl_texcoord v0.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 texld r1, v0, s2 texld r2, v0, s1 texld r0, v0, s0 mad r0.xyz, r0, c184, r2 mad_sat r1.w, c191.w, -r1.x, c191.x mov r1.xyz, c190 mad r0.xyz, r0, c185, -r1 mad r1.xyz, r1.w, r0, c190 log r0.x, r1.x log r0.y, r1.y log r0.z, r1.z mul r0.xyz, r0, c0.z exp r0.x, r0.x exp r0.y, r0.y exp r0.z, r0.z mad r2.xyz, r0, c1.x, c1.y add r0.xyz, -r1, c0.x mul r1.xyz, r1, c0.y mov oC0.w, r0.w cmp oC0.xyz, r0, r1, r2 // approximately 20 instruction slots used (3 texture, 17 arithmetic) [/code]
This may be another, I'm not sure (I'm checking my files by using remote desktop):

DDB41F50.txt

//Lighting, or not.
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
//
// Parameters:
//
// sampler2D g_AmbientSampler;
// sampler2D g_LightSampler;
// float4 g_MatrialColor;
// sampler2D g_ZSampler;
// float3 g_fogCol;
// float4 g_fogParam;
// float4 g_preFogEnhanceColor;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// g_preFogEnhanceColor c184 1
// g_MatrialColor c185 1
// g_fogCol c190 1
// g_fogParam c191 1
// g_AmbientSampler s0 1
// g_LightSampler s1 1
// g_ZSampler s2 1
//

ps_3_0
def c200, 0.40, 0, 0.0625, 0
dcl_2d s4
def c0, 0.00313080009, 12.9200001, 0.416666657, 0
def c1, 1.05499995, -0.0549999997, 0, 0
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
texld r1, v0, s2
texld r2, v0, s1
texld r0, v0, s0

mad r0.xyz, r0, c184, r2
mad_sat r1.w, c191.w, -r1.x, c191.x
mov r1.xyz, c190

mad r0.xyz, r0, c185, -r1
mad r1.xyz, r1.w, r0, c190
log r0.x, r1.x
log r0.y, r1.y
log r0.z, r1.z
mul r0.xyz, r0, c0.z
exp r0.x, r0.x
exp r0.y, r0.y
exp r0.z, r0.z
mad r2.xyz, r0, c1.x, c1.y
add r0.xyz, -r1, c0.x
mul r1.xyz, r1, c0.y
mov oC0.w, r0.w
cmp oC0.xyz, r0, r1, r2

// approximately 20 instruction slots used (3 texture, 17 arithmetic)

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

#29
Posted 05/29/2017 07:39 AM   
@masterotaku [list] [.]DAA067A0.txt seems to control shadows/lights[/.] [.]04C5E763.txt No[/.] [.]DDB41F50.txt i'm not sure...seems related to fog (maybe another light shader pass through a fog, and you mistake the shader)[/.] [.]128F6ACC.txt i'm not sure[/.] [/list] For DAA067A0.txt, you can try this first attempt....r2 seems the one we need to correct. Try with the code without the line A enabled...if you see shadows change position (become 3D), enable the line A and start changing signs to the formula....also try mul instead of div in the line A. c4... is the projection matrix. if i made an error declaring c200 (stereoparams) please correct...i'm a bit rusty using helix dll. [code]ps_3_0 def c200, 0, 0, 0.0625, 0 //New def c0, 0.5, -0.5, -0.495000005, 5 def c1, 0, 1, 2, -1 def c2, 2, -2, -1, 1 dcl_texcoord v0.xyw dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s5 dcl_2d s6 dcl_2d s13 //New rcp r0.w, v0.w mul r0.xy, r0.w, v0 mad r1.xy, r0, c0, c0.x rcp r0.x, c202.x rcp r0.y, c202.y mad r4.xy, r0, c0.x, r1 rcp r1.x, c4.x mad r2.xy, r4, c2, c2.zwzw texld r0, r4, s5 mad r2.z, r0.x, c193.y, c193.x rcp r1.y, c5.y mul r0.xy, r2, r2.z mul r2.xy, r1, r0 mov r2.xy, -r2 //r2 seems the one need adjust texldl r13, c200.z, s13 add r13.y, r2.z, -r13.y mul r13.x, r13.x, r13.y //div r13.x, r13.x, c4.x // A add r2.x, r2.x, r13.x dp3 r0.w, r2, r2 rsq r0.w, r0.w mad r0.xyz, r2, r0.w, c186 nrm r1.xyz, r0 texld r0, r4, s1 mad r0.xyz, c1.z, r0, c1.w add r3.xyz, r2, c184 . . . [/code]
@masterotaku

  • DAA067A0.txt seems to control shadows/lights
  • 04C5E763.txt No
  • DDB41F50.txt i'm not sure...seems related to fog (maybe another light shader pass through a fog, and you mistake the shader)
  • 128F6ACC.txt i'm not sure



For DAA067A0.txt, you can try this first attempt....r2 seems the one we need to correct.
Try with the code without the line A enabled...if you see shadows change position (become 3D), enable the line A and start changing signs to the formula....also try mul instead of div in the line A. c4... is the projection matrix.

if i made an error declaring c200 (stereoparams) please correct...i'm a bit rusty using helix dll.


ps_3_0
def c200, 0, 0, 0.0625, 0 //New
def c0, 0.5, -0.5, -0.495000005, 5
def c1, 0, 1, 2, -1
def c2, 2, -2, -1, 1
dcl_texcoord v0.xyw
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s5
dcl_2d s6
dcl_2d s13 //New
rcp r0.w, v0.w
mul r0.xy, r0.w, v0
mad r1.xy, r0, c0, c0.x
rcp r0.x, c202.x
rcp r0.y, c202.y
mad r4.xy, r0, c0.x, r1
rcp r1.x, c4.x
mad r2.xy, r4, c2, c2.zwzw
texld r0, r4, s5
mad r2.z, r0.x, c193.y, c193.x
rcp r1.y, c5.y
mul r0.xy, r2, r2.z
mul r2.xy, r1, r0
mov r2.xy, -r2

//r2 seems the one need adjust
texldl r13, c200.z, s13
add r13.y, r2.z, -r13.y
mul r13.x, r13.x, r13.y
//div r13.x, r13.x, c4.x // A
add r2.x, r2.x, r13.x

dp3 r0.w, r2, r2
rsq r0.w, r0.w
mad r0.xyz, r2, r0.w, c186
nrm r1.xyz, r0
texld r0, r4, s1
mad r0.xyz, c1.z, r0, c1.w
add r3.xyz, r2, c184
.
.
.

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#30
Posted 05/29/2017 02:18 PM   
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