The Evil Within by Tango Gameworks / Shinji Mikami / Bethesda (2014)
  3 / 15    
Yikes, that implementation sounds ludicrous. Why would they do it that way?
Yikes, that implementation sounds ludicrous. Why would they do it that way?

#31
Posted 10/15/2014 12:22 AM   
[quote="Alo81"]Yikes, that implementation sounds ludicrous. Why would they do it that way? [/quote]No way for us to know, but my guess would be that they started development years ago, and decided on OpenGL/ID engine at the time. Then XBone and PS4 come out, but as far as I know, no OpenGL layer for either box, only DX11. So, to ship on new consoles, they needed to glue the layers together. Then, since PC is a 'who cares', they ship their awful port as is. Worth noting for future ID engine games that are console focused. Don't be in a rush.
Alo81 said:Yikes, that implementation sounds ludicrous. Why would they do it that way?
No way for us to know, but my guess would be that they started development years ago, and decided on OpenGL/ID engine at the time. Then XBone and PS4 come out, but as far as I know, no OpenGL layer for either box, only DX11.

So, to ship on new consoles, they needed to glue the layers together. Then, since PC is a 'who cares', they ship their awful port as is.

Worth noting for future ID engine games that are console focused. Don't be in a rush.

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#32
Posted 10/15/2014 12:40 AM   
@Helifax It's possible fix the surround?
@Helifax

It's possible fix the surround?

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#33
Posted 10/15/2014 08:30 AM   
[quote="murilladas"]@Helifax It's possible fix the surround?[/quote] I haven't tried the game in surround yet. What are the problems with running the game in surround?
murilladas said:@Helifax

It's possible fix the surround?

I haven't tried the game in surround yet. What are the problems with running the game in surround?

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My website with my fixes and OpenGL to 3D Vision wrapper:
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#34
Posted 10/15/2014 09:00 AM   
[quote="helifax"][quote="murilladas"]@Helifax It's possible fix the surround?[/quote] I haven't tried the game in surround yet. What are the problems with running the game in surround?[/quote] that's horribe it could almost have been done on purpose.... (like 3D) Letterbox, FOV, etc...
helifax said:
murilladas said:@Helifax

It's possible fix the surround?

I haven't tried the game in surround yet. What are the problems with running the game in surround?


that's horribe it could almost have been done on purpose.... (like 3D)

Letterbox, FOV, etc...

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#35
Posted 10/15/2014 11:32 AM   
[quote="bo3b"][quote="Alo81"]Yikes, that implementation sounds ludicrous. Why would they do it that way? [/quote]No way for us to know, but my guess would be that they started development years ago, and decided on OpenGL/ID engine at the time. Then XBone and PS4 come out, but as far as I know, no OpenGL layer for either box, only DX11. So, to ship on new consoles, they needed to glue the layers together. Then, since PC is a 'who cares', they ship their awful port as is. Worth noting for future ID engine games that are console focused. Don't be in a rush.[/quote] DX is exclusive to MS. Sony uses OpenGL at heart. Maybe with Carmack gone, they just decided "Meh, let's just port it from console base to DX with this nifty program." I'm kind of glad I've bbegun to really hate the new AAA titles, because it seems like porting is going to a new low with these new systems.
bo3b said:
Alo81 said:Yikes, that implementation sounds ludicrous. Why would they do it that way?
No way for us to know, but my guess would be that they started development years ago, and decided on OpenGL/ID engine at the time. Then XBone and PS4 come out, but as far as I know, no OpenGL layer for either box, only DX11.

So, to ship on new consoles, they needed to glue the layers together. Then, since PC is a 'who cares', they ship their awful port as is.

Worth noting for future ID engine games that are console focused. Don't be in a rush.


DX is exclusive to MS. Sony uses OpenGL at heart. Maybe with Carmack gone, they just decided "Meh, let's just port it from console base to DX with this nifty program."

I'm kind of glad I've bbegun to really hate the new AAA titles, because it seems like porting is going to a new low with these new systems.

#36
Posted 10/15/2014 11:37 AM   
[quote="Paul33993"]porting is going to a new low with these new systems.[/quote] Not sure I agree with that. Alien Isolation and Shadow of Mordor were both excellent PC releases, to name two recent ones. Things are pretty good, for the most part. There are very few games that don't come to PC, and most of them seem to be decent ports.
Paul33993 said:porting is going to a new low with these new systems.

Not sure I agree with that. Alien Isolation and Shadow of Mordor were both excellent PC releases, to name two recent ones. Things are pretty good, for the most part. There are very few games that don't come to PC, and most of them seem to be decent ports.

#37
Posted 10/15/2014 12:18 PM   
[quote="murilladas"][quote="helifax"][quote="murilladas"]@Helifax It's possible fix the surround?[/quote] I haven't tried the game in surround yet. What are the problems with running the game in surround?[/quote] that's horribe it could almost have been done on purpose.... (like 3D) Letterbox, FOV, etc...[/quote] Hayden over on WSGF is making a fix for multimonitor/FoV for TEW. Head over there to keep an eye on progress.
murilladas said:
helifax said:
murilladas said:@Helifax

It's possible fix the surround?

I haven't tried the game in surround yet. What are the problems with running the game in surround?


that's horribe it could almost have been done on purpose.... (like 3D)

Letterbox, FOV, etc...


Hayden over on WSGF is making a fix for multimonitor/FoV for TEW. Head over there to keep an eye on progress.

#38
Posted 10/15/2014 05:50 PM   
This sound crazy:, but can some1 else try this:, i switched steroscopic 3d on and knocked the refresh rate down to 24hrz(1920x1080), booted the game up, and the loading screens/the Hallway titlescreen / ingame cutsceans defo seem 3D (with depth at least) playing the game does seem to have some 3d about it, its just ive never played anything 3rd person before, so i cant compare it, and for some reason Alt+f1 doesnt want to take any screenshots to show. *also on tridef page* some1 managed to get power 3d profile SbS working, there is a bit of distoration outside main view. but still some progress *also the devs of the game released commands that u can turn off letterboxing etc* commands are @ http://forums.bethsoft.com/topic/1508646-debug-console-commands/
This sound crazy:, but can some1 else try this:,
i switched steroscopic 3d on and knocked the refresh rate down to 24hrz(1920x1080), booted the game up, and the loading screens/the Hallway titlescreen / ingame cutsceans defo seem 3D (with depth at least) playing the game does seem to have some 3d about it, its just ive never played anything 3rd person before, so i cant compare it, and for some reason Alt+f1 doesnt want to take any screenshots to show.

*also on tridef page* some1 managed to get power 3d profile SbS working, there is a bit of distoration outside main view. but still some progress

*also the devs of the game released commands that u can turn off letterboxing etc* commands are @
http://forums.bethsoft.com/topic/1508646-debug-console-commands/

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#39
Posted 10/15/2014 06:31 PM   
[quote="benji_gtx9800"]This sound crazy:, but can some1 else try this:, I switched steroscopic 3d on and knocked the refresh rate down to 24hrz(1920x1080), booted the game up, and the loading screens/the Hallway titlescreen / ingame cutsceans defo seem 3D (with depth at least) playing the game does seem to have some 3d about it, its just ive never played anything 3rd person before, so I can't compare it, and for some reason Alt+f1 doesnt want to take any screenshots to show. *also on tridef page* some1 managed to get power 3d profile SbS working, there is a bit of distoration outside main view. but still some progress *also the devs of the game released commands that u can turn off letterboxing etc* commands are @ http://forums.bethsoft.com/topic/1508646-debug-console-commands/[/quote] If it's really in 3d then take a picture with your phone/camera and you should clearly see 2 images at the same time (assuming it's using active/passive method of 3d).
benji_gtx9800 said:This sound crazy:, but can some1 else try this:,
I switched steroscopic 3d on and knocked the refresh rate down to 24hrz(1920x1080), booted the game up, and the loading screens/the Hallway titlescreen / ingame cutsceans defo seem 3D (with depth at least) playing the game does seem to have some 3d about it, its just ive never played anything 3rd person before, so I can't compare it, and for some reason Alt+f1 doesnt want to take any screenshots to show.

*also on tridef page* some1 managed to get power 3d profile SbS working, there is a bit of distoration outside main view. but still some progress

*also the devs of the game released commands that u can turn off letterboxing etc* commands are @

http://forums.bethsoft.com/topic/1508646-debug-console-commands/


If it's really in 3d then take a picture with your phone/camera and you should clearly see 2 images at the same time (assuming it's using active/passive method of 3d).

#40
Posted 10/15/2014 10:45 PM   
I try this game with 3dmigoto and the wrapper is working....but the game is somehow blocking the 3D kicks in....left and right eye is the same image. Intro are rare....but the game is DX11....even the console says "The Evil Within - Nextgen - D3D" Here some screenshots....first one is normal and second one i remove some VS (that produce that effect). [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61870/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61871/[/img] Also i can dump shaders...i dump the fog one: [code] cbuffer constantBufferV : register(b0) { float4 globalvieworigin : packoffset(c0); float4 viewmatrixz : packoffset(c1); float4 particlevsparm0 : packoffset(c2); float4 projectionmatrixz : packoffset(c3); float4 mvpmatrixx : packoffset(c4); float4 mvpmatrixy : packoffset(c5); float4 mvpmatrixw : packoffset(c6); float4 mvpmatrixz : packoffset(c7); } Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, float4 v2 : COLOR0, float4 v3 : TEXCOORD1, float4 v4 : TEXCOORD2, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : COLOR0, out float4 o3 : SV_Position0) { float4 r0,r1,r2,r3; uint4 bitmask; r0.xy = float2(2.550000e+002,2.550000e+001) * v4.xw; r0.y = v3.w * 2.550000000e+003 + r0.y; r0.x = 1.000000e+000 / r0.x; r0.y = 9.999999747e-005 + r0.y; o0.w = 1.000000e+000 / r0.y; o0.xy = v1.xy; r1.xyz = -globalvieworigin.xyz + v0.xyz; r1.w = v0.w; r2.x = dot(r1.xyzw, viewmatrixz.xyzw); o0.z = -particlevsparm0.x + -r2.x; r0.y = v4.z * 2.550000000e+002 + -1.270000000e+002; o1.x = r0.x * r0.y + v1.x; r0.xyz = v3.yyy * v2.xyz; r0.xyz = float3(6.000000e+000,6.000000e+000,6.000000e+000) * r0.xyz; r3.xyz = max(r0.xyz, float3(0.000000e+000,0.000000e+000,0.000000e+000)); r3.xyz = log2(r3.xyz); r3.xyz = float3(2.200000e+000,2.200000e+000,2.200000e+000) * r3.xyz; r3.xyz = exp2(r3.xyz); r0.w = 0.000000000e+000 < v3.z; r0.xyz = r0.www ? r3.xyz : r0.xyz; r0.w = max(r0.y, r0.x); r0.w = max(r0.z, r0.w); o1.w = r0.w; o1.y = v1.y; o1.z = v4.y; r3.xyz = r0.xyz / r0.www; r0.w = 0.000000000e+000 < r0.w; o2.xyz = r0.www ? r3.xyz : r0.xyz; o2.w = v2.w; r0.x = dot(r1.xyzw, mvpmatrixx.xyzw); r0.y = dot(r1.xyzw, mvpmatrixy.xyzw); r0.w = dot(r1.xyzw, mvpmatrixw.xyzw); r1.z = dot(r1.xyzw, mvpmatrixz.xyzw); r1.xyw = r0.xyw; r2.z = particlevsparm0.x + r2.x; r2.z = r2.x * r2.z; r2.z = particlevsparm0.x / r2.z; r2.z = particlevsparm0.y * r2.z; r2.w = r2.x == 0.000000; r2.z = r2.w ? -0.000000000e+000 : -r2.z; r3.x = projectionmatrixz.z + r2.z; r2.y = 1.000000000e+000; r3.y = projectionmatrixz.w; r0.z = dot(r2.xy, r3.xy); r2.x = particlevsparm0.x != 0.000000; o3.xyzw = r2.xxxx ? r0.xyzw : r1.xyzw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // Buffer Definitions: // // cbuffer constantBufferV // { // // float4 globalvieworigin; // Offset: 0 Size: 16 // float4 viewmatrixz; // Offset: 16 Size: 16 // float4 particlevsparm0; // Offset: 32 Size: 16 // float4 projectionmatrixz; // Offset: 48 Size: 16 // float4 mvpmatrixx; // Offset: 64 Size: 16 // float4 mvpmatrixy; // Offset: 80 Size: 16 // float4 mvpmatrixw; // Offset: 96 Size: 16 // float4 mvpmatrixz; // Offset: 112 Size: 16 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // constantBufferV cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xyzw 1 NONE float xy // COLOR 0 xyzw 2 NONE float xyzw // TEXCOORD 1 xyzw 3 NONE float yzw // TEXCOORD 2 xyzw 4 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // COLOR 0 xyzw 2 NONE float xyzw // SV_Position 0 xyzw 3 POS float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[8], immediateIndexed dcl_input v0.xyzw dcl_input v1.xy dcl_input v2.xyzw dcl_input v3.yzw dcl_input v4.xyzw dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output_siv o3.xyzw, position dcl_temps 4 mul r0.xy, v4.xwxx, l(255.000000, 25.500000, 0.000000, 0.000000) mad r0.y, v3.w, l(2550.000000), r0.y div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x add r0.y, r0.y, l(0.000100) div o0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y mov o0.xy, v1.xyxx add r1.xyz, v0.xyzx, -cb0[0].xyzx mov r1.w, v0.w dp4 r2.x, r1.xyzw, cb0[1].xyzw add o0.z, -r2.x, -cb0[2].x mad r0.y, v4.z, l(255.000000), l(-127.000000) mad o1.x, r0.x, r0.y, v1.x mul r0.xyz, v2.xyzx, v3.yyyy mul r0.xyz, r0.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000) max r3.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) log r3.xyz, r3.xyzx mul r3.xyz, r3.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000) exp r3.xyz, r3.xyzx lt r0.w, l(0.000000), v3.z movc r0.xyz, r0.wwww, r3.xyzx, r0.xyzx max r0.w, r0.y, r0.x max r0.w, r0.z, r0.w mov o1.w, r0.w mov o1.y, v1.y mov o1.z, v4.y div r3.xyz, r0.xyzx, r0.wwww lt r0.w, l(0.000000), r0.w movc o2.xyz, r0.wwww, r3.xyzx, r0.xyzx mov o2.w, v2.w dp4 r0.x, r1.xyzw, cb0[4].xyzw dp4 r0.y, r1.xyzw, cb0[5].xyzw dp4 r0.w, r1.xyzw, cb0[6].xyzw dp4 r1.z, r1.xyzw, cb0[7].xyzw mov r1.xyw, r0.xyxw add r2.z, r2.x, cb0[2].x mul r2.z, r2.z, r2.x div r2.z, cb0[2].x, r2.z mul r2.z, r2.z, cb0[2].y eq r2.w, r2.x, l(0.000000) movc r2.z, r2.w, l(-0.000000), -r2.z add r3.x, r2.z, cb0[3].z mov r2.y, l(1.000000) mov r3.y, cb0[3].w dp2 r0.z, r2.xyxx, r3.xyxx ne r2.x, cb0[2].x, l(0.000000) movc o3.xyzw, r2.xxxx, r0.xyzw, r1.xyzw ret // Approximately 47 instruction slots used[/code] @Bob....i just send you a PM with the d3d11 and nvapi log.....maybe is possible to bypass that stupid 3D blocking shit. edit1: Also i try "automatic_mode=1"...same results "full_screen=1" crash the game.....i look the log and is running in a fake full screen. if anyone want to give a try..i'm using 3Dmigot 0.92 - x64
I try this game with 3dmigoto and the wrapper is working....but the game is somehow blocking the 3D kicks in....left and right eye is the same image.

Intro are rare....but the game is DX11....even the console says "The Evil Within - Nextgen - D3D"

Here some screenshots....first one is normal and second one i remove some VS (that produce that effect).
Image

Image

Also i can dump shaders...i dump the fog one:
cbuffer constantBufferV : register(b0)
{
float4 globalvieworigin : packoffset(c0);
float4 viewmatrixz : packoffset(c1);
float4 particlevsparm0 : packoffset(c2);
float4 projectionmatrixz : packoffset(c3);
float4 mvpmatrixx : packoffset(c4);
float4 mvpmatrixy : packoffset(c5);
float4 mvpmatrixw : packoffset(c6);
float4 mvpmatrixz : packoffset(c7);
}

Texture2D<float4> StereoParams : register(t125);

void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float4 v2 : COLOR0,
float4 v3 : TEXCOORD1,
float4 v4 : TEXCOORD2,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : COLOR0,
out float4 o3 : SV_Position0)
{
float4 r0,r1,r2,r3;
uint4 bitmask;
r0.xy = float2(2.550000e+002,2.550000e+001) * v4.xw;
r0.y = v3.w * 2.550000000e+003 + r0.y;
r0.x = 1.000000e+000 / r0.x;
r0.y = 9.999999747e-005 + r0.y;
o0.w = 1.000000e+000 / r0.y;
o0.xy = v1.xy;
r1.xyz = -globalvieworigin.xyz + v0.xyz;
r1.w = v0.w;
r2.x = dot(r1.xyzw, viewmatrixz.xyzw);
o0.z = -particlevsparm0.x + -r2.x;
r0.y = v4.z * 2.550000000e+002 + -1.270000000e+002;
o1.x = r0.x * r0.y + v1.x;
r0.xyz = v3.yyy * v2.xyz;
r0.xyz = float3(6.000000e+000,6.000000e+000,6.000000e+000) * r0.xyz;
r3.xyz = max(r0.xyz, float3(0.000000e+000,0.000000e+000,0.000000e+000));
r3.xyz = log2(r3.xyz);
r3.xyz = float3(2.200000e+000,2.200000e+000,2.200000e+000) * r3.xyz;
r3.xyz = exp2(r3.xyz);
r0.w = 0.000000000e+000 < v3.z;
r0.xyz = r0.www ? r3.xyz : r0.xyz;
r0.w = max(r0.y, r0.x);
r0.w = max(r0.z, r0.w);
o1.w = r0.w;
o1.y = v1.y;
o1.z = v4.y;
r3.xyz = r0.xyz / r0.www;
r0.w = 0.000000000e+000 < r0.w;
o2.xyz = r0.www ? r3.xyz : r0.xyz;
o2.w = v2.w;
r0.x = dot(r1.xyzw, mvpmatrixx.xyzw);
r0.y = dot(r1.xyzw, mvpmatrixy.xyzw);
r0.w = dot(r1.xyzw, mvpmatrixw.xyzw);
r1.z = dot(r1.xyzw, mvpmatrixz.xyzw);
r1.xyw = r0.xyw;
r2.z = particlevsparm0.x + r2.x;
r2.z = r2.x * r2.z;
r2.z = particlevsparm0.x / r2.z;
r2.z = particlevsparm0.y * r2.z;
r2.w = r2.x == 0.000000;
r2.z = r2.w ? -0.000000000e+000 : -r2.z;
r3.x = projectionmatrixz.z + r2.z;
r2.y = 1.000000000e+000;
r3.y = projectionmatrixz.w;
r0.z = dot(r2.xy, r3.xy);
r2.x = particlevsparm0.x != 0.000000;
o3.xyzw = r2.xxxx ? r0.xyzw : r1.xyzw;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions:
//
// cbuffer constantBufferV
// {
//
// float4 globalvieworigin; // Offset: 0 Size: 16
// float4 viewmatrixz; // Offset: 16 Size: 16
// float4 particlevsparm0; // Offset: 32 Size: 16
// float4 projectionmatrixz; // Offset: 48 Size: 16
// float4 mvpmatrixx; // Offset: 64 Size: 16
// float4 mvpmatrixy; // Offset: 80 Size: 16
// float4 mvpmatrixw; // Offset: 96 Size: 16
// float4 mvpmatrixz; // Offset: 112 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// constantBufferV cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyzw
// TEXCOORD 1 xyzw 3 NONE float yzw
// TEXCOORD 2 xyzw 4 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// COLOR 0 xyzw 2 NONE float xyzw
// SV_Position 0 xyzw 3 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[8], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyzw
dcl_input v3.yzw
dcl_input v4.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output_siv o3.xyzw, position
dcl_temps 4
mul r0.xy, v4.xwxx, l(255.000000, 25.500000, 0.000000, 0.000000)
mad r0.y, v3.w, l(2550.000000), r0.y
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.y, r0.y, l(0.000100)
div o0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mov o0.xy, v1.xyxx
add r1.xyz, v0.xyzx, -cb0[0].xyzx
mov r1.w, v0.w
dp4 r2.x, r1.xyzw, cb0[1].xyzw
add o0.z, -r2.x, -cb0[2].x
mad r0.y, v4.z, l(255.000000), l(-127.000000)
mad o1.x, r0.x, r0.y, v1.x
mul r0.xyz, v2.xyzx, v3.yyyy
mul r0.xyz, r0.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000)
max r3.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r3.xyz, r3.xyzx
mul r3.xyz, r3.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp r3.xyz, r3.xyzx
lt r0.w, l(0.000000), v3.z
movc r0.xyz, r0.wwww, r3.xyzx, r0.xyzx
max r0.w, r0.y, r0.x
max r0.w, r0.z, r0.w
mov o1.w, r0.w
mov o1.y, v1.y
mov o1.z, v4.y
div r3.xyz, r0.xyzx, r0.wwww
lt r0.w, l(0.000000), r0.w
movc o2.xyz, r0.wwww, r3.xyzx, r0.xyzx
mov o2.w, v2.w
dp4 r0.x, r1.xyzw, cb0[4].xyzw
dp4 r0.y, r1.xyzw, cb0[5].xyzw
dp4 r0.w, r1.xyzw, cb0[6].xyzw
dp4 r1.z, r1.xyzw, cb0[7].xyzw
mov r1.xyw, r0.xyxw
add r2.z, r2.x, cb0[2].x
mul r2.z, r2.z, r2.x
div r2.z, cb0[2].x, r2.z
mul r2.z, r2.z, cb0[2].y
eq r2.w, r2.x, l(0.000000)
movc r2.z, r2.w, l(-0.000000), -r2.z
add r3.x, r2.z, cb0[3].z
mov r2.y, l(1.000000)
mov r3.y, cb0[3].w
dp2 r0.z, r2.xyxx, r3.xyxx
ne r2.x, cb0[2].x, l(0.000000)
movc o3.xyzw, r2.xxxx, r0.xyzw, r1.xyzw
ret
// Approximately 47 instruction slots used


@Bob....i just send you a PM with the d3d11 and nvapi log.....maybe is possible to bypass that stupid 3D blocking shit.

edit1: Also i try "automatic_mode=1"...same results
"full_screen=1" crash the game.....i look the log and is running in a fake full screen.

if anyone want to give a try..i'm using 3Dmigot 0.92 - x64

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#41
Posted 10/16/2014 12:43 AM   
There's no depth at all in those shots.
There's no depth at all in those shots.

#42
Posted 10/16/2014 02:06 AM   
That's pretty interesting that 3Dmigoto engages and dumps shaders. That means that at least at some level it's DX11, not OpenGL. Not sure how this is working because it's also theoretically only windowed mode as well. The logs look pretty normal to me. The lack of depth is some other problem I think. Try different profiles to see. I don't know if there is one that bypasses their heuristic to make cut-scenes be 2D. That's what that looks like to me, where 3D engages, you can take snapshots, but it's all 2D. (The Null-Z buffer target override.) It's possible I can work out something to make that happen in 3Dmigoto. Also, the devs are not anti-3D, they are waiting for feedback: [url]http://forums.bethsoft.com/topic/1508803-nv3d/[/url]
That's pretty interesting that 3Dmigoto engages and dumps shaders. That means that at least at some level it's DX11, not OpenGL. Not sure how this is working because it's also theoretically only windowed mode as well.

The logs look pretty normal to me.

The lack of depth is some other problem I think. Try different profiles to see. I don't know if there is one that bypasses their heuristic to make cut-scenes be 2D. That's what that looks like to me, where 3D engages, you can take snapshots, but it's all 2D. (The Null-Z buffer target override.) It's possible I can work out something to make that happen in 3Dmigoto.


Also, the devs are not anti-3D, they are waiting for feedback:

http://forums.bethsoft.com/topic/1508803-nv3d/

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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#43
Posted 10/16/2014 02:56 AM   
[quote="bo3b"]That's pretty interesting that 3Dmigoto engages and dumps shaders. That means that at least at some level it's DX11, not OpenGL. Not sure how this is working because it's also theoretically only windowed mode as well. .... [/quote] That is very interesting indeed...Maybe only the fontend(renderer) is done in DX11 and the rest is in OGL. If I put my wrapper against the game it gets loaded...so that means that the game at least looks up for instructions from OGL... That would explain why we get side by side images completely flat...since you also need to inject the shaders with the magic formula....
bo3b said:That's pretty interesting that 3Dmigoto engages and dumps shaders. That means that at least at some level it's DX11, not OpenGL. Not sure how this is working because it's also theoretically only windowed mode as well.
....


That is very interesting indeed...Maybe only the fontend(renderer) is done in DX11 and the rest is in OGL. If I put my wrapper against the game it gets loaded...so that means that the game at least looks up for instructions from OGL...

That would explain why we get side by side images completely flat...since you also need to inject the shaders with the magic formula....

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Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#44
Posted 10/16/2014 09:01 AM   
The game have 3 parts: 1) Intro --> this part don't render in DX11....maybe OGL, i dont know. 2) Screen logos --> this part don't render in DX11....maybe OGL, i dont know. 3) Game (Menus and game) --> render in DX11 (Even the console says "D3D") Recommended add this commands: +com_allowconsole 1 +com_SkipIntroVideo 1 The skip intro only remove the part 1. Also if you have a image crash in the Part 1 and Part 2 (but the sound goes), wait a minute...the game (Part 3) will start (you have to wait a few seconds). Also i don't see any green text from Nvidia....but i can take screenshots with ALT-F1....the name of the screenshot files are Dwmxx_xx.jps....that is not the name of the .exe of course. @Helifax....when you change the profiles for OGL games like WOLF....what did you change in the profile? maybe trying to import a profile (the one you modified) in this game can make the 3D kick in....later we will have to see whats happens with 3Dmigoto.....it's an idea.
The game have 3 parts:

1) Intro --> this part don't render in DX11....maybe OGL, i dont know.
2) Screen logos --> this part don't render in DX11....maybe OGL, i dont know.
3) Game (Menus and game) --> render in DX11 (Even the console says "D3D")

Recommended add this commands: +com_allowconsole 1 +com_SkipIntroVideo 1

The skip intro only remove the part 1.
Also if you have a image crash in the Part 1 and Part 2 (but the sound goes), wait a minute...the game (Part 3) will start (you have to wait a few seconds).

Also i don't see any green text from Nvidia....but i can take screenshots with ALT-F1....the name of the screenshot files are Dwmxx_xx.jps....that is not the name of the .exe of course.


@Helifax....when you change the profiles for OGL games like WOLF....what did you change in the profile? maybe trying to import a profile (the one you modified) in this game can make the 3D kick in....later we will have to see whats happens with 3Dmigoto.....it's an idea.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#45
Posted 10/16/2014 12:00 PM   
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