Mafia 2 - shadow fix help please !
Mafia 2 is one of the best story driven "open world" games from that era IMO, and the graphichs is still beatifull... The game is 3D "ready" with locked convergence, and that spoils all the fun.. With Chiri's tool it's easely unlocked, and during cutscenes and night sessions it looks stunning, it really brings the town to life :) But.. in dayligt shadows are borked outdoors :/ There seems to be only 2 responsible VS shaders present, disabling them is easy but it completely ruins the beautifull enviroment.. So down to buisness :) So I hope that one of our great shaderhackers could point me in the right direction, the shadows is stereo but breaks into two when convergence is raised ! This is the shadows for enviroment, cars, npc's and so on.. [code] vs_3_0 def c0, 1, 0, 0, 0 dcl_position v0 dcl_normal v1 dcl_texcoord v2 dcl_position o0 dcl_texcoord o1.xy dcl_texcoord1 o2.xyz dcl_texcoord2 o3 dcl_texcoord3 o4 dcl_texcoord4 o5 dcl_texcoord5 o6 mad o0, v0.xyzx, c0.xxxy, c0.yyyx mov o1.xy, v2 mov o2.xyz, v1 mov o3, c108 mov o4, c109 mov o5, c110 mov o6, c111 // approximately 7 instruction slots used [/code] This one is Vito's and close up npc's shadow.. [code] vs_3_0 def c0, 1, 0, 0, 0 dcl_position v0 dcl_normal v1 dcl_texcoord v2 dcl_texcoord2 v3 dcl_texcoord3 v4 dcl_texcoord4 v5 dcl_texcoord5 v6 dcl_position o0 dcl_texcoord o1.xyz dcl_texcoord1 o2.xyz dcl_texcoord2 o3 dcl_texcoord3 o4 dcl_texcoord4 o5 dcl_texcoord5 o6 mad o0, v0.xyzx, c0.xxxy, c0.yyyx mov o1.xyz, v2 mov o2.xyz, v1 mov o3, v3 mov o4, v4 mov o5, v5 mov o6, v6 // approximately 7 instruction slots used [/code] Edit: Look at this beaty at night !!! [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73240/[/img]
Mafia 2 is one of the best story driven "open world" games from that era IMO, and the graphichs is still beatifull...

The game is 3D "ready" with locked convergence, and that spoils all the fun..
With Chiri's tool it's easely unlocked, and during cutscenes and night sessions it looks stunning, it really brings the town to life :)

But.. in dayligt shadows are borked outdoors :/
There seems to be only 2 responsible VS shaders present, disabling them is easy but it completely ruins the beautifull enviroment..

So down to buisness :)
So I hope that one of our great shaderhackers could point me in the right direction, the shadows is stereo but breaks into two when convergence is raised !

This is the shadows for enviroment, cars, npc's and so on..
vs_3_0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dcl_position o0
dcl_texcoord o1.xy
dcl_texcoord1 o2.xyz
dcl_texcoord2 o3
dcl_texcoord3 o4
dcl_texcoord4 o5
dcl_texcoord5 o6
mad o0, v0.xyzx, c0.xxxy, c0.yyyx
mov o1.xy, v2
mov o2.xyz, v1
mov o3, c108
mov o4, c109
mov o5, c110
mov o6, c111

// approximately 7 instruction slots used

This one is Vito's and close up npc's shadow..
vs_3_0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dcl_texcoord2 v3
dcl_texcoord3 v4
dcl_texcoord4 v5
dcl_texcoord5 v6
dcl_position o0
dcl_texcoord o1.xyz
dcl_texcoord1 o2.xyz
dcl_texcoord2 o3
dcl_texcoord3 o4
dcl_texcoord4 o5
dcl_texcoord5 o6
mad o0, v0.xyzx, c0.xxxy, c0.yyyx
mov o1.xyz, v2
mov o2.xyz, v1
mov o3, v3
mov o4, v4
mov o5, v5
mov o6, v6

// approximately 7 instruction slots used



Edit: Look at this beaty at night !!!

Image
Attachments

mafia205_50.jps

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#1
Posted 07/09/2017 03:40 PM   
What about the pixel shaders? Post them if you can. I'm also interested in seeing how this can be fixed, to have a reference for other DX9 games.
What about the pixel shaders? Post them if you can.

I'm also interested in seeing how this can be fixed, to have a reference for other DX9 games.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#2
Posted 07/09/2017 06:02 PM   
TBH I'm not sure how to locate the pixel shader, it's not as obvious as the vertex shaders ! There's no pixel shaders that disables shadows directly, but this one disables all sunlight and also the shadows... [code] ps_3_0 def c0, 0.125, 0, 8.10000038, 5.69999981 def c1, 0.159154937, 0.5, 6.28318548, -3.14159274 def c2, -0.25, 0.25, 0, 0 def c3, -3, -4, -5, -6 def c4, 0, 1, 0.5, -2 def c5, 0, -1, -2, 0 defi i0, 4, 0, 0, 0 dcl_texcoord v0.xy dcl_texcoord1 v1.xyz dcl_texcoord2 v2 dcl_texcoord3 v3 dcl_texcoord4 v4 dcl_texcoord5 v5 dcl vPos.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 mov r0.xyz, c4 if_lt c130.x, r0.x mul r0.w, c129.x, vPos.x mad r0.y, c129.y, -vPos.y, r0.y mul r1.x, r0.z, c129.x mad r1.x, c129.x, vPos.x, -r1.x add r2.x, -r0.y, c4.y mad r1.y, c129.y, -r0.z, r2.x mov r1.zw, c4.x texldl r1, r1, s0 mul r1.yzw, r1.x, v1.xxyz mul r2.w, r1.x, c130.y mad r2.z, c130.z, r2.w, c130.w mad r0.z, r0.w, -c4.w, -c4.y mad r0.y, r0.y, -c4.w, -c4.y mul r2.y, r2.w, r0.y texldl r3, c4.x, s2 texldl r4, c0.xyyy, s2 mul r0.y, r2.w, r3.x mad r0.y, r0.z, r2.w, r0.y add r2.x, r4.x, r0.y dp4 r3.x, c131, r2 dp4 r3.y, c132, r2 dp4 r3.z, c133, r2 dp4 r0.y, c134, r2 rcp r0.y, r0.y mad r0.yzw, r3.xxyz, r0.y, c100.xxyz mul r2, r0.z, v3 mad r2, r0.y, v2, r2 mad r2, r0.w, v4, r2 add r2, r2, v5 else texld r3, v0, s0 mul r1.yzw, r3.x, v1.xxyz mad r0.yzw, v1.xxyz, r3.x, c100.xxyz mul r3, r0.z, v3 mad r3, r0.y, v2, r3 mad r3, r0.w, v4, r3 add r2, r3, v5 endif dp2add r0.y, vPos, c0.zwzw, c0.y dp3 r0.z, r1.yzww, r1.yzww mad_sat r0.z, r0.z, c126.x, c126.y mad_pp r0.z, r0.z, c126.z, c126.w mad r0.y, r0.y, c1.x, c1.y frc r0.y, r0.y mad r0.y, r0.y, c1.z, c1.w sincos r1.xy, r0.y dsx r3, r2.xyzy dsy r4, r2.yxyz mul r0.yw, r3, r4 mad r5.xy, r3.xzzw, r4.xzzw, -r0.ywzw rcp r0.y, r5.x mul r0.w, r3.z, r4.y mad r5.z, r3.x, r4.w, -r0.w mul r0.yw, r0.y, r5.xyzz max r1.zw, r0.xyyw, c2.x min r0.yw, r1.xzzw, c2.y mul r1.xyz, r2.w, r1.xyyw mov r1.w, c4.x mov r3.x, c4.x rep i0 add r3.y, r3.x, r3.x add r4, r3.y, c3 add r5.xyz, r3.y, -c4_abs.xyww cmp r6.xyz, -r5_abs.x, c118.xyww, r0.x cmp r5.xyw, -r5_abs.y, c119, r6.xyzz cmp r5.xyz, -r5_abs.z, c120.xyww, r5.xyww cmp r5.xyz, -r4_abs.x, c121.xyww, r5 cmp r5.xyz, -r4_abs.y, c122.xyww, r5 cmp r5.xyz, -r4_abs.z, c123.xyww, r5 cmp r5.xyz, -r4_abs.w, c124.xyww, r5 mul r5.xyw, r1.zxzx, r5.xyzz dp2add r5.z, r5, r0.ywzw, c4.x add r5, r2, r5 texldl r5, r5, s1 add_pp r3.z, r1.w, r5.x add r5.xyz, r3.y, c5 cmp r6.xyz, -r5_abs.x, c119.xyww, r0.x cmp r5.xyw, -r5_abs.y, c120, r6.xyzz cmp r5.xyz, -r5_abs.z, c121.xyww, r5.xyww cmp r5.xyz, -r4_abs.x, c122.xyww, r5 cmp r5.xyz, -r4_abs.y, c123.xyww, r5 cmp r4.xyz, -r4_abs.z, c124.xyww, r5 cmp r4.xyz, -r4_abs.w, c125.xyww, r4 mul r4.xyw, r1.xyzz, r4.xyzz dp2add r4.z, r4, r0.ywzw, c4.x add r4, r2, r4 texldl r4, r4, s1 add_pp r1.w, r3.z, r4.x add r3.x, r3.x, c4.y endrep mad_pp oC0, r1.w, c0.x, r0.z // approximately 115 instruction slots used (11 texture, 104 arithmetic) [/code]
TBH I'm not sure how to locate the pixel shader, it's not as obvious as the vertex shaders !

There's no pixel shaders that disables shadows directly, but this one disables all sunlight and also the shadows...

ps_3_0
def c0, 0.125, 0, 8.10000038, 5.69999981
def c1, 0.159154937, 0.5, 6.28318548, -3.14159274
def c2, -0.25, 0.25, 0, 0
def c3, -3, -4, -5, -6
def c4, 0, 1, 0.5, -2
def c5, 0, -1, -2, 0
defi i0, 4, 0, 0, 0
dcl_texcoord v0.xy
dcl_texcoord1 v1.xyz
dcl_texcoord2 v2
dcl_texcoord3 v3
dcl_texcoord4 v4
dcl_texcoord5 v5
dcl vPos.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
mov r0.xyz, c4
if_lt c130.x, r0.x
mul r0.w, c129.x, vPos.x
mad r0.y, c129.y, -vPos.y, r0.y
mul r1.x, r0.z, c129.x
mad r1.x, c129.x, vPos.x, -r1.x
add r2.x, -r0.y, c4.y
mad r1.y, c129.y, -r0.z, r2.x
mov r1.zw, c4.x
texldl r1, r1, s0
mul r1.yzw, r1.x, v1.xxyz
mul r2.w, r1.x, c130.y
mad r2.z, c130.z, r2.w, c130.w
mad r0.z, r0.w, -c4.w, -c4.y
mad r0.y, r0.y, -c4.w, -c4.y
mul r2.y, r2.w, r0.y
texldl r3, c4.x, s2
texldl r4, c0.xyyy, s2
mul r0.y, r2.w, r3.x
mad r0.y, r0.z, r2.w, r0.y
add r2.x, r4.x, r0.y
dp4 r3.x, c131, r2
dp4 r3.y, c132, r2
dp4 r3.z, c133, r2
dp4 r0.y, c134, r2
rcp r0.y, r0.y
mad r0.yzw, r3.xxyz, r0.y, c100.xxyz
mul r2, r0.z, v3
mad r2, r0.y, v2, r2
mad r2, r0.w, v4, r2
add r2, r2, v5
else
texld r3, v0, s0
mul r1.yzw, r3.x, v1.xxyz
mad r0.yzw, v1.xxyz, r3.x, c100.xxyz
mul r3, r0.z, v3
mad r3, r0.y, v2, r3
mad r3, r0.w, v4, r3
add r2, r3, v5
endif
dp2add r0.y, vPos, c0.zwzw, c0.y
dp3 r0.z, r1.yzww, r1.yzww
mad_sat r0.z, r0.z, c126.x, c126.y
mad_pp r0.z, r0.z, c126.z, c126.w
mad r0.y, r0.y, c1.x, c1.y
frc r0.y, r0.y
mad r0.y, r0.y, c1.z, c1.w
sincos r1.xy, r0.y
dsx r3, r2.xyzy
dsy r4, r2.yxyz
mul r0.yw, r3, r4
mad r5.xy, r3.xzzw, r4.xzzw, -r0.ywzw
rcp r0.y, r5.x
mul r0.w, r3.z, r4.y
mad r5.z, r3.x, r4.w, -r0.w
mul r0.yw, r0.y, r5.xyzz
max r1.zw, r0.xyyw, c2.x
min r0.yw, r1.xzzw, c2.y
mul r1.xyz, r2.w, r1.xyyw
mov r1.w, c4.x
mov r3.x, c4.x
rep i0
add r3.y, r3.x, r3.x
add r4, r3.y, c3
add r5.xyz, r3.y, -c4_abs.xyww
cmp r6.xyz, -r5_abs.x, c118.xyww, r0.x
cmp r5.xyw, -r5_abs.y, c119, r6.xyzz
cmp r5.xyz, -r5_abs.z, c120.xyww, r5.xyww
cmp r5.xyz, -r4_abs.x, c121.xyww, r5
cmp r5.xyz, -r4_abs.y, c122.xyww, r5
cmp r5.xyz, -r4_abs.z, c123.xyww, r5
cmp r5.xyz, -r4_abs.w, c124.xyww, r5
mul r5.xyw, r1.zxzx, r5.xyzz
dp2add r5.z, r5, r0.ywzw, c4.x
add r5, r2, r5
texldl r5, r5, s1
add_pp r3.z, r1.w, r5.x
add r5.xyz, r3.y, c5
cmp r6.xyz, -r5_abs.x, c119.xyww, r0.x
cmp r5.xyw, -r5_abs.y, c120, r6.xyzz
cmp r5.xyz, -r5_abs.z, c121.xyww, r5.xyww
cmp r5.xyz, -r4_abs.x, c122.xyww, r5
cmp r5.xyz, -r4_abs.y, c123.xyww, r5
cmp r4.xyz, -r4_abs.z, c124.xyww, r5
cmp r4.xyz, -r4_abs.w, c125.xyww, r4
mul r4.xyw, r1.xyzz, r4.xyzz
dp2add r4.z, r4, r0.ywzw, c4.x
add r4, r2, r4
texldl r4, r4, s1
add_pp r1.w, r3.z, r4.x
add r3.x, r3.x, c4.y
endrep
mad_pp oC0, r1.w, c0.x, r0.z

// approximately 115 instruction slots used (11 texture, 104 arithmetic)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#3
Posted 07/09/2017 07:01 PM   
This is a wild guess, trying to apply the Dark Souls 2 and 3 shadows (that were at screen depth) formula in your pixel shader: [code] ps_3_0 def c190, 0.40, 0, 0.0625, 1 dcl_2d s3 def c0, 0.125, 0, 8.10000038, 5.69999981 def c1, 0.159154937, 0.5, 6.28318548, -3.14159274 def c2, -0.25, 0.25, 0, 0 def c3, -3, -4, -5, -6 def c4, 0, 1, 0.5, -2 def c5, 0, -1, -2, 0 defi i0, 4, 0, 0, 0 dcl_texcoord v0.xy dcl_texcoord1 v1.xyz dcl_texcoord2 v2 dcl_texcoord3 v3 dcl_texcoord4 v4 dcl_texcoord5 v5 dcl vPos.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 mov r0.xyz, c4 if_lt c130.x, r0.x mul r0.w, c129.x, vPos.x mad r0.y, c129.y, -vPos.y, r0.y mul r1.x, r0.z, c129.x mad r1.x, c129.x, vPos.x, -r1.x add r2.x, -r0.y, c4.y mad r1.y, c129.y, -r0.z, r2.x mov r1.zw, c4.x texldl r1, r1, s0 mul r1.yzw, r1.x, v1.xxyz mul r2.w, r1.x, c130.y mad r2.z, c130.z, r2.w, c130.w mad r0.z, r0.w, -c4.w, -c4.y mad r0.y, r0.y, -c4.w, -c4.y mul r2.y, r2.w, r0.y texldl r3, c4.x, s2 texldl r4, c0.xyyy, s2 mul r0.y, r2.w, r3.x mad r0.y, r0.z, r2.w, r0.y add r2.x, r4.x, r0.y dp4 r11.y, c134, r2 mov r10, r2 texldl r20, c190.z, s3 mad r20.w, r11.y, r20.y, -c190.w mad r10.x, r20.w, r20.x, r10.x dp4 r3.x, c131, r10 dp4 r3.y, c132, r10 dp4 r3.z, c133, r10 dp4 r0.y, c134, r10 rcp r0.y, r0.y mad r0.yzw, r3.xxyz, r0.y, c100.xxyz mul r2, r0.z, v3 mad r2, r0.y, v2, r2 mad r2, r0.w, v4, r2 add r2, r2, v5 else texld r3, v0, s0 mul r1.yzw, r3.x, v1.xxyz mad r0.yzw, v1.xxyz, r3.x, c100.xxyz mul r3, r0.z, v3 mad r3, r0.y, v2, r3 mad r3, r0.w, v4, r3 add r2, r3, v5 endif dp2add r0.y, vPos, c0.zwzw, c0.y dp3 r0.z, r1.yzww, r1.yzww mad_sat r0.z, r0.z, c126.x, c126.y mad_pp r0.z, r0.z, c126.z, c126.w mad r0.y, r0.y, c1.x, c1.y frc r0.y, r0.y mad r0.y, r0.y, c1.z, c1.w sincos r1.xy, r0.y dsx r3, r2.xyzy dsy r4, r2.yxyz mul r0.yw, r3, r4 mad r5.xy, r3.xzzw, r4.xzzw, -r0.ywzw rcp r0.y, r5.x mul r0.w, r3.z, r4.y mad r5.z, r3.x, r4.w, -r0.w mul r0.yw, r0.y, r5.xyzz max r1.zw, r0.xyyw, c2.x min r0.yw, r1.xzzw, c2.y mul r1.xyz, r2.w, r1.xyyw mov r1.w, c4.x mov r3.x, c4.x rep i0 add r3.y, r3.x, r3.x add r4, r3.y, c3 add r5.xyz, r3.y, -c4_abs.xyww cmp r6.xyz, -r5_abs.x, c118.xyww, r0.x cmp r5.xyw, -r5_abs.y, c119, r6.xyzz cmp r5.xyz, -r5_abs.z, c120.xyww, r5.xyww cmp r5.xyz, -r4_abs.x, c121.xyww, r5 cmp r5.xyz, -r4_abs.y, c122.xyww, r5 cmp r5.xyz, -r4_abs.z, c123.xyww, r5 cmp r5.xyz, -r4_abs.w, c124.xyww, r5 mul r5.xyw, r1.zxzx, r5.xyzz dp2add r5.z, r5, r0.ywzw, c4.x add r5, r2, r5 texldl r5, r5, s1 add_pp r3.z, r1.w, r5.x add r5.xyz, r3.y, c5 cmp r6.xyz, -r5_abs.x, c119.xyww, r0.x cmp r5.xyw, -r5_abs.y, c120, r6.xyzz cmp r5.xyz, -r5_abs.z, c121.xyww, r5.xyww cmp r5.xyz, -r4_abs.x, c122.xyww, r5 cmp r5.xyz, -r4_abs.y, c123.xyww, r5 cmp r4.xyz, -r4_abs.z, c124.xyww, r5 cmp r4.xyz, -r4_abs.w, c125.xyww, r4 mul r4.xyw, r1.xyzz, r4.xyzz dp2add r4.z, r4, r0.ywzw, c4.x add r4, r2, r4 texldl r4, r4, s1 add_pp r1.w, r3.z, r4.x add r3.x, r3.x, c4.y endrep mad_pp oC0, r1.w, c0.x, r0.z // approximately 115 instruction slots used (11 texture, 104 arithmetic) [/code] It may not be this, but this was my only idea.
This is a wild guess, trying to apply the Dark Souls 2 and 3 shadows (that were at screen depth) formula in your pixel shader:

ps_3_0
def c190, 0.40, 0, 0.0625, 1
dcl_2d s3
def c0, 0.125, 0, 8.10000038, 5.69999981
def c1, 0.159154937, 0.5, 6.28318548, -3.14159274
def c2, -0.25, 0.25, 0, 0
def c3, -3, -4, -5, -6
def c4, 0, 1, 0.5, -2
def c5, 0, -1, -2, 0
defi i0, 4, 0, 0, 0
dcl_texcoord v0.xy
dcl_texcoord1 v1.xyz
dcl_texcoord2 v2
dcl_texcoord3 v3
dcl_texcoord4 v4
dcl_texcoord5 v5
dcl vPos.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
mov r0.xyz, c4
if_lt c130.x, r0.x
mul r0.w, c129.x, vPos.x
mad r0.y, c129.y, -vPos.y, r0.y
mul r1.x, r0.z, c129.x
mad r1.x, c129.x, vPos.x, -r1.x
add r2.x, -r0.y, c4.y
mad r1.y, c129.y, -r0.z, r2.x
mov r1.zw, c4.x
texldl r1, r1, s0
mul r1.yzw, r1.x, v1.xxyz
mul r2.w, r1.x, c130.y
mad r2.z, c130.z, r2.w, c130.w
mad r0.z, r0.w, -c4.w, -c4.y
mad r0.y, r0.y, -c4.w, -c4.y
mul r2.y, r2.w, r0.y
texldl r3, c4.x, s2
texldl r4, c0.xyyy, s2
mul r0.y, r2.w, r3.x
mad r0.y, r0.z, r2.w, r0.y
add r2.x, r4.x, r0.y
dp4 r11.y, c134, r2
mov r10, r2
texldl r20, c190.z, s3
mad r20.w, r11.y, r20.y, -c190.w
mad r10.x, r20.w, r20.x, r10.x
dp4 r3.x, c131, r10
dp4 r3.y, c132, r10
dp4 r3.z, c133, r10
dp4 r0.y, c134, r10
rcp r0.y, r0.y
mad r0.yzw, r3.xxyz, r0.y, c100.xxyz
mul r2, r0.z, v3
mad r2, r0.y, v2, r2
mad r2, r0.w, v4, r2
add r2, r2, v5
else
texld r3, v0, s0
mul r1.yzw, r3.x, v1.xxyz
mad r0.yzw, v1.xxyz, r3.x, c100.xxyz
mul r3, r0.z, v3
mad r3, r0.y, v2, r3
mad r3, r0.w, v4, r3
add r2, r3, v5
endif
dp2add r0.y, vPos, c0.zwzw, c0.y
dp3 r0.z, r1.yzww, r1.yzww
mad_sat r0.z, r0.z, c126.x, c126.y
mad_pp r0.z, r0.z, c126.z, c126.w
mad r0.y, r0.y, c1.x, c1.y
frc r0.y, r0.y
mad r0.y, r0.y, c1.z, c1.w
sincos r1.xy, r0.y
dsx r3, r2.xyzy
dsy r4, r2.yxyz
mul r0.yw, r3, r4
mad r5.xy, r3.xzzw, r4.xzzw, -r0.ywzw
rcp r0.y, r5.x
mul r0.w, r3.z, r4.y
mad r5.z, r3.x, r4.w, -r0.w
mul r0.yw, r0.y, r5.xyzz
max r1.zw, r0.xyyw, c2.x
min r0.yw, r1.xzzw, c2.y
mul r1.xyz, r2.w, r1.xyyw
mov r1.w, c4.x
mov r3.x, c4.x
rep i0
add r3.y, r3.x, r3.x
add r4, r3.y, c3
add r5.xyz, r3.y, -c4_abs.xyww
cmp r6.xyz, -r5_abs.x, c118.xyww, r0.x
cmp r5.xyw, -r5_abs.y, c119, r6.xyzz
cmp r5.xyz, -r5_abs.z, c120.xyww, r5.xyww
cmp r5.xyz, -r4_abs.x, c121.xyww, r5
cmp r5.xyz, -r4_abs.y, c122.xyww, r5
cmp r5.xyz, -r4_abs.z, c123.xyww, r5
cmp r5.xyz, -r4_abs.w, c124.xyww, r5
mul r5.xyw, r1.zxzx, r5.xyzz
dp2add r5.z, r5, r0.ywzw, c4.x
add r5, r2, r5
texldl r5, r5, s1
add_pp r3.z, r1.w, r5.x
add r5.xyz, r3.y, c5
cmp r6.xyz, -r5_abs.x, c119.xyww, r0.x
cmp r5.xyw, -r5_abs.y, c120, r6.xyzz
cmp r5.xyz, -r5_abs.z, c121.xyww, r5.xyww
cmp r5.xyz, -r4_abs.x, c122.xyww, r5
cmp r5.xyz, -r4_abs.y, c123.xyww, r5
cmp r4.xyz, -r4_abs.z, c124.xyww, r5
cmp r4.xyz, -r4_abs.w, c125.xyww, r4
mul r4.xyw, r1.xyzz, r4.xyzz
dp2add r4.z, r4, r0.ywzw, c4.x
add r4, r2, r4
texldl r4, r4, s1
add_pp r1.w, r3.z, r4.x
add r3.x, r3.x, c4.y
endrep
mad_pp oC0, r1.w, c0.x, r0.z

// approximately 115 instruction slots used (11 texture, 104 arithmetic)


It may not be this, but this was my only idea.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#4
Posted 07/09/2017 08:44 PM   
Thanks masterotaku :) But it didn't make any visual difference, assuming I did it correct !
Thanks masterotaku :)

But it didn't make any visual difference, assuming I did it correct !

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#5
Posted 07/09/2017 10:34 PM   
Try Mortal Kombat X profile. Also use nvapi.dll from http://helixmod.blogspot.fr/2012/11/dx9-11-custom-convergencedepth-bindings.html and lastest HELIXMOD DEBUGGER d3d9.dll. My depth is 44, and it's not perfect but playable.
Try Mortal Kombat X profile. Also use nvapi.dll from http://helixmod.blogspot.fr/2012/11/dx9-11-custom-convergencedepth-bindings.html and lastest HELIXMOD DEBUGGER d3d9.dll. My depth is 44, and it's not perfect but playable.

#6
Posted 07/10/2017 01:55 PM   
Thanks for the suggestions harisukro ! But there are no profiles that can fix these shadows ! So I'll settle with it as it is now, I've disabled the 2 VS shaders, and it's very playable with 100% depht and pretty much convergence ( which is the way I like third person games :) Outdoor nights, indoor and cutscenes is untouched and flawless, outdoor daytime is now playable ! If some of you still hasn't played it, I can only say go for it, it's a great game !! [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73274/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73275/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/73276/[/img]
Thanks for the suggestions harisukro !

But there are no profiles that can fix these shadows !

So I'll settle with it as it is now, I've disabled the 2 VS shaders, and it's very playable with 100% depht and pretty much convergence ( which is the way I like third person games :)

Outdoor nights, indoor and cutscenes is untouched and flawless, outdoor daytime is now playable !
If some of you still hasn't played it, I can only say go for it, it's a great game !!

Image

Image

Image

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#7
Posted 07/12/2017 03:11 PM   
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