Elder Scrolls Online 3D vision compatibility
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[quote="eqzitara"]Real - It disables stuff. No idea what. I saw people talk about it on there forums. It makes game too dark(?). Which I dont even want to think about why. [url]https://www.tridef.com/forum/viewtopic.php?f=9&t=4577[/url] ----------------- Even if it was "real"/perfect you would have to contend with a 2D crosshair tbh.[/quote] I had to go look. While some of the user generated/created profiles are quite functional there's no 'official' tridef created profile for ESO. While a true 3D cross hair is handy while using ranged weapons I'm not sure how much having only a 2D one might effect MMO game play where 'tagging' is involved. With things getting rather sunny and spring looking around here of late my free time will gravitate towards outdoor activities (I have a large yard) so while I'll likely get ESO I don't mind waiting to see if ESO/Tridef/Nvidia patch up the 3D experience. While off topic - this is a target level of functionality I'd like to see Nvidia aim at and past with their "Compatibility mode". IMHO: To be a true "value add" us users need to be able to create/share profiles/fixes (much like Tridef) regardless if Nvidia eventually releases their own version. Nvidia+CM (or Nvidia+3DVision) has to perform better than Nvidia+Tridef or AMD+Tridef.
eqzitara said:Real - It disables stuff. No idea what.

I saw people talk about it on there forums. It makes game too dark(?). Which I dont even want to think about why.
https://www.tridef.com/forum/viewtopic.php?f=9&t=4577

-----------------
Even if it was "real"/perfect you would have to contend with a 2D crosshair tbh.


I had to go look. While some of the user generated/created profiles are quite functional there's no 'official' tridef created profile for ESO. While a true 3D cross hair is handy while using ranged weapons I'm not sure how much having only a 2D one might effect MMO game play where 'tagging' is involved.

With things getting rather sunny and spring looking around here of late my free time will gravitate towards outdoor activities (I have a large yard) so while I'll likely get ESO I don't mind waiting to see if ESO/Tridef/Nvidia patch up the 3D experience.

While off topic - this is a target level of functionality I'd like to see Nvidia aim at and past with their "Compatibility mode". IMHO: To be a true "value add" us users need to be able to create/share profiles/fixes (much like Tridef) regardless if Nvidia eventually releases their own version. Nvidia+CM (or Nvidia+3DVision) has to perform better than Nvidia+Tridef or AMD+Tridef.

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Posted 04/14/2014 12:58 PM   
There is a strange thing happening when I'm trying my fixes with this game. I've found and exported the vertexshaders for both the "main" shadows and reflections. However, even if I don't have the ShaderOverride folder the game stops showing reflections. If I remove the debug dll the reflections are back. I don't have any shaders on skip list either. Pretty weird. Also after modifying the code and creating ShaderOverride the game doesn't seem to read the overriden shaders so I can't experiment. I have tested it with two different debug dlls so far. I haven't gave it up yet, I just don't understand. I will post the vertexshaders here after I got home, so more expreienced users can check. I already modified them, hopefully the right way(I'll post the originals and the modified ones as well). I haven't modified pixelshaders so far so I don't know how those work, but I'll try to find and post the related ones also.
There is a strange thing happening when I'm trying my fixes with this game. I've found and exported the vertexshaders for both the "main" shadows and reflections. However, even if I don't have the ShaderOverride folder the game stops showing reflections. If I remove the debug dll the reflections are back. I don't have any shaders on skip list either. Pretty weird. Also after modifying the code and creating ShaderOverride the game doesn't seem to read the overriden shaders so I can't experiment. I have tested it with two different debug dlls so far. I haven't gave it up yet, I just don't understand.

I will post the vertexshaders here after I got home, so more expreienced users can check. I already modified them, hopefully the right way(I'll post the originals and the modified ones as well).
I haven't modified pixelshaders so far so I don't know how those work, but I'll try to find and post the related ones also.

Posted 04/14/2014 02:35 PM   
[quote="mbloof"][quote="Zeeblade"]You can just edit the INI file and change from "d3d11" to d3d9 or even OpenGl all work. lol 3d does not. Yet Tridef does how kool[/quote] Your saying Tridef has a functional profile (not "power3D") for this game and it works? I've been waiting on the fence to pick this game up so might now if I can get a playable frame rate out of Tridef.[/quote] I bought Tridef this weekend after realizing that it's going to get harder and harder for support for 3D in games using 3D Vision. Some of the programmers here seem tired of doing this and I don't blame them. They aren't getting paid and well, DDD is. In any case, the "dark" problem for Tridef has been fixed but not released yet. And surprisingly their Power 3D mode is the best I've seen across all platforms (consoles, 3D Vision DX11 emulation). The beta profile they have does have the blur affect but there is also slight popout of the characters and auto convergence. It works really well. At this point, all I'll need is the "dark" bug fix and I can play this game in Power 3D mode easily. Lastly, top/bottom mode gives you the best visual fidelity without sacrificing too much image quality due to upsampling. And the FPS is great to boot (@ 1920x1080). Only disadvantage in Power 3D at this point is the "blur effect".
mbloof said:
Zeeblade said:You can just edit the INI file and change from "d3d11" to d3d9 or even OpenGl all work. lol 3d does not.

Yet Tridef does how kool


Your saying Tridef has a functional profile (not "power3D") for this game and it works? I've been waiting on the fence to pick this game up so might now if I can get a playable frame rate out of Tridef.


I bought Tridef this weekend after realizing that it's going to get harder and harder for support for 3D in games using 3D Vision. Some of the programmers here seem tired of doing this and I don't blame them. They aren't getting paid and well, DDD is.

In any case, the "dark" problem for Tridef has been fixed but not released yet. And surprisingly their Power 3D mode is the best I've seen across all platforms (consoles, 3D Vision DX11 emulation). The beta profile they have does have the blur affect but there is also slight popout of the characters and auto convergence. It works really well.

At this point, all I'll need is the "dark" bug fix and I can play this game in Power 3D mode easily.

Lastly, top/bottom mode gives you the best visual fidelity without sacrificing too much image quality due to upsampling. And the FPS is great to boot (@ 1920x1080). Only disadvantage in Power 3D at this point is the "blur effect".

Posted 04/14/2014 03:01 PM   
[quote="toomyxp"]There is a strange thing happening when I'm trying my fixes with this game. I've found and exported the vertexshaders for both the "main" shadows and reflections. However, even if I don't have the ShaderOverride folder the game stops showing reflections. If I remove the debug dll the reflections are back. I don't have any shaders on skip list either. Pretty weird. Also after modifying the code and creating ShaderOverride the game doesn't seem to read the overriden shaders so I can't experiment. I have tested it with two different debug dlls so far. I haven't gave it up yet, I just don't understand. I will post the vertexshaders here after I got home, so more expreienced users can check. I already modified them, hopefully the right way(I'll post the originals and the modified ones as well). I haven't modified pixelshaders so far so I don't know how those work, but I'll try to find and post the related ones also.[/quote] Thanks for the effort, I hope some experimented users could help you on this fix. I can test it in my game to help and give feedback.
toomyxp said:There is a strange thing happening when I'm trying my fixes with this game. I've found and exported the vertexshaders for both the "main" shadows and reflections. However, even if I don't have the ShaderOverride folder the game stops showing reflections. If I remove the debug dll the reflections are back. I don't have any shaders on skip list either. Pretty weird. Also after modifying the code and creating ShaderOverride the game doesn't seem to read the overriden shaders so I can't experiment. I have tested it with two different debug dlls so far. I haven't gave it up yet, I just don't understand.

I will post the vertexshaders here after I got home, so more expreienced users can check. I already modified them, hopefully the right way(I'll post the originals and the modified ones as well).
I haven't modified pixelshaders so far so I don't know how those work, but I'll try to find and post the related ones also.


Thanks for the effort, I hope some experimented users could help you on this fix. I can test it in my game to help and give feedback.

Posted 04/14/2014 04:16 PM   
And how does TrieDef works ? I got onl 2 pictures, one on the left hand and the other one on the right nad side....
And how does TrieDef works ? I got onl 2 pictures, one on the left hand and the other one on the right nad side....

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Posted 04/14/2014 04:57 PM   
Ok, so here are the vertex shaders for shadows and reflections. I'll have to look for the related pixel shaders as well but I haven't done this before so I could do with a little advice on how to find them. Also, I've noticed that there are multiple shaders with the same CRC and apparently these contain the same code as well. I'm not sure what this means but maybe this is the reason of the weird behavior I mentioned in my previous post. Shadows for characters: VertexShader_407_CRC32_A66921A2.txt [code] vs_3_0 def c7, 1, 0, 0, 0 dcl_position v0 dcl_position o0 dcl_texcoord o1.xyz dcl_texcoord1 o2.xyz mad r0, v0.xyzx, c7.xxxy, c7.yyyx dp4 o0.x, r0, c0 dp4 o0.y, r0, c1 dp4 r1.x, r0, c2 dp4 r1.y, r0, c3 min o0.z, r1.y, r1.x mov o0.w, r1.y dp4 o1.x, r0, c4 dp4 o1.y, r0, c5 dp4 o1.z, r0, c6 mov o2.x, c4.w mov o2.y, c5.w mov o2.z, c6.w [/code] Shadows for landscape and objects(same code) VertexShader_408_CRC32_A66921A2.txt [code] vs_3_0 def c7, 1, 0, 0, 0 dcl_position v0 dcl_position o0 dcl_texcoord o1.xyz dcl_texcoord1 o2.xyz mad r0, v0.xyzx, c7.xxxy, c7.yyyx dp4 o0.x, r0, c0 dp4 o0.y, r0, c1 dp4 r1.x, r0, c2 dp4 r1.y, r0, c3 min o0.z, r1.y, r1.x mov o0.w, r1.y dp4 o1.x, r0, c4 dp4 o1.y, r0, c5 dp4 o1.z, r0, c6 mov o2.x, c4.w mov o2.y, c5.w mov o2.z, c6.w [/code] Reflections VertexShader_392_CRC32_F6DB508D.txt [code] vs_3_0 def c9, 1, -1, 0, 0 dcl_position v0 dcl_position o0 dcl_texcoord o1.xyz dcl_texcoord1 o2.xyz mov r0.xyw, c9.xyzx mad r0.xy, c7.zwzw, -r0, v0 dp3 r0.z, r0.xyww, c3.xyww rcp r0.z, r0.z dp3 r1.x, r0.xyww, c0.xyww dp3 r1.y, r0.xyww, c1.xyww dp3 r1.z, r0.xyww, c2.xyww mov o0.xyw, r0 mul r0.xyz, r0.z, r1 dp3 r1.x, r0, c4 dp3 r1.y, r0, c5 dp3 r1.z, r0, c6 mov o1.xyz, r0 mov o2.xyz, -r1 mov o0.z, c8.x [/code] ------------------------------------------------------------------------------------------------- I modified these the following way: Shadows [code] vs_3_0 def c220, 0.20, 0, 0.0625, 0 //define constant float def c7, 1, 0, 0, 0 dcl_position v0 dcl_2d s0 //declare sampler dcl_position o0 dcl_texcoord o1.xyz dcl_texcoord1 o2.xyz mad r0, v0.xyzx, c7.xxxy, c7.yyyx //dp4 o0.x, r0, c0 //dp4 o0.y, r0, c1 dp4 r3.x, r0, c0 dp4 r3.y, r0, c1 dp4 r1.x, r0, c2 dp4 r1.y, r0, c3 //min o0.z, r1.y, r1.x //mov o0.w, r1.y min r3.z, r1.y, r1.x //replaced o0 with r3 mov r3.w, r1.y //replaced o0 with r3 //diff--------------------------------------- texldl r4, c220.z, s0 //load texture data mul r4.x, r4.x, r4.y //calculate x offset add r3.x, r3.x, r4.x //modify position mov o0,r3 //copy to output //------------------------------------------- dp4 o1.x, r0, c4 dp4 o1.y, r0, c5 dp4 o1.z, r0, c6 mov o2.x, c4.w mov o2.y, c5.w mov o2.z, c6.w [/code] Reflections [code] vs_3_0 def c220, 0.20, 0, 0.0625, 0 //define constant float def c9, 1, -1, 0, 0 dcl_position v0 dcl_2d s0 //declare sampler dcl_position o0 dcl_texcoord o1.xyz dcl_texcoord1 o2.xyz mov r0.xyw, c9.xyzx mad r0.xy, c7.zwzw, -r0, v0 dp3 r0.z, r0.xyww, c3.xyww rcp r0.z, r0.z dp3 r1.x, r0.xyww, c0.xyww dp3 r1.y, r0.xyww, c1.xyww dp3 r1.z, r0.xyww, c2.xyww //mov o0.xyw, r0 mov r3.xyw, r0 //replaced o0 with r3 mul r0.xyz, r0.z, r1 dp3 r1.x, r0, c4 dp3 r1.y, r0, c5 dp3 r1.z, r0, c6 mov o1.xyz, r0 mov o2.xyz, -r1 //mov o0.z, c8.x mov r3.z, c8.x //replaced o0 with r3 //diff---------------------------------------- texldl r4, c220.z, s0 //load texture data mul r4.x, r4.x, r4.y //calculate x offset add r3.x, r3.x, r4.x //modify position mov o0,r3//copy to output [/code] //--------------------------------------------
Ok, so here are the vertex shaders for shadows and reflections. I'll have to look for the related pixel shaders as well but I haven't done this before so I could do with a little advice on how to find them.
Also, I've noticed that there are multiple shaders with the same CRC and apparently these contain the same code as well. I'm not sure what this means but maybe this is the reason of the weird behavior I mentioned in my previous post.

Shadows for characters:
VertexShader_407_CRC32_A66921A2.txt
vs_3_0
def c7, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xyz
dcl_texcoord1 o2.xyz
mad r0, v0.xyzx, c7.xxxy, c7.yyyx
dp4 o0.x, r0, c0
dp4 o0.y, r0, c1
dp4 r1.x, r0, c2
dp4 r1.y, r0, c3
min o0.z, r1.y, r1.x
mov o0.w, r1.y
dp4 o1.x, r0, c4
dp4 o1.y, r0, c5
dp4 o1.z, r0, c6
mov o2.x, c4.w
mov o2.y, c5.w
mov o2.z, c6.w


Shadows for landscape and objects(same code)
VertexShader_408_CRC32_A66921A2.txt
vs_3_0
def c7, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xyz
dcl_texcoord1 o2.xyz
mad r0, v0.xyzx, c7.xxxy, c7.yyyx
dp4 o0.x, r0, c0
dp4 o0.y, r0, c1
dp4 r1.x, r0, c2
dp4 r1.y, r0, c3
min o0.z, r1.y, r1.x
mov o0.w, r1.y
dp4 o1.x, r0, c4
dp4 o1.y, r0, c5
dp4 o1.z, r0, c6
mov o2.x, c4.w
mov o2.y, c5.w
mov o2.z, c6.w



Reflections
VertexShader_392_CRC32_F6DB508D.txt
vs_3_0
def c9, 1, -1, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xyz
dcl_texcoord1 o2.xyz
mov r0.xyw, c9.xyzx
mad r0.xy, c7.zwzw, -r0, v0
dp3 r0.z, r0.xyww, c3.xyww
rcp r0.z, r0.z
dp3 r1.x, r0.xyww, c0.xyww
dp3 r1.y, r0.xyww, c1.xyww
dp3 r1.z, r0.xyww, c2.xyww
mov o0.xyw, r0
mul r0.xyz, r0.z, r1
dp3 r1.x, r0, c4
dp3 r1.y, r0, c5
dp3 r1.z, r0, c6
mov o1.xyz, r0
mov o2.xyz, -r1
mov o0.z, c8.x


-------------------------------------------------------------------------------------------------

I modified these the following way:
Shadows
vs_3_0
def c220, 0.20, 0, 0.0625, 0 //define constant float
def c7, 1, 0, 0, 0
dcl_position v0
dcl_2d s0 //declare sampler
dcl_position o0
dcl_texcoord o1.xyz
dcl_texcoord1 o2.xyz
mad r0, v0.xyzx, c7.xxxy, c7.yyyx
//dp4 o0.x, r0, c0
//dp4 o0.y, r0, c1
dp4 r3.x, r0, c0
dp4 r3.y, r0, c1
dp4 r1.x, r0, c2
dp4 r1.y, r0, c3
//min o0.z, r1.y, r1.x
//mov o0.w, r1.y
min r3.z, r1.y, r1.x //replaced o0 with r3
mov r3.w, r1.y //replaced o0 with r3
//diff---------------------------------------
texldl r4, c220.z, s0 //load texture data
mul r4.x, r4.x, r4.y //calculate x offset
add r3.x, r3.x, r4.x //modify position
mov o0,r3 //copy to output
//-------------------------------------------
dp4 o1.x, r0, c4
dp4 o1.y, r0, c5
dp4 o1.z, r0, c6
mov o2.x, c4.w
mov o2.y, c5.w
mov o2.z, c6.w



Reflections
vs_3_0
def c220, 0.20, 0, 0.0625, 0 //define constant float
def c9, 1, -1, 0, 0
dcl_position v0
dcl_2d s0 //declare sampler
dcl_position o0
dcl_texcoord o1.xyz
dcl_texcoord1 o2.xyz
mov r0.xyw, c9.xyzx
mad r0.xy, c7.zwzw, -r0, v0
dp3 r0.z, r0.xyww, c3.xyww
rcp r0.z, r0.z
dp3 r1.x, r0.xyww, c0.xyww
dp3 r1.y, r0.xyww, c1.xyww
dp3 r1.z, r0.xyww, c2.xyww
//mov o0.xyw, r0
mov r3.xyw, r0 //replaced o0 with r3
mul r0.xyz, r0.z, r1
dp3 r1.x, r0, c4
dp3 r1.y, r0, c5
dp3 r1.z, r0, c6
mov o1.xyz, r0
mov o2.xyz, -r1
//mov o0.z, c8.x
mov r3.z, c8.x //replaced o0 with r3
//diff----------------------------------------
texldl r4, c220.z, s0 //load texture data
mul r4.x, r4.x, r4.y //calculate x offset
add r3.x, r3.x, r4.x //modify position
mov o0,r3//copy to output

//--------------------------------------------

Posted 04/14/2014 07:43 PM   
Turning of the VertexShader for F6DB508D.txt did not afflict reflections, so it seams to be not the right shader.
Turning of the VertexShader for F6DB508D.txt did not afflict reflections, so it seams to be not the right shader.

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Posted 04/14/2014 08:16 PM   
This game is weird :) For me it doesn't matter what I put into the ShaderOverride folder. It just won't use it. Scrolling through the shaders with the debug dll though, it disables reflections at VertexShader_392 F6DB508D. But as I mentioned there are other shaders with the same crc.
This game is weird :) For me it doesn't matter what I put into the ShaderOverride folder. It just won't use it. Scrolling through the shaders with the debug dll though, it disables reflections at VertexShader_392 F6DB508D. But as I mentioned there are other shaders with the same crc.

Posted 04/14/2014 08:58 PM   
It will use it beause i can disable shadows with making a A66921A2.txt file and put vs_3_0 dcl_position v0 dcl_position o0 into it.
It will use it beause i can disable shadows with making a A66921A2.txt file and put vs_3_0
dcl_position v0
dcl_position o0 into it.

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Posted 04/15/2014 05:45 AM   
You might need to use the .1, .2 syntax. Not sure exactly how that works, but this sounds like a game that might need it. At the end of this Helix update. http://helixmod.blogspot.it/2012/03/dlls-update.html I think you are on the right track with your fix, the basic code seems OK to me. (not an expert though...) The basic problem at the moment sounds like you need to get the shaders to reload. Check the logs for details on whether it loads or not. If you have a syntax error it will silently fail and not reload.
You might need to use the .1, .2 syntax. Not sure exactly how that works, but this sounds like a game that might need it. At the end of this Helix update.

http://helixmod.blogspot.it/2012/03/dlls-update.html


I think you are on the right track with your fix, the basic code seems OK to me. (not an expert though...)

The basic problem at the moment sounds like you need to get the shaders to reload. Check the logs for details on whether it loads or not. If you have a syntax error it will silently fail and not reload.

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Posted 04/15/2014 06:00 AM   
I have created an account for mike_ar69 to see what he can do for us, give him some time to work on the fix. Hopefully it is possible for him to help us or create a 3D Vision fix now.
I have created an account for mike_ar69 to see what he can do for us, give him some time to work on the fix. Hopefully it is possible for him to help us or create a 3D Vision fix now.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 04/15/2014 11:01 PM   
Even if it doesn't work out it is a great gesture by both you & Mike. Cheers
Even if it doesn't work out it is a great gesture by both you & Mike.

Cheers

Posted 04/16/2014 03:11 AM   
[quote="Losti"]I have created an account for mike_ar69 to see what he can do for us, give him some time to work on the fix. Hopefully it is possible for him to help us or create a 3D Vision fix now.[/quote] Great news!
Losti said:I have created an account for mike_ar69 to see what he can do for us, give him some time to work on the fix. Hopefully it is possible for him to help us or create a 3D Vision fix now.


Great news!

Posted 04/16/2014 09:31 AM   
yes excellent news Hope this works out..
yes excellent news Hope this works out..

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Posted 04/16/2014 11:01 AM   
yeah! good news! Keep on trying with the shaders guys! In the meanwhile, perhaps it could be worth it to verify if this isn't just a kind of post-processed edge blur effect that is causing 3Dvision's shadows issue in ESO... Just wondering. I'm definitely not an expert but maybe this could help or inspire some tech guys out there. ;) Cheers!
yeah! good news! Keep on trying with the shaders guys!

In the meanwhile, perhaps it could be worth it to verify if this isn't just a kind of post-processed edge blur effect that is causing 3Dvision's shadows issue in ESO...
Just wondering. I'm definitely not an expert but maybe this could help or inspire some tech guys out there. ;)


Cheers!

Helixmod fixes for 3Dvision / 3Dtvplay
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Posted 04/16/2014 08:44 PM   
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