Elite Dangerous Fix
  9 / 32    
Well I found a Wjhite Dwarf. it was at LHS 6171 and it does appear broke.. hopefully they use the same shader for all known white dwarfs.. here is the screenshot:
Well I found a Wjhite Dwarf. it was at LHS 6171 and it does appear broke.. hopefully they use the same shader for all known white dwarfs.. here is the screenshot:

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 12/26/2016 10:59 PM   
Well I tried to fix the white dwarf but so far all the code I tried did nothing.. I am looking around to find more code I could try.. here is the file for the 1 part that goes north and south in the center mass it looks like a vapor trail up and down.. [code] //WhiteDwarf center mass cbuffer cb0 : register(b0) { float4 cb0[15]; } cbuffer cb1 : register(b1) { float4 cb1[12]; } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : POSITION0, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD2, out float4 o3 : TEXCOORD3, out float4 o4 : TEXCOORD4, out float3 o5 : TEXCOORD5, out float3 o6 : TEXCOORD6, out float3 o7 : TEXCOORD7, out float4 o8 : SV_Position0) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; r0.xyz = cb1[10].www * cb0[1].xyw; r0.xyz = cb1[9].www * cb0[0].xyw + r0.xyz; r0.xyz = cb1[11].www * cb0[2].xyw + r0.xyz; o0.xyz = cb0[3].xyw + r0.xyz; r0.x = cb1[9].w; r0.y = cb1[10].w; r0.z = cb1[11].w; r0.w = dot(cb0[4].xyz, r0.xyz); r1.x = cb0[14].y * r0.w; r1.y = dot(cb0[5].xyz, r0.xyz); o3.xyz = r0.xyz; r0.x = r1.x / r1.y; r0.x = cb0[6].w * 2.000000000e+000 + r0.x; r0.x = r0.x * r1.y; r0.x = r0.x / cb0[14].y; r0.x = r0.x + -r0.w; r0.x = 5.000000000e-001 * abs(r0.x); r0.x = max(r0.x, 1.000000000e+000); sincos(cb0[7].y, r1.x, r2.x); r0.y = r1.x / r2.x; o2.w = r2.x; r0.z = cb0[7].x * r0.y; r1.xy = float2(8.500000e-001,9.009695e-001) * r0.zz; r2.xz = min(r0.xx, r1.xx); r0.x = r0.z / r1.y; r1.xz = r0.zz * abs(r0.xx); o1.w = r0.z; o0.w = r2.z; r1.y = cb0[7].x; r2.y = 0.000000000e+000; r0.xzw = r1.xyz + -r2.zyz; r1.x = v0.y * 5.000000000e-001 + 5.000000000e-001; r0.xzw = r1.xxx * r0.xzw + r2.xyz; o4.w = r2.z / r0.y; r0.xyz = v0.xyz * r0.xzw; r0.w = 1.000000000e+000; r1.y = dot(cb1[10].xyzw, r0.xyzw); r2.xyzw = cb0[1].xyzw * r1.yyyy; r1.x = dot(cb1[9].xyzw, r0.xyzw); r1.z = dot(cb1[11].xyzw, r0.xyzw); r0.xyzw = r1.xxxx * cb0[0].xyzw + r2.xyzw; r0.xyzw = r1.zzzz * cb0[2].xyzw + r0.xyzw; r0.xyzw = cb0[3].xyzw + r0.xyzw; o1.xyz = r0.xyw; o8.xyzw = r0.xyzw; r0.xyz = cb0[8].xyz + r1.xyz; o5.xyz = r1.xyz; r1.xyz = cb0[10].xyw * r0.yyy; r0.xyw = r0.xxx * cb0[9].xyw + r1.xyz; r0.xyz = r0.zzz * cb0[11].xyw + r0.xyw; o2.xyz = cb0[12].xyw + r0.xyz; o3.w = cb0[7].x; o4.x = cb1[9].z; o4.y = cb1[10].z; o4.z = cb1[11].z; o6.x = cb1[9].x; o6.y = cb1[10].x; o6.z = cb1[11].x; o7.x = cb1[9].y; o7.y = cb1[10].y; o7.z = cb1[11].y; // Cumulus Clouds to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o8.x += depth * 2500; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 2 xyzw 2 NONE float xyzw // TEXCOORD 3 xyzw 3 NONE float xyzw // TEXCOORD 4 xyzw 4 NONE float xyzw // TEXCOORD 5 xyz 5 NONE float xyz // TEXCOORD 6 xyz 6 NONE float xyz // TEXCOORD 7 xyz 7 NONE float xyz // SV_Position 0 xyzw 8 POS float xyzw // vs_4_0 dcl_constantbuffer cb1[12], immediateIndexed dcl_constantbuffer cb0[15], immediateIndexed dcl_input v0.xyz dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o4.xyzw dcl_output o5.xyz dcl_output o6.xyz dcl_output o7.xyz dcl_output_siv o8.xyzw, position dcl_temps 3 mul r0.xyz, cb0[1].xywx, cb1[10].wwww mad r0.xyz, cb1[9].wwww, cb0[0].xywx, r0.xyzx mad r0.xyz, cb1[11].wwww, cb0[2].xywx, r0.xyzx add o0.xyz, r0.xyzx, cb0[3].xywx mov r0.x, cb1[9].w mov r0.y, cb1[10].w mov r0.z, cb1[11].w dp3 r0.w, cb0[4].xyzx, r0.xyzx mul r1.x, r0.w, cb0[14].y dp3 r1.y, cb0[5].xyzx, r0.xyzx mov o3.xyz, r0.xyzx div r0.x, r1.x, r1.y mad r0.x, cb0[6].w, l(2.000000), r0.x mul r0.x, r1.y, r0.x div r0.x, r0.x, cb0[14].y add r0.x, -r0.w, r0.x mul r0.x, |r0.x|, l(0.500000) max r0.x, r0.x, l(1.000000) sincos r1.x, r2.x, cb0[7].y div r0.y, r1.x, r2.x mov o2.w, r2.x mul r0.z, r0.y, cb0[7].x mul r1.xy, r0.zzzz, l(0.850000, 0.900970, 0.000000, 0.000000) min r2.xz, r0.xxxx, r1.xxxx div r0.x, r0.z, r1.y mul r1.xz, |r0.xxxx|, r0.zzzz mov o1.w, r0.z mov o0.w, r2.z mov r1.y, cb0[7].x mov r2.y, l(0) add r0.xzw, -r2.zzyz, r1.xxyz mad r1.x, v0.y, l(0.500000), l(0.500000) mad r0.xzw, r1.xxxx, r0.xxzw, r2.xxyz div o4.w, r2.z, r0.y mul r0.xyz, r0.xzwx, v0.xyzx mov r0.w, l(1.000000) dp4 r1.y, cb1[10].xyzw, r0.xyzw mul r2.xyzw, r1.yyyy, cb0[1].xyzw dp4 r1.x, cb1[9].xyzw, r0.xyzw dp4 r1.z, cb1[11].xyzw, r0.xyzw mad r0.xyzw, r1.xxxx, cb0[0].xyzw, r2.xyzw mad r0.xyzw, r1.zzzz, cb0[2].xyzw, r0.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw mov o1.xyz, r0.xywx mov o8.xyzw, r0.xyzw add r0.xyz, r1.xyzx, cb0[8].xyzx mov o5.xyz, r1.xyzx mul r1.xyz, r0.yyyy, cb0[10].xywx mad r0.xyw, r0.xxxx, cb0[9].xyxw, r1.xyxz mad r0.xyz, r0.zzzz, cb0[11].xywx, r0.xywx add o2.xyz, r0.xyzx, cb0[12].xywx mov o3.w, cb0[7].x mov o4.x, cb1[9].z mov o4.y, cb1[10].z mov o4.z, cb1[11].z mov o6.x, cb1[9].x mov o6.y, cb1[10].x mov o6.z, cb1[11].x mov o7.x, cb1[9].y mov o7.y, cb1[10].y mov o7.z, cb1[11].y ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
Well I tried to fix the white dwarf but so far all the code I tried did nothing.. I am looking around to find more code I could try..

here is the file for the 1 part that goes north and south in the center mass it looks like a vapor trail up and down..

//WhiteDwarf center mass


cbuffer cb0 : register(b0)
{
float4 cb0[15];
}

cbuffer cb1 : register(b1)
{
float4 cb1[12];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : POSITION0,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float4 o3 : TEXCOORD3,
out float4 o4 : TEXCOORD4,
out float3 o5 : TEXCOORD5,
out float3 o6 : TEXCOORD6,
out float3 o7 : TEXCOORD7,
out float4 o8 : SV_Position0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = cb1[10].www * cb0[1].xyw;
r0.xyz = cb1[9].www * cb0[0].xyw + r0.xyz;
r0.xyz = cb1[11].www * cb0[2].xyw + r0.xyz;
o0.xyz = cb0[3].xyw + r0.xyz;
r0.x = cb1[9].w;
r0.y = cb1[10].w;
r0.z = cb1[11].w;
r0.w = dot(cb0[4].xyz, r0.xyz);
r1.x = cb0[14].y * r0.w;
r1.y = dot(cb0[5].xyz, r0.xyz);
o3.xyz = r0.xyz;
r0.x = r1.x / r1.y;
r0.x = cb0[6].w * 2.000000000e+000 + r0.x;
r0.x = r0.x * r1.y;
r0.x = r0.x / cb0[14].y;
r0.x = r0.x + -r0.w;
r0.x = 5.000000000e-001 * abs(r0.x);
r0.x = max(r0.x, 1.000000000e+000);
sincos(cb0[7].y, r1.x, r2.x);
r0.y = r1.x / r2.x;
o2.w = r2.x;
r0.z = cb0[7].x * r0.y;
r1.xy = float2(8.500000e-001,9.009695e-001) * r0.zz;
r2.xz = min(r0.xx, r1.xx);
r0.x = r0.z / r1.y;
r1.xz = r0.zz * abs(r0.xx);
o1.w = r0.z;
o0.w = r2.z;
r1.y = cb0[7].x;
r2.y = 0.000000000e+000;
r0.xzw = r1.xyz + -r2.zyz;
r1.x = v0.y * 5.000000000e-001 + 5.000000000e-001;
r0.xzw = r1.xxx * r0.xzw + r2.xyz;
o4.w = r2.z / r0.y;
r0.xyz = v0.xyz * r0.xzw;
r0.w = 1.000000000e+000;
r1.y = dot(cb1[10].xyzw, r0.xyzw);
r2.xyzw = cb0[1].xyzw * r1.yyyy;
r1.x = dot(cb1[9].xyzw, r0.xyzw);
r1.z = dot(cb1[11].xyzw, r0.xyzw);
r0.xyzw = r1.xxxx * cb0[0].xyzw + r2.xyzw;
r0.xyzw = r1.zzzz * cb0[2].xyzw + r0.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
o1.xyz = r0.xyw;
o8.xyzw = r0.xyzw;
r0.xyz = cb0[8].xyz + r1.xyz;
o5.xyz = r1.xyz;
r1.xyz = cb0[10].xyw * r0.yyy;
r0.xyw = r0.xxx * cb0[9].xyw + r1.xyz;
r0.xyz = r0.zzz * cb0[11].xyw + r0.xyw;
o2.xyz = cb0[12].xyw + r0.xyz;
o3.w = cb0[7].x;
o4.x = cb1[9].z;
o4.y = cb1[10].z;
o4.z = cb1[11].z;
o6.x = cb1[9].x;
o6.y = cb1[10].x;
o6.z = cb1[11].x;
o7.x = cb1[9].y;
o7.y = cb1[10].y;
o7.z = cb1[11].y;


// Cumulus Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o8.x += depth * 2500;


return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 xyzw 2 NONE float xyzw
// TEXCOORD 3 xyzw 3 NONE float xyzw
// TEXCOORD 4 xyzw 4 NONE float xyzw
// TEXCOORD 5 xyz 5 NONE float xyz
// TEXCOORD 6 xyz 6 NONE float xyz
// TEXCOORD 7 xyz 7 NONE float xyz
// SV_Position 0 xyzw 8 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb1[12], immediateIndexed
dcl_constantbuffer cb0[15], immediateIndexed
dcl_input v0.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyz
dcl_output_siv o8.xyzw, position
dcl_temps 3
mul r0.xyz, cb0[1].xywx, cb1[10].wwww
mad r0.xyz, cb1[9].wwww, cb0[0].xywx, r0.xyzx
mad r0.xyz, cb1[11].wwww, cb0[2].xywx, r0.xyzx
add o0.xyz, r0.xyzx, cb0[3].xywx
mov r0.x, cb1[9].w
mov r0.y, cb1[10].w
mov r0.z, cb1[11].w
dp3 r0.w, cb0[4].xyzx, r0.xyzx
mul r1.x, r0.w, cb0[14].y
dp3 r1.y, cb0[5].xyzx, r0.xyzx
mov o3.xyz, r0.xyzx
div r0.x, r1.x, r1.y
mad r0.x, cb0[6].w, l(2.000000), r0.x
mul r0.x, r1.y, r0.x
div r0.x, r0.x, cb0[14].y
add r0.x, -r0.w, r0.x
mul r0.x, |r0.x|, l(0.500000)
max r0.x, r0.x, l(1.000000)
sincos r1.x, r2.x, cb0[7].y
div r0.y, r1.x, r2.x
mov o2.w, r2.x
mul r0.z, r0.y, cb0[7].x
mul r1.xy, r0.zzzz, l(0.850000, 0.900970, 0.000000, 0.000000)
min r2.xz, r0.xxxx, r1.xxxx
div r0.x, r0.z, r1.y
mul r1.xz, |r0.xxxx|, r0.zzzz
mov o1.w, r0.z
mov o0.w, r2.z
mov r1.y, cb0[7].x
mov r2.y, l(0)
add r0.xzw, -r2.zzyz, r1.xxyz
mad r1.x, v0.y, l(0.500000), l(0.500000)
mad r0.xzw, r1.xxxx, r0.xxzw, r2.xxyz
div o4.w, r2.z, r0.y
mul r0.xyz, r0.xzwx, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.y, cb1[10].xyzw, r0.xyzw
mul r2.xyzw, r1.yyyy, cb0[1].xyzw
dp4 r1.x, cb1[9].xyzw, r0.xyzw
dp4 r1.z, cb1[11].xyzw, r0.xyzw
mad r0.xyzw, r1.xxxx, cb0[0].xyzw, r2.xyzw
mad r0.xyzw, r1.zzzz, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
mov o1.xyz, r0.xywx
mov o8.xyzw, r0.xyzw
add r0.xyz, r1.xyzx, cb0[8].xyzx
mov o5.xyz, r1.xyzx
mul r1.xyz, r0.yyyy, cb0[10].xywx
mad r0.xyw, r0.xxxx, cb0[9].xyxw, r1.xyxz
mad r0.xyz, r0.zzzz, cb0[11].xywx, r0.xywx
add o2.xyz, r0.xyzx, cb0[12].xywx
mov o3.w, cb0[7].x
mov o4.x, cb1[9].z
mov o4.y, cb1[10].z
mov o4.z, cb1[11].z
mov o6.x, cb1[9].x
mov o6.y, cb1[10].x
mov o6.z, cb1[11].x
mov o7.x, cb1[9].y
mov o7.y, cb1[10].y
mov o7.z, cb1[11].y
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 12/27/2016 12:21 AM   
/ Cumulus Clouds to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o8.x += 70 * (o0.w - 13.0); OK I made some headway, I input the above code and it shifted the mass to the right but I do not get a stereo image there?? I need to figure out how to get the center mass to be a stereo image as well.. I will go look at some other code I used in the past but not sure if this is a step forward or not yet..
/ Cumulus Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o8.x += 70 * (o0.w - 13.0);


OK I made some headway, I input the above code and it shifted the mass to the right but I do not get a stereo image there?? I need to figure out how to get the center mass to be a stereo image as well.. I will go look at some other code I used in the past but not sure if this is a step forward or not yet..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 12/27/2016 01:26 AM   
I can guarantee that's not going to give you good results. stereo.x is not depth, it's separation (which, in turn, gives depth to an object). The difference is that separation provides separate -/+ values for left and right eyes. Without separation, you're only going to be adding a value that shifts both eyes in the same direction. Again, I'm pretty sure you either want to be adding stereo.x * stereo.y, or just stereo.x to anything you want to push to infinity. On a personal note: Man, I don't know what keeps blocking me from continuing to play/fix this game myself. In my mind, it's literally the #1 game I want to start up and play, but something keeps having me pick up and start playing/working on other games. I dunno if it's just the fact I need to break out and set up my HOTAS controller which acts as a mental deterrent, or the fact that I know it'll be a long, slow progression for me. I think both of which combined has my brain subconsciously telling me it'll be more like work than fun. At the very least I should provide my current WIP so you guys can enjoy playing with shadows. I even just bought Horizons a few weeks back, and haven't gotten around to playing it. Gonna try to force myself to fire this one up tonight and play it for a bit, so we'll see how that goes.
I can guarantee that's not going to give you good results. stereo.x is not depth, it's separation (which, in turn, gives depth to an object). The difference is that separation provides separate -/+ values for left and right eyes. Without separation, you're only going to be adding a value that shifts both eyes in the same direction. Again, I'm pretty sure you either want to be adding stereo.x * stereo.y, or just stereo.x to anything you want to push to infinity.

On a personal note: Man, I don't know what keeps blocking me from continuing to play/fix this game myself. In my mind, it's literally the #1 game I want to start up and play, but something keeps having me pick up and start playing/working on other games. I dunno if it's just the fact I need to break out and set up my HOTAS controller which acts as a mental deterrent, or the fact that I know it'll be a long, slow progression for me. I think both of which combined has my brain subconsciously telling me it'll be more like work than fun. At the very least I should provide my current WIP so you guys can enjoy playing with shadows. I even just bought Horizons a few weeks back, and haven't gotten around to playing it. Gonna try to force myself to fire this one up tonight and play it for a bit, so we'll see how that goes.

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Posted 12/27/2016 02:08 AM   
float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o8.x += depth * 2500; so Like the above code or can you give an example?? I am totally lost again hehe!!
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o8.x += depth * 2500;


so Like the above code or can you give an example?? I am totally lost again hehe!!

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 12/27/2016 02:22 AM   
Also not the objuect in question is not even in Stereo.. I need to get it stereoised first then I can worry about pushing it too infinity or am I wrong?? I rememeber when I did the clouds in FFXIV they where not even in Stereo so when I added the above line it separated them and they where set fine.. I did try this code: float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o8.x += depth * 2500; changed the final number to 100000 and it did nothing. the following code: / Cumulus Clouds to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o8.x += 70 * (o0.w - 13.0); IT at least shifted the image to the right and seemed to have had an affect where no other code I been using does anything..
Also not the objuect in question is not even in Stereo.. I need to get it stereoised first then I can worry about pushing it too infinity or am I wrong??

I rememeber when I did the clouds in FFXIV they where not even in Stereo so when I added the above line it separated them and they where set fine..

I did try this code:

float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o8.x += depth * 2500;


changed the final number to 100000 and it did nothing.


the following code:

/ Cumulus Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o8.x += 70 * (o0.w - 13.0);

IT at least shifted the image to the right and seemed to have had an affect where no other code I been using does anything..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 12/27/2016 02:27 AM   
float4 st = StereoParams.Load(0); o8.x += st.x*(o8.w-st.y); Eureka, this solved the c enter mass vapor trail to stereo so now I need to find the Horizon line coming off the White dwarf.. This is a long process and there is no easy answers but I am once agin relearning the process. ;)
float4 st = StereoParams.Load(0);
o8.x += st.x*(o8.w-st.y);


Eureka, this solved the c enter mass vapor trail to stereo so now I need to find the Horizon line coming off the White dwarf..

This is a long process and there is no easy answers but I am once agin relearning the process. ;)

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Posted 12/27/2016 07:29 AM   
Hi Nephilim, Great job on the white dwarf! If you want I could test the fix for you also since I am still close to allot white dwarfs.. Lets hope Jonathan agree on adding his fixes to your fixes so we can have 1 good fix on the Helixmod page. Let me know if there is anything I can do. Thanks, Paul.
Hi Nephilim,

Great job on the white dwarf! If you want I could test the fix for you also since I am still close to allot white dwarfs..
Lets hope Jonathan agree on adding his fixes to your fixes so we can have 1 good fix on the Helixmod page.
Let me know if there is anything I can do.

Thanks, Paul.

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/27/2016 08:39 AM   
well I am still trying to fix the White Dwarf Horizon long line.. I have fixed the center vapor trail..here is the fixed file just pout it in your shaderfixes file and overwrite and replace with old one: https://1drv.ms/t/s!AgDOJnMP-19IhG5J2Uy5fRkmcOxu
well I am still trying to fix the White Dwarf Horizon long line.. I have fixed the center vapor trail..here is the fixed file just pout it in your shaderfixes file and overwrite and replace with old one:



https://1drv.ms/t/s!AgDOJnMP-19IhG5J2Uy5fRkmcOxu

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 12/27/2016 08:55 AM   
I tested the fix and yes its great! Only the long beam left... There is another important fix that Jonathan did to the Nebula (for most systems)... With the original fix, when play at high convergence (like I do...), you had to manually tweak the Nebula field using the files. However I don't know what Jonathan did but with his fixes its not needed anymore, if you change your convergence the Nebula goes right with it or something. That's really great since apparently there are more Nebula shaders and you have to change them all manually using the old fix, and if you mess with your convergence you have to start all over. Jonathan did not apply his Nebula fix to all the Nebula shaders, so for example Nebula in white dwarf system is still using the old fix you and/or Bob made and needs manually tuning. I am gonna see what specific fix he did to the Nebula, and apply it to the Nebula in white dwarf systems as well. I guess it will also work for the Nebula in the Maia system.. Applying a fix seems really easy since its just a few lines of code which needs to be added before the RETURN statement, however I have no idea on making a fix myself since I don't completely understand the code.. In any case I find this interesting so I will keep helping and investigating. I think the current state of 3D Vision is better then VR, so I will wait a year or 2 for VR to develop and make the switch.
I tested the fix and yes its great! Only the long beam left...

There is another important fix that Jonathan did to the Nebula (for most systems)... With the original fix, when play at high convergence (like I do...), you had to manually tweak the Nebula field using the files. However I don't know what Jonathan did but with his fixes its not needed anymore, if you change your convergence the Nebula goes right with it or something. That's really great since apparently there are more Nebula shaders and you have to change them all manually using the old fix, and if you mess with your convergence you have to start all over.
Jonathan did not apply his Nebula fix to all the Nebula shaders, so for example Nebula in white dwarf system is still using the old fix you and/or Bob made and needs manually tuning.

I am gonna see what specific fix he did to the Nebula, and apply it to the Nebula in white dwarf systems as well. I guess it will also work for the Nebula in the Maia system..

Applying a fix seems really easy since its just a few lines of code which needs to be added before the RETURN statement, however I have no idea on making a fix myself since I don't completely understand the code.. In any case I find this interesting so I will keep helping and investigating. I think the current state of 3D Vision is better then VR, so I will wait a year or 2 for VR to develop and make the switch.

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/27/2016 09:31 AM   
I have 2 questions about shader hunting. 1. If I enable hunting=1 my PC runs like shit and the memory gets filled really fast (RAM), sometimes the game crashes as well. Is this normal behavior? I cannot keep hunting=1 all the time because of this. It happens both with SLI enabled/disabled. 2. I've read somewhere that there should be a dump folder were saved (marked) shaders should be placed, however I never found that folder and figured that hunted shaders are saved in the ShaderFixes folder itself. Is this normal behavior and can I change it maybe? Couldn't find anything about this in the DX INI file. I prefer marked shader in another folder so I keep my ShaderFixes folder nice and clean. Not really important this stuff, but I thought keeping hunting enabled could come in handy so I could hunt anytime when I see something wrong.. Thought my PC should be more then fast enough to take the performance drop, but what happens is quite extreme and I guess no PC is able to handle it :-). I found the Nebula fix Jonathan did: // Nebula 2D cbuffer cb0 : register(b0) { float4 cb0[4]; } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, out float3 o0 : TEXCOORD0, out float4 o1 : SV_Position0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; float4 st = StereoParams.Load(0); st.x += st.z*0.0001; v0.x -= st.x; r0.xyzw = cb0[1].xyzw * v0.yyyy; r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw; r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw; r0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw; o0.xyz = r0.xyz / r0.www; v0.x += st.x; o1.xyzw = v0.xyww; return; } Gonna see if it works for Maia and/or White dwarf systems also! I hope he agrees that we may use his fixes which are great! Paul
I have 2 questions about shader hunting.

1. If I enable hunting=1 my PC runs like shit and the memory gets filled really fast (RAM), sometimes the game crashes as well. Is this normal behavior? I cannot keep hunting=1 all the time because of this. It happens both with SLI enabled/disabled.

2. I've read somewhere that there should be a dump folder were saved (marked) shaders should be placed, however I never found that folder and figured that hunted shaders are saved in the ShaderFixes folder itself. Is this normal behavior and can I change it maybe? Couldn't find anything about this in the DX INI file. I prefer marked shader in another folder so I keep my ShaderFixes folder nice and clean.

Not really important this stuff, but I thought keeping hunting enabled could come in handy so I could hunt anytime when I see something wrong.. Thought my PC should be more then fast enough to take the performance drop, but what happens is quite extreme and I guess no PC is able to handle it :-).

I found the Nebula fix Jonathan did:

// Nebula 2D

cbuffer cb0 : register(b0)
{
float4 cb0[4];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float3 o0 : TEXCOORD0,
out float4 o1 : SV_Position0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;


float4 st = StereoParams.Load(0);
st.x += st.z*0.0001;
v0.x -= st.x;

r0.xyzw = cb0[1].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw;
r0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw;
o0.xyz = r0.xyz / r0.www;

v0.x += st.x;

o1.xyzw = v0.xyww;


return;
}

Gonna see if it works for Maia and/or White dwarf systems also! I hope he agrees that we may use his fixes which are great!

Paul

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/27/2016 10:25 AM   
Nice, I changed the Nebula fix for the white dwarf system with Jonathan his fix and it works! No need for manually changing the files anymore and the Nebula is always at the right depth. Now I can also see the starfield shader is wrong for those systems, the stars are way to close (this is maybe what RGP is mentioning). Guess I can fix that now also! Will do that later this week..
Nice, I changed the Nebula fix for the white dwarf system with Jonathan his fix and it works! No need for manually changing the files anymore and the Nebula is always at the right depth. Now I can also see the starfield shader is wrong for those systems, the stars are way to close (this is maybe what RGP is mentioning). Guess I can fix that now also! Will do that later this week..

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/27/2016 10:47 AM   
And I am respecting Jonathan his work btw and will not make my changes public until he agreed that we may use his fixes, this was more or less a test I did to find out what is wrong with those systems.. Especially now we have a part from the white dwarf fixed.. So I will not look any further now until he agreed to us using his fixes! I only hope the coming patches are not destroying all our work, they probably will a bit but I've read we only need to change the checksum then or something, we will see that later..
And I am respecting Jonathan his work btw and will not make my changes public until he agreed that we may use his fixes, this was more or less a test I did to find out what is wrong with those systems.. Especially now we have a part from the white dwarf fixed.. So I will not look any further now until he agreed to us using his fixes!
I only hope the coming patches are not destroying all our work, they probably will a bit but I've read we only need to change the checksum then or something, we will see that later..

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/27/2016 11:01 AM   
Paul said in the comments that he was happy to help, and as a general rule we use and reuse other people's work all the time. We really only ask that people give credit where credit is due. I'd say go ahead and put together a single fix that includes all the discoveries and star systems, so that it's complete. The_Nephilim is the author for the original page, so it's easiest if he edits the post and adds the completed fix. This also explains why the fix wasn't working for some people, it's different shaders for different star systems that people were seeing. [quote]1. If I enable hunting=1 my PC runs like shit and the memory gets filled really fast (RAM), sometimes the game crashes as well. Is this normal behavior? I cannot keep hunting=1 all the time because of this. It happens both with SLI enabled/disabled.[/quote] Should be OK. We run with hunting=1 a lot, and haven't seen this problem. Always possible this game is different, they all have their quirks. It sounds like maybe it's an interaction between how we keep track of textures, and the game maybe auto-generating new textures all the time so they look like they are new. Could also be shaders being auto-generated, but that seems less likely here. You can set hunting=2 to start with. That will enable the shader tracking, but disable the overlay. That may or may not help the problem with running out of RAM. Setting to =2 makes it run a lot smoother as we simplify the code paths. You use NumPad 0 to switch between =2 and =1. If that doesn't work, start with hunting=0, then when you get to a new location you want to hunt, alt-tab out edit the d3dx.ini to set hunting=1, alt-tab back in, and hit F10, which reloads all the shaders and settings. This also may be problematic, because when hunting=0 we do not track information that we might need. Worth a try though. hunting=1 is an expensive set of operations, so it's not a total surprise that it runs worse. Although it's usually only something like a 20% drop in performance, it sounds like your scenario is different than the usual. Try downloading and using the very latest version of 3Dmigoto (location in my signature). The newest version has a performance fix for SLI systems in particular that might help here. You just replace the dlls, and can keep using the d3dx.ini, or copy across the pieces you want. You will want to ship the fix with this latest version anyway. [quote]2. I've read somewhere that there should be a dump folder were saved (marked) shaders should be placed, however I never found that folder and figured that hunted shaders are saved in the ShaderFixes folder itself. Is this normal behavior and can I change it maybe? Couldn't find anything about this in the DX INI file. I prefer marked shader in another folder so I keep my ShaderFixes folder nice and clean.[/quote] We put any marked shaders back into the ShaderFixes folder, because that is the most common work-flow that people use. We need to have the shaders activated immediately upon mark, so it's not logical to put them anywhere else. ShaderCache used to be used for this, but it ended up very confusing as to what was live and what wasn't. Now it's strict- anything in ShaderFixes, and only ShaderFixes, is live. ShaderCache is used for dumping the entire game, when export_hlsl=3 or 2 for example. This is used for doing offline fixes, where every shader has been dumped, and they are fixed using offline scripts. ShaderCache shaders are never loaded live. It's usually easy enough to keep track of the differences by keeping your original folder of fixes around. It is good to try to keep a clean work-flow, and avoid random files and broken stuff from winding up in the end result. It's easy to make mistakes. Best strategy is to keep comments in the files themselves. The very first line is shown on screen now when hunting. If you leave yourself notes in files, you will never get confused on what shader does what. If you don't keep notes, it's nearly impossible to keep things straight. Everyone: do yourself a favor, and also anyone who looks at your fix to help- keep notes in the headers of the shader files. Imagine if you open the file, and the header says "Starfield for White Dwarf star systems. Using Paul's fix." If you want to see what you've modified, keep the ShaderFixes open in the Explorer, and set it to sort by most recent date. Whenever a file is modified or created we touch the date so that it will sort to the top.
Paul said in the comments that he was happy to help, and as a general rule we use and reuse other people's work all the time. We really only ask that people give credit where credit is due.

I'd say go ahead and put together a single fix that includes all the discoveries and star systems, so that it's complete. The_Nephilim is the author for the original page, so it's easiest if he edits the post and adds the completed fix.

This also explains why the fix wasn't working for some people, it's different shaders for different star systems that people were seeing.


1. If I enable hunting=1 my PC runs like shit and the memory gets filled really fast (RAM), sometimes the game crashes as well. Is this normal behavior? I cannot keep hunting=1 all the time because of this. It happens both with SLI enabled/disabled.

Should be OK. We run with hunting=1 a lot, and haven't seen this problem. Always possible this game is different, they all have their quirks.

It sounds like maybe it's an interaction between how we keep track of textures, and the game maybe auto-generating new textures all the time so they look like they are new. Could also be shaders being auto-generated, but that seems less likely here.

You can set hunting=2 to start with. That will enable the shader tracking, but disable the overlay. That may or may not help the problem with running out of RAM. Setting to =2 makes it run a lot smoother as we simplify the code paths. You use NumPad 0 to switch between =2 and =1.

If that doesn't work, start with hunting=0, then when you get to a new location you want to hunt, alt-tab out edit the d3dx.ini to set hunting=1, alt-tab back in, and hit F10, which reloads all the shaders and settings. This also may be problematic, because when hunting=0 we do not track information that we might need. Worth a try though.


hunting=1 is an expensive set of operations, so it's not a total surprise that it runs worse. Although it's usually only something like a 20% drop in performance, it sounds like your scenario is different than the usual.

Try downloading and using the very latest version of 3Dmigoto (location in my signature). The newest version has a performance fix for SLI systems in particular that might help here. You just replace the dlls, and can keep using the d3dx.ini, or copy across the pieces you want. You will want to ship the fix with this latest version anyway.


2. I've read somewhere that there should be a dump folder were saved (marked) shaders should be placed, however I never found that folder and figured that hunted shaders are saved in the ShaderFixes folder itself. Is this normal behavior and can I change it maybe? Couldn't find anything about this in the DX INI file. I prefer marked shader in another folder so I keep my ShaderFixes folder nice and clean.

We put any marked shaders back into the ShaderFixes folder, because that is the most common work-flow that people use. We need to have the shaders activated immediately upon mark, so it's not logical to put them anywhere else. ShaderCache used to be used for this, but it ended up very confusing as to what was live and what wasn't. Now it's strict- anything in ShaderFixes, and only ShaderFixes, is live.

ShaderCache is used for dumping the entire game, when export_hlsl=3 or 2 for example. This is used for doing offline fixes, where every shader has been dumped, and they are fixed using offline scripts. ShaderCache shaders are never loaded live.

It's usually easy enough to keep track of the differences by keeping your original folder of fixes around. It is good to try to keep a clean work-flow, and avoid random files and broken stuff from winding up in the end result. It's easy to make mistakes. Best strategy is to keep comments in the files themselves. The very first line is shown on screen now when hunting. If you leave yourself notes in files, you will never get confused on what shader does what. If you don't keep notes, it's nearly impossible to keep things straight.

Everyone: do yourself a favor, and also anyone who looks at your fix to help- keep notes in the headers of the shader files. Imagine if you open the file, and the header says "Starfield for White Dwarf star systems. Using Paul's fix."


If you want to see what you've modified, keep the ShaderFixes open in the Explorer, and set it to sort by most recent date. Whenever a file is modified or created we touch the date so that it will sort to the top.

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Bo3b's School for ShaderHackers

Posted 12/27/2016 11:43 AM   
Hi Bo3b, I am Paul :-). Thanks allot for your response and in general for all the work you've done for 3D Vision, I've been gaming in 3D Vision for like 6 years now and I love it! Wouldn't play without it anymore.. And yes I've found that marked shaders will get a new date modified time so I have no issues in finding them, no problem I will just live with this behavior. Regarding my PC slowdown, good to know its only my PC, I might find a fix for it but again I can live with it. I will go ahead and fix everything I find, supply my fixes to Nephilim so he can maintain the page in Helixmod. Thanks, Paul
Hi Bo3b,

I am Paul :-). Thanks allot for your response and in general for all the work you've done for 3D Vision, I've been gaming in 3D Vision for like 6 years now and I love it! Wouldn't play without it anymore..
And yes I've found that marked shaders will get a new date modified time so I have no issues in finding them, no problem I will just live with this behavior.
Regarding my PC slowdown, good to know its only my PC, I might find a fix for it but again I can live with it.
I will go ahead and fix everything I find, supply my fixes to Nephilim so he can maintain the page in Helixmod.

Thanks, Paul

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/27/2016 12:07 PM   
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